New Support Hero Concept

So I have a kit fully designed here, but not much in the way of theming or flavor right now. This was basically me trying to fit a specific character from a different franchise into OW. 50 pop culture points to anyone that guesses who it is.

Health: 200 (basic HP)

Primary: A projectile/beam combo (like Winston’s secondary) with a relatively low attack speed and damage. Fires a thin ray from the tip of his index finger. Basic standard kinda clip size and reload speed, medium range, no headshot.

Passive: For every teammate within 10 meters of you, each of you gains 4% damage resistance per teammate (not counting yourself). So max 16% with the whole team close together, or up to 24% when using Ability 2 (see below).

Ability 1: Throw a piercing disc attack that travels forward slowly. Think like Fire Strike, but flipped 90° to be horizontal instead of vertical, and with a smaller hitbox, but a faster projectile speed. After throwing it, you’ll stay in a channeling state with your hand outstretched, moving at 80% of normal speed, and the disc will aim towards your crossair as it flies. Can be cancelled with your primary or any other ability, and doing so causes the disc to suddenly stop and fly back towards you, with a faster projectile speed. 50 damage, 6 second cooldown, starts when the disc is destroyed (by colliding with a wall or getting eaten/deflected) or starts returning to you.

Ability 2: Pause with a brief animation where you can’t move, and then create two duplicates of yourself, one on either side of you. Holding either left or right during the animation will instead cause both duplicates to appear to either side of you (useful for preventing predictability). Each one is created with the same current HP as you, they act as solid objects and have their own individual HP pools. They also count as teammates for the purposes of your passive, however they’re not treated as players otherwise (they’re more like turrets than Bob). They will mimic your movement and primary and Ability 1 usage, however they only deal 25% of your normal damage each, and they won’t mimic usage of Ability 3 or your ult (another possible way for enemies to spot the real you). 8 second duration, 15-20 second cooldown, doesn’t start until both duplicates are destroyed, but you can cancel it early to dismiss them.

Ability 3: Ally-targeted ability that you throw like Repair Pack, but with a shorter range of 25 meters. Has a 1.5 second delay where nothing happens, then it fully heals the target almost instantly, healing for 100% of their max HP. They also start regenerating ammo, even without reloading (like Mei when in self-freeze), and can gain extra ammo beyond their normal clip size (up to a proportional cap). Has 3 charges, each with a 10 second cooldown.

Ultimate: Ally targeted ability; you fly super fast straight towards a teammate within 30 meters, in any direction. Upon reaching them, you boost the use of their ultimate by extending its duration by 50%. You can only target teammates that are currently using their ult. In addition, both you and your targeted ally gain a constant fly speed for the newly extended duration of their ult (like Mercy’s ult, but with faster movement speed).

Has no effect on the following ultimates:

  • Call Mech
  • Dragonstrike
  • Earthshatter
  • EMP
  • Pulse Bomb
  • Rampage
  • Self-Destruct
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Supports need a consistent source of healing. That’s the one major trait that separates the support role from the other 2 roles.

This is a worst version of Brig’s Repair Pack. This is also the only source of healing (which is also on a cool down (bad hero design.)) Imagine Soldier: 76 if he was a support. That’s basically what you made.

Interesting concept. I like how you implemented the duplication ability. Seems like there’s a lot of creative ways to leverage it.

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A 25m full heal?

Also, with Overwatch, the Support role is really heal focused. Unless they decide to split the Support role in two, Supports need to have a reliable source of healing. A full heal on a cast and travel time, which would likely need to have a beefy cooldown, would make them redundant as a support. They’d be a good utility support, but that doesn’t seem to be a thing Blizzard know how to do.

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A 25m full heal?

You think that’s…too long? Too short?

Also, with Overwatch, the Support role is really heal focused. Unless they decide to split the Support role in two, Supports need to have a reliable source of healing.

This is actually a pretty solid point. I was considering how this hero’s overall healing output my compare to someone like Zen, but I can see the issue with having no consistent healing during team fights. With that in mind, here’s an alternate passive idea I came up with:

You have a ring around you that slowly heals you and teammates continuously, similar to Lucio or Brig, however it only activates when you or a teammate within that ring deal damage. Starts off at ~12 HPS, but then increases as more team damage is dealt within that ring, capping out at ~40 HPS. This value will decay over time, similar to Zarya’a energy.

Thoughts?

A full heal on a 25m range is absurdly powerful. It’s essentially a preemptive rez, with a shorter arming time than Mercy has to spend trying to rez someone (Your full heal has an arming time of 1.5 seconds, while Mercy takes 1.75 seconds to rez someone), and rez doesn’t even have a tenth of the range. It’s a unique concept, and a cool way to work healing into a kit that’s different, but it would need some serious balance adjustments.

I think you could really work this hero’s duplicates into their kit, in terms of healing. So, you have the duplicates active and they move and do their own thing, like you said. But now, they’d also work like this:

And, for context, I’m assuming your ‘fire rings’ are meant to be Chakrams, so I’ll be referring to them as Chakrams. So, if you see me mention a Chakram, it’s referring to your fire rings.

  • Throwing a chakram at a duplicate causes them to hold it around them, healing allies around them
  • Activating the ability again while duplicates are on the field, and you’re looking at a duplicate, will cause you and the duplicate to instantly swap places with each other, ending the ability and putting it on cooldown
  • Chakrams can now target allies, and will bounce between enemies within 10m of each other, healing each ally it hits. Chakrams will do the same thing to enemies, bouncing and damaging each enemy within 10m of each other