The Echo Disaster

Good old days for me… I started OW as a Sym main back when she was. The changed version has always been meh for me as well… but such is as it is.

Echo… on the other hand… in my opinion, was all that Mina Liao wanted, all that she needed, but she could have been much much more. :wink:

PS: She probably wasn’t what most players wanted… or needed… sorry Mina! :smiley:

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It’s really not.

1/3/2 was terrible and it’s good that the devs said that’s not the direction they wanted to take the game in because that would’ve killed it a lot faster than the slow death it’s dying because of hero bans.

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It’s only been one day and it is already called a disaster?

My sentiments exactly, but a way to solve the impending crisis… Of course, a very bad way imho.

Should have ended that post with “/s” :laughing:

I kinda thought that it was generally accepted that Support players hated 1/3/2 even more than Tanks.

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No.

They shouldnt just stop releasing Damage heroes for several years.

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Ok I took my 30 mins to gather and scrapp and redo some of my old hero designs. This is the result.


Support hero 1: (Intended to be Sam)

Health: 100
Armor: 100

Main weapon: Composite rocket launcher (Was gonna be a nade launcher but several weeks after this idea, bap happened.)
Fires a projectile that damages enemy heroes and heals ally heroes in a small area.
Stats:
Projectile speed: 70, non arcing.
Direct impact damage: 40
Direct impact healing: 45
Splash damage: 30-30
Splash healing: 40-40, can self-heal with 50% effect.
Radius of effect: 3m
Primary fire: 1 single shot, 1 shot every 1.5s
Secondary fire: 3 shots in a 120 degree spread, consuming 3 ammo, 1 shot every 1.75s.
Clip size: 9
Reload time: 2s.

Ability 1: Nanobot Symbiote
Targets a ally hero, both you and target hero is healed by 25% dmg done by the other. Lasts indefinitely until either hero dies, or target hero moves out of line of sight.
CD: 7s (Starting when effect ends)

Ability 2: Composite Grenade
Toss a grenade towards target location, damages enemy shield and granting ally Temporary shield.
Radius of effect: 5m
Shield damage: 350
Ally shield: 50. Lasts 4s. Affects himself.
CD: 9s.

Ultimate: Suit overload
Ult charge requirement: 1750
For 6s, Gain 50% damage reduction and 50% cc resistance. Your composite rocket launcher loses ability to primary fire, but alternate fire costs 1 ammo and gains 100% extra fire speed.


Support hero 2:

Health: 300

Passive: Energized
For every 100 energy stored, u gain 5% cc resistance. Energy does not decay over time.
Max energy stored: 1000

Main weapon: Energy Absorber
Fires a large projectile that damages enemy heroes while reducing damage/healing of projectile it passes through or passes through it by 50% (works for hitscan too if they choost to shoot through it). Absorbed/reduced amount stored into a counter(called energy, yeah similar to zarya) until used.

Primary fire:
Projectile speed: 60
Rate of fire: 1 shot per 1.2s.
Direct Damage: 35
Splash damage: 30-10
Projectile size: 3m radius orb.
Splash radius: 2m.

Secondary fire (Ability 0): Restablishment
Releases/consumes 80% of your energy stored, heals nearby ally by 20+25%*stored amount over 3s. Healing from this ability is 25% effective on self.
CD: 3s

Ability 1: Emergency reconstruction
Consumes 50% of your energy stored, heals 1 ally hero and gives yourself temporary shield, both for 25% of energy consumed as amount. Shield lasts for 1s after completely applied. Healing and shield gain applies over 2s.
CD: 12s

Ability 2: Teleknesis
Fires a shield-piercing projectile towards an enemy. Enemy hit would be lift to mid air for 1s, during which they cannot move but can perform other actions. During the lift, you cannot perform any action. Does not interrupt.
Projectile speed: 120
Range: 45m
CD: 12s

Ultimate: Dragon Aspect
Ult charge requirement: 2500
Invoke your dragon inheritage. For 10s, form an area around you that moves with you, in which you and allies take 50% damage and gain 50% cc resistance. Damage reduced goes into your energy storage. During your ultimate, you cannot fire your weapon and use secondary fire, have 25% reduced movement speed, but can use your abilities with 50% cooldown reduction.
At the end of your ultimate, consume 100% of your energy and deal 15% of energy consumed as damage to the area of your ultimate.
Radius of effect: 4.5m

The 2nd design idea should tribute to this post, but I altered a lot since it’s not a tank but a support.

agree with you with everything from her design, stories to what the game require. this is indeed one of the worst choice that they can do now.

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And the hate against echo will come, but this time, from Supports and Tanks

This, and think, for OW2 we’ll probably get multiple supports and tanks.

The only real solution is getting rid of 222. Making normal queue times without making the correct change will take years at this rate.

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Yeah right… And I’m the queen of England. Tell me Mr. game designer, why exactly is this such a bad design decision?

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He’s a game designer brah, don’t question his powers.

Until there’s the same amount of Tanks and Supports as there are Damage heroes, yes, they absolutely should.

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So we wait until Overwatch 5 until we have another DPS? No thanks.

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Overexaggeration much?

If the devs had kept to their release schedule of 3 heroes per year we would’ve had a new hero last November and another would’ve been released earlier this month…

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Following that, it would take ~6 years for all the roles to be equal.

6 years without a new DPS hero?

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Someone must be generally newish to the game…

Well, we’re actually more likely to not have any new Heroes after Echo until OW2, sine they only said one hero was going to be guaranteed released before then.