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.
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.
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…
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.