I really like the idea of a Hero who is less reliant on his weapon, and is almost entirely ability focused. So, that’s what this is.
Also, just bare in mind this is probably not balanced. It’s purely the idea I’m going for
New Damage Hero: Wolfe
General:
Health: 175
Movement Speed: 6.5m/s (Fastest base movement speed)
Passive: Exploitation
Enemies affected by your traps take 15% increased damage from all sources
Weapon: Lupine Longbow
A handcrafted longbow, its woodwork inspired by a wolf. Excels at rapid fire shots, dealing high damage in mid range combat and rewarding precise shots with devastating lethality.
Ammo: N/A
Damage: 60
Rate of Fire: 1/second
Headshot Multiplier: 2x
Projectile Speed: 75m/s
Reload Time: 0.6 seconds
Secondary Fire: Smoke Bomb
Throw a short range grenade at your feet, stunning enemies in point blank range and granting you Stealth. Whilst Stealthed, you are Unhindered, allowing you to move freely through enemy and allied targets, ignoring collision. Passing through enemies or allies briefly reveals you, and moving through enemies Slows them.
Range: 3m
Stun Duration: 0.5 seconds
Stealth Duration: 6 seconds
Slow: 25%
Slow Duration: 2 seconds
Reveal Duration (When phasing or within 5m of an enemy): 0.5 seconds
Cooldown: 13 seconds
Ability 1: Explosive Mine
Deploy an explosive charge at your feet, taking a moment to arm. Enemies who walk over the mine take damage and are knocked down by the explosion. This ability deals additional damage to Armour and Shields. Explosive Mine has 2 charges, and you can plant a maximum of 4 Explosive Mines at any given time.
Damage: 65
Health: 60
Damage (Vs Shields/Armour): 95
Arm Time: 0.6 seconds
AOE: 6m
Stun Duration: 0.3 seconds
Cooldown (Per charge): 10 seconds
Ability 2: Poison Trap
Deploy a poisonous trap at your feet, taking a moment to arm. Enemies who walk over the trap are Slowed and take a burst of damage, whilst becoming Poisoned, taking continued damage over time and reducing their damage output. The poison created by the trap lingers for a short time, poisoning any enemy who walks through it. Poisonous Trap has 2 charges, and you can place up to 3 Poisonous Traps at any given time.
Damage (Impact): 30
Damage (Poison): 50
Health: 60
Arm Time: 0.8 seconds
Poison Duration: 4 seconds
Poison Duration (Lingering AOE): 6 seconds
Slow: 35%
Slow Duration: 3 seconds
Cooldown (Per charge): 10 seconds
Ultimate Ability: On the Hunt
You gain 15% increased movement speed and deal 25% more damage for a short time. Whilst this buff is active, dealing damage to enemies affected by your traps heals you for 15% of the damage done and reduces your traps cooldowns by 1 second. Any taps you deploy whilst On the Hunt is active gain additional effects.
Explosive Mines now inflict an additional 50 Bleed damage over 4 seconds and their detonation range is increased by 3m
Poisonous Traps now reduce healing received by 30% and you heal yourself for 10 HP/s when standing in a pool of poison left behind by your Poisonous Traps
Ultimate Cost: 2,150
Duration: 10 seconds
Perks:
Level 1:
Alchemical Fortitude:
Explosive Mines now deal Poison damage, and their Bleed damage is now Poison damage. Whenever you Poison an enemy, you reduce your active cooldowns by 1 second
Oil Trap:
Poisonous Traps are now Oil Traps, and triggering one ignites the oil, dealing a burst of Fire damage and leaving a burning AOE, after detonating, that can ignite enemies. Whenever any of your traps are triggered, you take 10% reduced damage for 3 seconds.
Level 2:
Multipurpose Armaments:
Your Smoke Bomb is now treated as a Trap, in terms of benefiting from effects applied to your traps. Whenever you deal 130 direct damage to an enemy affected by any of your traps, a chain reaction emanates from the target, dealing 40 damage to all enemies around them, up to twice per target
Malice:
When you are Stealthed, placing a trap no longer breaks your Stealth and you can place any number of traps, up to their max, with no cooldown. All your deployed traps now detonate when you exit Stealth and trigger all damage and effects at once, dealing 60% reduced damage if hit by multiple traps at once. Your trap cooldowns trigger after leaving Stealth, increasing by 1 second for every trap placed, up to a max increase of 7 seconds per charge. Phasing through allies with Smoke Bomb reduces your trap’s cooldowns by 1 second.
The only thing i’d change is the Bow sadly since Hanzo already has one and Freja has a Crossbow sadly. I have no idea on what you’d replace it with sadly.
We already have junkrat, in a game that’s basically built around mobility at this point; traps that restrict movement will be received as badly as sombra’s ow1 hack.
Even when I love a trapper concept myself, Junkrat was the one trapper and his concept turned away from that because it doesn’t work that well. I think in TF2, the demoman was a trapper and there was builds where he put a lot of mines in one place and wait for someone to cross to kill it.
But I think People didn’t enjoy to be killed like that and having to wait for someone to cross wasn’t engaging enough.
I myself a concept that I would love to see that maybe it could work with some traps is a kind of commander character that works like Natural Selection 2. Probably would be a healer or maybe a tank, and would be a character that can watch the map from top view in some way, put some traps, healing pick ups and build walls, or maybe possess someone like Abathur and act with other players
If it was tanks it would be kind of crazy because they would had to make him overpowered enough that makes 4 tankless vs 5 viable enough and would make the game feel very different with him around.
If it was a healer, probably would need to focus on heal more, and be weak to be dived, so it shouldn’t be able to play from base or something like that, and would need to play out of commander mode to not be an easy target.
Nothing wrong with heroes having the same kind of weapon types, so long as they play differently. How many Heroes have a staff, shotgun or rifle?
Hanzo is a Sniper, meanwhile Wolfe is focused on faster firing sustained dps, with his bow. He can’t even charge his shots, which is why there’s no listing for a charged shot damage and so forth.
Overall, it’s a cool concept, but definitely not balanced—which I also don’t really want to go into in depth.
What I care much more about are the aspects that seem problematic or questionable.
Movement speed:
Why should he have the highest base movement speed? It doesn’t really make sense to me why this hero should get that.
Passive:
“From all sources” means allies would also benefit from this buff. That’s way too much for a passive, even if the trigger condition is fairly specific. In general, I think the concept would fail because of the trap mechanics. This kind of gameplay is heavily dependent on enemy skill level, which would make the hero very overpowered in low-elo lobbies but very weak at higher levels.
Weapon:
We already have a hero with a bow. Having another hero with such a similar weapon would feel strange. An alternative could be something like a slingshot?!
Smoke Bomb:
This feels more like something for a ninja than for a trapper, doesn’t it?
Independently of that, the ability includes stun, slow, and invisibility all in one. I don’t mind invisibility if it’s implemented properly, but adding two CC effects on top of that—especially as an AoE that can hit multiple targets—is too much. Also, why does the hero become invisible to everyone, and not just to those affected by the smoke bomb?
I would increase the radius and make you invisible only to enemies who were inside the bomb’s range. Or make it a real smoke bomb that actually creates smoke, can be thrown like a grenade, and blocks vision. Maybe add some kind of infrared sensor inside the smoke that reveals enemies every 0.5 seconds while they’re inside it?
Either way, the 0.5-second stun is too much.
Explosive Mine:
Here again, the stun is just unnecessary. It doesn’t even make much sense—traps are usually used to secure areas you can’t be in because you’re needed elsewhere. So you can’t even capitalize on the stun, while it just annoys the enemy. The 6-meter radius is also pretty large. Junkrat has a maximum of 3 meters and can only have one trap active at a time.
Lastly, it’s strange that you can have 4 active traps but only 2 charges. Since the traps deal significantly less damage than Junkrat’s, I don’t see a reason why you shouldn’t be able to have 4 charges as well. The only real issue is stacking all traps in one spot—but that becomes far more apparent with the poison trap.
Poison Trap:
This trap can be extremely overpowered. If we assume that everyone standing in the poison cloud takes damage, you could deal five times the damage with a single trap, lock down an area for a full 6 seconds, and if you feel like it, just throw all three traps on one spot and increase the damage fifteenfold.
The problem here is that each trap individually needs to deal enough damage to be threatening, but together they must be harmless enough not to instantly wipe a whole team—and I don’t see a way to balance that. We’re missing exact numbers for the lingering poison cloud damage (since we only have trigger damage and DoT, if I’m reading this correctly), but the issue remains.
If I’m reading this right, the maximum duration a target could be poisoned is 10 seconds: the cloud lasts 6 seconds and applies a 4-second poison to anyone inside it. That means someone who doesn’t leave (or can’t leave) would be poisoned for 10 seconds, which at 50 damage would be 500 damage per enemy. In a 5v5, that’s 2,500 damage per trap.
That’s way too much, even if it’s only theoretical. This ability alone could charge your ultimate from 0 to 100 in seconds—and you have three of them! On top of that, covering an area with damage and slowing the enemy at the same time just isn’t fun.
This ability urgently needs a rework.
Ultimate – On the Hunt:
The ultimate is more than strange. I don’t think it’s good, because it basically requires you to activate the ult and then immediately throw all your traps onto the enemy. That feels weird, since no ultimate really works like that. Yes, some ults like Genji’s require you to use abilities alongside them, but not in this way. On top of that, the effects are very strong—especially the explosive mine effect, which would reach a 9-meter radius, which is ridiculous.
I wouldn’t call the ult weak, but it’s far too situational.
Perks:
Since the base concept isn’t well thought out and has fundamental issues, I won’t go into most of them—except for the last perk, because it’s just absurdly long. You can tell you tried to adjust it so it wouldn’t be completely overpowered, but it just ends up being ridiculous. You already have huge AoE areas on your traps, and now you allow placing 4 explosive mines and 3 poison traps within 6 seconds that all detonate at once when stealth ends?
That’s 7 traps that—especially with poison traps—can deal absurd amounts of damage without the enemy being able to do anything. Ignoring lingering damage zones for a moment, that’s 950 damage per enemy with DoTs, with 410 damage in the first second alone. Even if we apply the 60% reduction because the enemy is hit by multiple traps, that’s still 380 damage total, or 164 damage in the first second.
Because of how this is structured, it’s also not hard to specifically kill the supports with it—and once they’re gone, the fight is basically won. And you can do this every 13 to 20 seconds, which doesn’t even matter, because by the time the enemy is back, the abilities will be ready again anyway.
Off to a bad start. Maybe 25% increased damage, but only from Wolfe.
More poke. Very much so what this game needs.
Yeah, no. This is a troll post. CC, Invis, Discord, Poke, and DoT. You’re asking for a Sombra, Freya, Zen, Cass, Ashe hybrid. You are banned from the kitchen.
I know i got lucky on here when I suggested a “Cowgirl” western style person with a Rifle, right before blizzconn. And next thing you know. Father kaplan responds some sort of thing on it with a strange message on the post, and then its funny that Ashe gets announced for blizzconn. So anything is possible! I look forward to seeing someone’s idea applied.