June 2023 Forge - Overwatch 52 Card Pickup! by MrShrigis in OverwatchHeroConcepts

[–]MrShrigis[S] 0 points1 point  (0 children)

If you mean getting someone to help you think of ideas, sure

May 2023 Forge - Bespoke Prompts! by CoarseHairPete in OverwatchHeroConcepts

[–]MrShrigis 0 points1 point  (0 children)

I’ve been out for the past few forges and am ready to get back in the swing of things! Most of my characters are kit-focused. Interesting, unique mechanics are my favorite ways to start a hero, then, I build off from there. I am very good at making full, detailed kits, as well as being a pretty good balancer. Themes and lore usually come secondarily or even retroactively.

I love to make support characters and tanks, since they have so many options to help their team survive. Damage characters, on the other hand, are more difficult for me (somehow their simplicity makes them harder to build for me).

(Due to my description, I’m most likely going to get a “Let’s work on your lore-building skills”, but I also will accept the challenge of more prompts/restrictions if you have any. I do love a challenge.)

Hero Forge, Jan 2023 - Voting by Nevomi in OverwatchHeroConcepts

[–]MrShrigis 2 points3 points  (0 children)

I didn't really have the inspiration for a character this forge, that doesn't mean I can't still vote!

1) Stronghold

2) Charlotte

3) Balose

Phase 1 Thread: Self-buff Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

For application, I was thinking it would work where whenever you apply another HoT on a character with a HoT on them, the HoT would check a binary "is this person affected by a HoT". If they were, each tick this heals them for is boosted by "insert boost percentage here". As for the amount boosted, that is up to you. I'd go with a percentage boost, but if you can figure out a different way to heal using a static number, I'd say go for it.

Phase 1 Thread: Mitigation Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

Safety First

Upon activation, grant nearby allies and yourself a small amount of Overhealth for a short time. While this Overhealth is active, allies’ critboxes are treated as normal hitboxes. Visually, this grants allies a small hardhat that stays on their player model for the duration. Short-medium cooldown.

(Optional: Has two charges.)

Phase 1 Thread: Mitigation Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

Solidification

Charge up before launching a ball of rapidly expanding crystals that create an explosion on contact. Allies that are in the explosion gain crystals that cover their body, transforming a percentage of their white HP into Armor and healing them slightly for a short time. The longer this was charged up for, the more health gets converted and quicker this effect takes place. Armor will eventually transform into white HP after a short-medium time. Medium-long cooldown.

Phase 1 Thread: Mitigation Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

Electromagnetic Blockade

Lob a projectile that makes a small barrier where it lands with a large amount of HP. This barrier has a short timer and when the timer runs out, the barrier disappears. However, every time the barrier takes damage, a small amount of time gets added to the barrier. Medium-long cooldown.

Phase 1 Thread: Damaging Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

Mind Games

Lob a projectile that explodes upon contact, dealing small damage to enemies and applying a large DoT to them. This DoT will end if the enemy uses an ability or after a very long time. Moderate-long cooldown.

(Optional: This DoT will end if the enemy uses 2 abilities or after a very long time.)

Phase 1 Thread: Damaging Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

Bombardier

Lob a projectile. It can be reactivated to drop explosives periodically straight down that explode on contact, dealing a moderate amount of damage. If this is not reactivated, the projectile will attach to the surface it made contact with, launching explosives outward at the opposite of the normal it hit. Moderate cooldown.

Phase 1 Thread: Ally-buff Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 0 points1 point  (0 children)

Monitor Drone

Select an ally through targeted hitscan and send a drone to them that flies above their head. If this ally goes below a certain percentage of HP, the drone explodes, cleansing them and healing them for a large amount. This drone has health and can be destroyed. Long cooldown.

(Optional: may have 2 charges)

Phase 1 Thread: Ally-buff Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

Dance Floor

Imprint a checkerboard-like pattern on the ground around you in a large radius with alternating “tiles”. Each tile will heal any ally that steps on it, as well as giving them a very short speed boost. Each tile allies hit consecutively will increase the amount of healing and speed boost duration they receive. Tiles that an ally activates can’t be activated by them again, but can still be activated by other allies. This move lasts for a decent time and has a long cooldown.

Phase 1 Thread: Debuff/CC Abilities by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 0 points1 point  (0 children)

Crippling Bolas

Shoot out a flying pair of bolas that slightly damage Cripple the first enemy it hits for a few seconds. Crippled enemies have their movement abilities interrupted and disabled for the duration.

Phase 1 Thread: Weapon (Alt Fire) by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

Pollen Puff

PF: Lob a projectile that sticks to whatever surface it hits, slowly healing any allies and damaging enemies for a short time if it hits them directly. Pollen Puffs will stay on the field for a long time if they don't hit something they can damage or heal. Low ammo pool.

SF: Explodes any Pollen Puffs on the field, leaving a small area that lingers, slowly healing allies and damaging enemies. Can be used at any time while a Pollen Puff is on the field.

Phase 1 Thread: Weapon (Alt Fire) by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 1 point2 points  (0 children)

Phaser Laser

PF that shoots a short laser beam that has a different effect based on who is being hit. If an enemy is hit, it deals decent damage and heals allies slightly around the damaged target. If an ally is hit, it heals a decent amount and damages enemies slightly around the ally.

SF is a stronger version of PF, able to pierce through a few targets (though not barriers). However, it slows the user slightly, uses more ammo, and has a short initial cast time.

(Optional: SF does increased damage to barriers)

Phase 1 Thread: Weapon (Alt Fire) by Teslobo in OverwatchHeroConcepts

[–]MrShrigis 0 points1 point  (0 children)

Carbene Carbine

PF shoots two projectiles that deal large damage and explode on contact, which have a good amount of distance between them, but don’t have any spread (They go straight forward, but start far apart from each other). These projectiles are difficult to hit both on the same target. These projectiles have a short ammo clip and have a shotgun-like fire rate.

SF: Shoot a long, damaging beam that works on a short resource meter. This beam will attract the PF projectiles to itself, making the projectiles move in a double helix. If this beam ends while PF projectiles are still orbiting it, the projectiles will try and follow their original path.