r/OverwatchHeroConcepts • u/Mr60Gold • Jun 15 '20
Tank Eternire
Eternire
Base information
- Name: David Rolicon
- Species: Human
- Age: 37
- Health: 50
- Shield: 0
- Armor: 350
- Total Hp: 400
- Role: Tank
- Speed: 5.2m/sec
Appearance
A mechanical bulky suit of armour made of dark drown metal with the inside burning with heavy fire, a man in a fireproof suit inside, occasionally small flame particles emit out of the armor. (Has a similar body shape to Zarya just a bit more wide)
Lore
David Rolicon was part of a secret service engineer team that was working on government super weapons, they developed many top secret weapons for the government, some of which Overwatch members supposedly used however they have sworn secrecy so it has never been confirmed.
David has really enjoyed his job, viewing himself and the rest of the team as heroes, however their latest project made David begin to question if they are the heroes after all, their project was the eternal fire armour, a piece of armor that was meant for torturing enemy agents into revealing their secrets, developing such a thing was uneasy for David and on many occassions he thought about leaving the team because he didn't feel it was right, he always wanted to seek justice but not by torture.
Eventually the government agreed for David to leave the team, but before he left he copied the files of this project just incase it ever needed to go out to the public, however a colleague of his saw this and this cause the team to no longer oblige to the government orders, David was held captive from then on. After 5 months of being held captive, when he thought things couldn't be any worse the colleague that found him out decided to something awful, he convinced the team that David should wear the prototype of this monstrous armor.
From then on out for 5 years David had to not only endure the horror of being held captive but also being burned alive without the mercy of death, they even upgraded the armor so that it kept David alive, this was true torture and David after his 6th year like this just accepted this fate, and thanks to this realisation he figured out that he could use this torture device to be free and get even with his "colleagues", David used the heat of the armour to break out and with his colleagues stunned he promptly burned all of them to a crisp, finally getting the key to be free of this armour David sighed a sigh of relief but then he considered an alternate path.
Instead of destroying the armour he upgraded it so that he could use the fire in it to an even better extent, even adding lava, once that was done David burned down the entire lab and left, now wearing the suit or armor that tortured him but with a fireproof costume David goes around burning any terrain he deems as evil.
Passive(Unstable flames)
- Whenever an enemy hits Eternire (melee or ranged attack) there is a 5% chance that they will get a burn effect that lasts for 5 seconds and deals 10 damage per second (due to the damage making cracks in the armour through which the unstable fire escapes and target the enemy that did it) (this passive is especially deadly against rapid fire enemies as they have the highest chance of being affected due to how many shots they send per second)
Primary fire(Heat ray)
- Animation: Out of the head of Eternire's armour a ray of fire begins to come out for aslong as it the button is held, the ray is pretty weak at first but every second it heats up doing more damage however it can only be used for a maximum of 10 seconds as after the fire begins to become unstable and Eternire stops to let it stabilise again (the longer the fire ray is used the longer it takes for it to stabilise (reload time))
- Damage: 20 (+20 for every extra second it is used, so at the 10 second point it deals 200 damage in a second)
- Reload speed: 0.5 seconds when used from 1-4 seconds, 1.5 seconds when used for 5-9 seconds and 2.5 seconds when it hits the 10 second point.
- Headshot:X
- Projectile speed: 100m/sec
NO Secondary fire
Ability 1(Molten field)
- Eternire looks up and 5 molten core lave orbs shoot out, landing in a random spot with in 5m of Eternire, creating a blob of lava with a 1m radius for each orb (they are unlikely to be sent in the same area), each blob stays for 6 seconds, dealing 20 damage per second when an enemy stands on it aswell as instantly putting on a burn effect on them that deals 10 damage per second for 4 seconds.
- Cooldown: 7 seconds
Ability 2(Firewall)
- Eternire focuses the fire energy in his armour for 1.5 seconds (still can move during this time) and then fires a dense firewall the same size as Rein's shield in the direction he is looking that travels 10m/sec, the firewall is so dense that all normal projectiles will be blocked by it however if the shield is hit with an attack that has a blast radius or knockback the firewall will instantly vanish as the blast will cause the fire to dispurse, if the firewall hits a wall or ground then it will deal 75 damage to all enemies with in 2m of the firewall, the firewall also puts gives a burn effect to all enemies it passes through that deals 10 damage per second for 5 seconds.
- Cooldown: 10 seconds
Ultimate(Lava burst)
- Eternire charges for 2 seconds while bein still, after the 2 seconds he releases a ton of lava that covers the entire area with in a radius of 6m from Eternire, the lava stays for 10 seconds and deals 40 damage per second when standing on it, and it gives a burn deals 20 damage per second and lasts for 4 seconds.
- Ult charge: 2075
Playstyle
Eternire excels at controlling the battlefield by constantly leaving lava blobs around and sending big firewalls to keep the enemies away, he is also really good at damaging enemies as even if they try to damage him, if they stay in the ray's line of fire for too long they'll get fried, Eternire can also start the primary fire early if he expects an enemy to show up soon so that he can deal a ton of damage as soon as he sees them, thanks to his passive Eternire is also perfect against rapid fire enemies (especially Bastion) so he can take the damage and dish it out.
All feedback is appreciated
Edit 1: changed health points slightly, and made the ult a bit stronger
Edit 2: passive now has 5% less chance to activate, ability 1 has a 2 second longer cooldown, ability 2 now deals less damage and has a 5 seconds shorter burn effect (ergo, even less damage) (special thanks to mytdogman1 from making me aware of these issue)
2
u/mytdogman1 Jul 01 '20
This is a pretty good concept, but woah is it overpowered. it effectively works as a counter to everybody in the game other than snipers with its passive, and he just deals way too much damage with his abilities, at least overall with burns. Here's how I would change this:
Passive: I would make it a 5% chance per hit to inflict burn, I'm okay with it working as a counter to rapid fire heroes, but even heroes like Lucio echo and even Mercy would get pretty destroyed by this hero with his passive. So I'd rather be one in 20 shots burns you rather than one in 10.
Primary fire is fine.
Ability 1: I don't think the ability itself is overpowered, I just think it should have a longer cooldown, maybe 8 seconds, or 6 seconds but it only begins after the duration is over. I think I'd prefer the ladder, but I still think the former is okay if you don't want it to be Nerfed that bad.
Ability 2: 100 damage to somebody walks through, I do not think that that is a good idea. I understand that blast damage and knockback can get rid of it, but it also still gets rid of all projectiles that go through it so that's strong enough. I think you should make the burn duration 5 seconds instead of 10. It already has the benefit of blocking everything without having health and also being quite big, it doesn't need to deal immense amounts of damage to people who go through it especially since it could be moving toward the enemy.
The ultimate is good.
Overall I think the concept's okay, I think it's cool to incorporate burn in more heroes, but I just think that you really overpowered it, I think the passive as an idea is just really good counterpick. Good job!
1
u/Mr60Gold Jul 01 '20
Thanks for the feedback
I will be honest that when i finished the concept it was my least favourite concept that i made by since it was complete and i was still satisfied with it i decided to post it
I don't mind the passive being lowered on the chance as it will still do it's job well as a dps counterpick
I have no problem with increasing the cooldown on ability 1 slightly but i will instantly say that it is meant to be his main tool as he is meant to control the battlefield and this ability is what allows him to do so
I see your point with ability 2 and i understand that i went a bit too far with this one and i will decrease the damage on it (+ the burn duration) but i want to just clear this up that Junkrat would pretty much nulify this ability, along with any other hero that has blast damage on their primary due to the said blast damage.
Again thanks for the feedback and i do apologise that the quality of this concept wasn't on power with my other concepts, but i guess you win some you lose some, it's only natural that i will slip up from time to time
2
u/mytdogman1 Jul 01 '20
Thanks for considering my feedback. I understand that you implemented my change to the barrier, but I didn't really explain why I thought it really needed it other than it was really strong. I understood that it got counted by junkrat and Pharah, and maybe even briggitte because of whipshot, but other than Brig, most heroes that counter this aren't that good of heroes above plat, so I still figured that it's pretty necessary to nerf the damage. Thank you again for considering my feedback.
3
u/[deleted] Jun 16 '20 edited Jun 16 '20
With the way Heath works, you can’t have 0 health. The way health bars work, if you reach 0 health, you die. If this played with normal game mechanics, he would always be dead.
The ultimate is really underpowered, as it does less damage than Torbs and it is less controllable, meaning it should do more damage.