I'll be voting on Overwatch since this game seems to be more inline with PC's VG fanbase at the very moment. I would have voted League of Legends but I'm a little too burnt out in creating Champion ideas in that game. I've been making champ ideas for years but Overwatch seems to be a little more fun.
And as a contingency plan, I HAVE ALREADY MADE my Overwatch Hero idea ;) Click Spoiler below.
And as a contingency plan, I HAVE ALREADY MADE my Overwatch Hero idea ;) Click Spoiler below.
Spoiler:
Game: Overwatch
Actual in-game "role": Short ranged marksman/enforcer who can literally deal EXTREME amounts of damage with his signature weapon, the "Crowdsourcer"
More details on the character's gameplay designed will be established in the post.
Name: Jacob
Full Name: Jack Colbert Irons
Type: Offense
Base health: 235/235
(These are placeholder images. A MUCH IMPROVED version of this overall Hero splash will be done in the near future)
Lore/Story
"I don't sell policy, I sell power. I am a superpower for hire!"
(I absolutely suck at writing lore for now)
SUMMARY:
Jacob is a short ranged marksman who uses his signature shotgun the "Crowdsourcer" to deal massive amounts of damage with the potential to chain massive amounts of kills through the use of his other abilities and advanced movement tech. However, despite the immense power of said weapon, the Crowdsourcer's main drawback is that it fires 2 shells at once, forcing Jacob to reload for every shot he makes. However, Jacob has abilities to mitigate the Crowdsourcer's weaknesses as well as a handful of gadgets courtesy of Pandora's supplementary weapons division.
Weaponry and Abilities
Passive Ability: Moving Forward
Jacob gains additional movement speed as he moves, capping at 20% more Movement speed after 5 seconds.
Additionally, at Maximum Speed, Jacob can jump into walls to Wall Run on them for up to 6 seconds.
Jacob gradually loses his bonus movement speed from Moving Forward upon being idle or standing still for 5 seconds.
Weapon: The Crowdsourcer
Type: Heavy Ordinance Double Barreled Shotgun
Damage: 4-14 per pellet
Number of Pellets fired: 20 (10 Per barrel)
Ammo Clip Size: 2
Notes:
When fired, the 2 shells loaded in the chamber are fired at once, then the weapon is reloaded. At 4-14 Damage per pellet, and with 20 pellets fired from both barrels, the maximum damage dealt by the Crowdsourcer is at 80-280 damage provided that every pellet hits the target. Each pellet can deal even more damage via a headshot.
Alternate Weapon Fire: Grenade Launcher
Type: Explosive Projectile
Damage: 100 Minimum, 200 Maximum
Notes:
- Grenade Launcher has an internal cooldown of 9 seconds after firing.
- The grenade type can be changed with Differentiation
- The Grenade launcher deals more damage depending on distance traveled. At the furthest possible distance, the grenade can deal up to 200 damage.
************
Ability 2: Short Term positioning
Jacob dashes a few feet into a direction he's moving towards to, as well as automatically reloading the Crowdsourcer. The cooldown of Short Term Positioning can be reduced for each pellet that hits an enemy hero.
Notes:
- Base Cooldown: 14 seconds
- Cooldown reduced for each pellet hit -> 0.5 seconds
- Short Term positioning DOES NOT instantly reload The Crowdsourcer's Alternate fire. Only the primary fire is instantly reloaded.
***********
Ability 3: Diversification
Jacob can switch between 2 different grenade types for the Crowdsourcer's alternate fire:
-> High Explosive
-> Smoke Grenade
Notes:
- Diversification can be activated in the middle of combat, provided that the player can switch grenade types fast enough.
- High explosive is the default payload or grenade type that the Crowdsourcer carries
- Smoke Grenades cover an area with a cloud of red smoke that briefly slows enemy heroes caught in the cloud, and blurring their vision for 3 seconds (BLOODY SCREEN! SO REEEEEAAAAAAAALLLLLLL!)
- Smoke Grenades' area of effect radius is increased by the distance traveled.
*************
Ultimate Ability: Capital Assets
Voice lines:
Friendly Jacob - "Battle Drones.. ASSEMBLE!"
Hostile Jacob - "Technological Superiority!"
Apollo Summon Quote - "Read the Waiting Launch Orders!"
Artemis Summon Quote -"Can i take your order?"
Jacob summons two combat AI Drones, Apollo and Artemis. Apollo is a fast flying attack drone that bombards enemies with Machine Guns and Heat seeking Missiles while Artemis is a protector drone that always hovers by Jacob while providing him with an anti ballistic shield that reduces incoming enemy damage. Artemis is protected by a thermo shield that protects it from all forms of damage until its shield is depleted while Apollo is vulnerable to enemy fire. Apollo will prioritize enemy heroes that have been shot by Jacob.
Apollo (Attack Drone) voice lines:
Friendly
Summoned - "Read the waiting launch orders!"
Spotting enemy hero - "Incoming hostiles"
Attacking enemy hero - "Sector locked in!"
Eliminating enemy hero - "Everybody's got to die sometimes"
Apollo stats:
Health - 200/200
Damage: Mini Hellfire missiles - 30 x 2, Gatling Gun - 8 per hit
Hostile:
Being spotted by Apollo - "Targeting Systems Primed!"
Artemis voice lines:
Providing Anti Ballsitic Shield: "Buckle Up sir!"
Being damage by enemy hero: "Me? You sure?"
Being damaged continuously: "We're hit! WE'RE HIT! WE'RE ALL GOING TO DIE!! Just kidding!"
Artemis stats:
Shields: 500/500
Health: 300/300
Artemis Anti-Ballistic Shield -> 20% Damage reduction
Notes:
- Capital Assets drones are desummoned when Jacob is killed.
- Damage dealt by Apollo does not generate ultimate charge for Jacob
- Artemis will only provide the Anti Ballistic shield to its master, Jacob. Should there be other Jacob players around the field, the other Jacob will NOT get Artemis' shield.
*******************************
GENERAL GAMEPLAY PATTERNS
When one thinks of playing Jacob, one has to think of making risky business deals. High Risk, High Reward. That summarizes what playing Jacob feels like as he battles with and against Overwatch.
Jacob's gameplay is all about positioning. With the immense power of the Crowdsourcer shotgun, it is key for Jacob to know the strengths and limitations of said weapon. The Crowsourcer's immensely high damage output of 4-14 x 20 damage per pellet (80 min, 280 max) is limited by having to reload the weapon after one trigger pull since the weapon fires 2 shotgun shells at once. The short range of Jacob's crowdsourcer also limits the distance in which Jacob can engage in firefights. This is off-set with The Crowdsourcer's alternate fire, Explosive Expenditure, which discharges a high explosive grenade by default to deal with targets at longer ranges.
To further offset Jacob's limited damage range, other than the Crowdsourcer's alternate fire, Jacob has numerous ways to get close into danger. Jacob's passive ability 'Moving Forward' enables him to move faster after running for a certain amount of time, which also enables him to wall run, allowing him to get into areas that other heroes may not be able to. Jacob can use this advanced movement tech to aid him into flanking enemy targets or getting close into enemies to be take them out. However, Moving Forward's movement speed bonus decays after a few seconds when Jacob stops moving. Keep that in mind.
Aiding in Jacob's is his potential is with his other skill in Short Term Positioning. Short Term Positioning not only allows Jacob to dash into a short distance, it also allows him to instantly reload the Crowdsourcer's primary fire. Additionally, enemy heroes hit by the Crowdsourcer's pellets also reduce the cooldown of Short Term Positioning, allowing Jacob the potential to repeatedly deal damage and be quite slippery and nimble as long as he is hitting enemies. Should Jacob be able left alone in a teamfight, Jacob has the potential to single handily win a teamfight as he keeps blasting enemy heroes with the Crowdsourcer along with Short Term Positioning's instant reload perks.
Ultimately with Capital Assets, Jacob can summon two of Pandora's mighty combat drones in Apollo and Artemis to provide extra fire and life support should things go overly hectic for Jacob and his team. Apollo is a fast flying attack drone that hunts down enemy champions with near impunity while Artemis is a protector drone that provides Jacob with an anti-ballistic shield to reduce incoming enemy damage. These combat drones are tied with Jacob. If Jacob is somehow killed in action, the drones will go haywire and will crash and burn. Should the two combat drones be destroyed first, a small portion of Jacob's ultimate charge is refunded.
HERO MATCHUPS and COUNTERS: COMING SOON!
UPDATES & FUTURE UPDATES & Important notes
- PLANNED -> Rewriting Jacob's lore to be more "relatable" to people. I found the proper inspiration.
- PLANNED: Retooling some of Jacob's core skills. After careful consideration and thought, I felt that he was carrying WAY TOO MUCH firepower as one character in respect to Overwatch's team-based gameplay.
- Planned Change 1: Remove the grenade alternate fire to centralize Jacob's gameplay as a short-medium ranged marksman.
- Planned Change 2: Removal of the alternate fire will require ability reworks for "Diversifcation". This is already being planned as I speak.
- Planned Change 3: As i looked carefully, other than McCree and Genji, almost every Offense hero has a means of sustaining or regenerating their health. I plan to give Jacob a new ability that actually rewards him for having his own allies die >:-)
- Future updates and tweaks to Jacob's ability kit will better reflect the whole "Risky and Selfish Businessman Military Corporation marksman" theme.
- About Jacob's MASSIVE damage output with the Crowdsourcer -> The design of this character is intentional. The whole "One shot one kill" dynamic is part of the high-risk high reward playstyle of this character. Yes, he is able to kill almost every character under the 250 health range in one shot provided that every pellet lands and/or is a headshot. This One shot one kill dynamic is counteracted with Jacob having to reload his weapon after a trigger pull.
- Also, unlike Reaper and Roadhog, Jacob can only fire one powerful blast at a time, instead of a continious stream of fire like the other 2 existing shotgun wielders. This makes Jacob BAD against tanks who can survive the initial blast. More of this will be discussed on a future update ;)
UPDATE: New Ultimate Ability for Jacob, to be more inline with the whole "Hi tech Private Military Corporation character theme"
Jacob new ultimate ability: Capital Assets
Jacob summons two combat AI Drones, Apollo and Artemis. Apollo is a fast flying attack drone that bombards enemies with Machine Guns and Heat seeking Missiles while Artemis is a protector drone that always hovers by Jacob while providing him with an anti ballistic shield that reduces incoming enemy damage. Artemis is protected by a thermo shield that protects it from all forms of damage until its shield is depleted while Apollo is vulnerable to enemy fire. Apollo will prioritize enemy heroes that have been shot by Jacob.
**************
HERO MATCHUPS
VS Offense Heroes
- Jacob is designed as the ultimate enforcer. No offense/DPS hero cannot match Jacob in a gunfight should Jacob get close to his maximum damage range. However, due to Jacob's short range and reload after a fired shot, he can get punished by his opponent if he misses a shot. Pharah is a particularly decent counter against Jacob because of her access to higher ground.
VS Defense Heroes
- Jacob's main issue is range. Hanzo and Widowmaker, who are sniper type heroes can poke out Jacob should he is not able to get his movement speed boost from Moving Forward to activate.
VS Tanks
- Unlike certain Offense heroes such as Reaper and McCree, Jacob's "One-shot, one kill" design prevents him from being overly effective against tanks who sport high amount of health and the ability to deal consistent damage. Most tanks can survive Jacob's shot even with a point-blank range headshot and while Jacob is rechambering his gun, tanks can retaliate against the few milliseconds that Jacob has to use to reload his gun.
Actual in-game "role": Short ranged marksman/enforcer who can literally deal EXTREME amounts of damage with his signature weapon, the "Crowdsourcer"
More details on the character's gameplay designed will be established in the post.
Name: Jacob
Full Name: Jack Colbert Irons
Type: Offense
Base health: 235/235
Spoiler:
(These are placeholder images. A MUCH IMPROVED version of this overall Hero splash will be done in the near future)
Lore/Story
"I don't sell policy, I sell power. I am a superpower for hire!"
(I absolutely suck at writing lore for now)
Spoiler:
For the past few months, the world's governments have struggled against the operations of the global terrorist organization Talon and its destructive operations, as well as the Omnic Crisis. When the world's governments faltered, the United Nations called for heroes to combat the crisis. One man, and one company believed that it needed something more. To him, the world didn't need any more heroes. To him, the world only needed Pandora.
Pandora is the largest private military corporation in the world. Hidden from the rest of the world's society, Pandora could only be contacted by those who are willing to pay every single cent to solve the world's problems. This was the secret. This was Pandora, a home to the most advanced weaponry and the most talented soldiers for hire in the world, as well as the most prestigious chief operating officer of them all, Jack Colbert Irons, or as the rest of Pandora Corp would admirably refer to as "Jacob". Jacob believed that the world's governments are relics of a past, the same belief that his father and father's father believed in. A past when the world's governments were unique and adamant in their ability to solve global crises. For Jacob, the fall and collapse of Overwatch was but a mere opportunity for Pandora to grow. The rise of Talon and the Omnic Crisis were but mere opportunity for Jacob and the Pandora Corporation to capitalize.
For Jacob, heroism was a con act. A ruse. A mere contingency plan. Real people with purposes let people pay the appropriate prices. And those people who pay, Jacob earns.
Pandora is the largest private military corporation in the world. Hidden from the rest of the world's society, Pandora could only be contacted by those who are willing to pay every single cent to solve the world's problems. This was the secret. This was Pandora, a home to the most advanced weaponry and the most talented soldiers for hire in the world, as well as the most prestigious chief operating officer of them all, Jack Colbert Irons, or as the rest of Pandora Corp would admirably refer to as "Jacob". Jacob believed that the world's governments are relics of a past, the same belief that his father and father's father believed in. A past when the world's governments were unique and adamant in their ability to solve global crises. For Jacob, the fall and collapse of Overwatch was but a mere opportunity for Pandora to grow. The rise of Talon and the Omnic Crisis were but mere opportunity for Jacob and the Pandora Corporation to capitalize.
For Jacob, heroism was a con act. A ruse. A mere contingency plan. Real people with purposes let people pay the appropriate prices. And those people who pay, Jacob earns.
SUMMARY:
Jacob is a short ranged marksman who uses his signature shotgun the "Crowdsourcer" to deal massive amounts of damage with the potential to chain massive amounts of kills through the use of his other abilities and advanced movement tech. However, despite the immense power of said weapon, the Crowdsourcer's main drawback is that it fires 2 shells at once, forcing Jacob to reload for every shot he makes. However, Jacob has abilities to mitigate the Crowdsourcer's weaknesses as well as a handful of gadgets courtesy of Pandora's supplementary weapons division.
Weaponry and Abilities
Passive Ability: Moving Forward
Jacob gains additional movement speed as he moves, capping at 20% more Movement speed after 5 seconds.
Additionally, at Maximum Speed, Jacob can jump into walls to Wall Run on them for up to 6 seconds.
Jacob gradually loses his bonus movement speed from Moving Forward upon being idle or standing still for 5 seconds.
Weapon: The Crowdsourcer
Type: Heavy Ordinance Double Barreled Shotgun
Damage: 4-14 per pellet
Number of Pellets fired: 20 (10 Per barrel)
Ammo Clip Size: 2
Notes:
When fired, the 2 shells loaded in the chamber are fired at once, then the weapon is reloaded. At 4-14 Damage per pellet, and with 20 pellets fired from both barrels, the maximum damage dealt by the Crowdsourcer is at 80-280 damage provided that every pellet hits the target. Each pellet can deal even more damage via a headshot.
Alternate Weapon Fire: Grenade Launcher
Type: Explosive Projectile
Damage: 100 Minimum, 200 Maximum
Notes:
- Grenade Launcher has an internal cooldown of 9 seconds after firing.
- The grenade type can be changed with Differentiation
- The Grenade launcher deals more damage depending on distance traveled. At the furthest possible distance, the grenade can deal up to 200 damage.
************
Ability 2: Short Term positioning
Jacob dashes a few feet into a direction he's moving towards to, as well as automatically reloading the Crowdsourcer. The cooldown of Short Term Positioning can be reduced for each pellet that hits an enemy hero.
Notes:
- Base Cooldown: 14 seconds
- Cooldown reduced for each pellet hit -> 0.5 seconds
- Short Term positioning DOES NOT instantly reload The Crowdsourcer's Alternate fire. Only the primary fire is instantly reloaded.
***********
Ability 3: Diversification
Jacob can switch between 2 different grenade types for the Crowdsourcer's alternate fire:
-> High Explosive
-> Smoke Grenade
Notes:
- Diversification can be activated in the middle of combat, provided that the player can switch grenade types fast enough.
- High explosive is the default payload or grenade type that the Crowdsourcer carries
- Smoke Grenades cover an area with a cloud of red smoke that briefly slows enemy heroes caught in the cloud, and blurring their vision for 3 seconds (BLOODY SCREEN! SO REEEEEAAAAAAAALLLLLLL!)
- Smoke Grenades' area of effect radius is increased by the distance traveled.
*************
Ultimate Ability: Capital Assets
Voice lines:
Friendly Jacob - "Battle Drones.. ASSEMBLE!"
Hostile Jacob - "Technological Superiority!"
Apollo Summon Quote - "Read the Waiting Launch Orders!"
Artemis Summon Quote -"Can i take your order?"
Jacob summons two combat AI Drones, Apollo and Artemis. Apollo is a fast flying attack drone that bombards enemies with Machine Guns and Heat seeking Missiles while Artemis is a protector drone that always hovers by Jacob while providing him with an anti ballistic shield that reduces incoming enemy damage. Artemis is protected by a thermo shield that protects it from all forms of damage until its shield is depleted while Apollo is vulnerable to enemy fire. Apollo will prioritize enemy heroes that have been shot by Jacob.
Apollo (Attack Drone) voice lines:
Friendly
Summoned - "Read the waiting launch orders!"
Spotting enemy hero - "Incoming hostiles"
Attacking enemy hero - "Sector locked in!"
Eliminating enemy hero - "Everybody's got to die sometimes"
Apollo stats:
Health - 200/200
Damage: Mini Hellfire missiles - 30 x 2, Gatling Gun - 8 per hit
Hostile:
Being spotted by Apollo - "Targeting Systems Primed!"
Artemis voice lines:
Providing Anti Ballsitic Shield: "Buckle Up sir!"
Being damage by enemy hero: "Me? You sure?"
Being damaged continuously: "We're hit! WE'RE HIT! WE'RE ALL GOING TO DIE!! Just kidding!"
Artemis stats:
Shields: 500/500
Health: 300/300
Artemis Anti-Ballistic Shield -> 20% Damage reduction
Notes:
- Capital Assets drones are desummoned when Jacob is killed.
- Damage dealt by Apollo does not generate ultimate charge for Jacob
- Artemis will only provide the Anti Ballistic shield to its master, Jacob. Should there be other Jacob players around the field, the other Jacob will NOT get Artemis' shield.
*******************************
GENERAL GAMEPLAY PATTERNS
When one thinks of playing Jacob, one has to think of making risky business deals. High Risk, High Reward. That summarizes what playing Jacob feels like as he battles with and against Overwatch.
Jacob's gameplay is all about positioning. With the immense power of the Crowdsourcer shotgun, it is key for Jacob to know the strengths and limitations of said weapon. The Crowsourcer's immensely high damage output of 4-14 x 20 damage per pellet (80 min, 280 max) is limited by having to reload the weapon after one trigger pull since the weapon fires 2 shotgun shells at once. The short range of Jacob's crowdsourcer also limits the distance in which Jacob can engage in firefights. This is off-set with The Crowdsourcer's alternate fire, Explosive Expenditure, which discharges a high explosive grenade by default to deal with targets at longer ranges.
To further offset Jacob's limited damage range, other than the Crowdsourcer's alternate fire, Jacob has numerous ways to get close into danger. Jacob's passive ability 'Moving Forward' enables him to move faster after running for a certain amount of time, which also enables him to wall run, allowing him to get into areas that other heroes may not be able to. Jacob can use this advanced movement tech to aid him into flanking enemy targets or getting close into enemies to be take them out. However, Moving Forward's movement speed bonus decays after a few seconds when Jacob stops moving. Keep that in mind.
Aiding in Jacob's is his potential is with his other skill in Short Term Positioning. Short Term Positioning not only allows Jacob to dash into a short distance, it also allows him to instantly reload the Crowdsourcer's primary fire. Additionally, enemy heroes hit by the Crowdsourcer's pellets also reduce the cooldown of Short Term Positioning, allowing Jacob the potential to repeatedly deal damage and be quite slippery and nimble as long as he is hitting enemies. Should Jacob be able left alone in a teamfight, Jacob has the potential to single handily win a teamfight as he keeps blasting enemy heroes with the Crowdsourcer along with Short Term Positioning's instant reload perks.
Ultimately with Capital Assets, Jacob can summon two of Pandora's mighty combat drones in Apollo and Artemis to provide extra fire and life support should things go overly hectic for Jacob and his team. Apollo is a fast flying attack drone that hunts down enemy champions with near impunity while Artemis is a protector drone that provides Jacob with an anti-ballistic shield to reduce incoming enemy damage. These combat drones are tied with Jacob. If Jacob is somehow killed in action, the drones will go haywire and will crash and burn. Should the two combat drones be destroyed first, a small portion of Jacob's ultimate charge is refunded.
HERO MATCHUPS and COUNTERS: COMING SOON!
UPDATES & FUTURE UPDATES & Important notes
- PLANNED -> Rewriting Jacob's lore to be more "relatable" to people. I found the proper inspiration.
- PLANNED: Retooling some of Jacob's core skills. After careful consideration and thought, I felt that he was carrying WAY TOO MUCH firepower as one character in respect to Overwatch's team-based gameplay.
- Planned Change 2: Removal of the alternate fire will require ability reworks for "Diversifcation". This is already being planned as I speak.
- Planned Change 3: As i looked carefully, other than McCree and Genji, almost every Offense hero has a means of sustaining or regenerating their health. I plan to give Jacob a new ability that actually rewards him for having his own allies die >:-)
- Future updates and tweaks to Jacob's ability kit will better reflect the whole "Risky and Selfish Businessman Military Corporation marksman" theme.
- About Jacob's MASSIVE damage output with the Crowdsourcer -> The design of this character is intentional. The whole "One shot one kill" dynamic is part of the high-risk high reward playstyle of this character. Yes, he is able to kill almost every character under the 250 health range in one shot provided that every pellet lands and/or is a headshot. This One shot one kill dynamic is counteracted with Jacob having to reload his weapon after a trigger pull.
- Also, unlike Reaper and Roadhog, Jacob can only fire one powerful blast at a time, instead of a continious stream of fire like the other 2 existing shotgun wielders. This makes Jacob BAD against tanks who can survive the initial blast. More of this will be discussed on a future update ;)
UPDATE: New Ultimate Ability for Jacob, to be more inline with the whole "Hi tech Private Military Corporation character theme"
Jacob new ultimate ability: Capital Assets
Jacob summons two combat AI Drones, Apollo and Artemis. Apollo is a fast flying attack drone that bombards enemies with Machine Guns and Heat seeking Missiles while Artemis is a protector drone that always hovers by Jacob while providing him with an anti ballistic shield that reduces incoming enemy damage. Artemis is protected by a thermo shield that protects it from all forms of damage until its shield is depleted while Apollo is vulnerable to enemy fire. Apollo will prioritize enemy heroes that have been shot by Jacob.
**************
HERO MATCHUPS
VS Offense Heroes
- Jacob is designed as the ultimate enforcer. No offense/DPS hero cannot match Jacob in a gunfight should Jacob get close to his maximum damage range. However, due to Jacob's short range and reload after a fired shot, he can get punished by his opponent if he misses a shot. Pharah is a particularly decent counter against Jacob because of her access to higher ground.
VS Defense Heroes
- Jacob's main issue is range. Hanzo and Widowmaker, who are sniper type heroes can poke out Jacob should he is not able to get his movement speed boost from Moving Forward to activate.
VS Tanks
- Unlike certain Offense heroes such as Reaper and McCree, Jacob's "One-shot, one kill" design prevents him from being overly effective against tanks who sport high amount of health and the ability to deal consistent damage. Most tanks can survive Jacob's shot even with a point-blank range headshot and while Jacob is rechambering his gun, tanks can retaliate against the few milliseconds that Jacob has to use to reload his gun.
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