Ana Amari (unbalanced, unfinished) by Serutami

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Ana Amari (unbalanced, unfinished)

By: Serutami
Last Updated: Jun 14, 2017
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Ana Amari (unbalanced, unfinished)

Sniper healer

Ana's versatile arsenal allows her to affect heroes all over the battlefield. Her Biotic Rifle rounds and Biotic Grenades heal allies and damage or impair enemies; her sidearm tranquilizes key targets, and Nano Boost gives one of her comrades a considerable increase in power.

Combat Trait

1
Biotic Grenade
Active: Biotic grenade

Cooldown: 30s

Mana cost: 100
Heal: 400 in small area, 100 in large area (+4% per lvl)

Ana tosses a biotic bomb that deals damage (100 +4% per level) to enemies and heals allies (400 in small, 100 in large area +4% per level) in a area of effect.

Primary Abilities

1
Nano dart
Charges: 2
Cooldown per charge: 4,5 seconds

Mana cost: 50 per charge
Heal: 100 (+4% per lvl)
Damage: 150 (+4% per level)

Ana shots a dart to ally, healing him for 100 hp, or shoots an enemy for 150 hp. 2 charges. (Skillshot)
Ana can cast also stimpack on self, healing her for same amount of health like Nano dart. Shares chages.
2
Sleep Dart
Cooldown: 12 seconds.

Mana cost: 60

Skillshot.
Duration: 3 seconds.
Ana shoots the dart into the enemy with a sleep deprivation. Any damage inflicts the opponent makes him wake up.
3
Scope
Cooldown: 1 second.

Mana cost per shot: 40.

Ana targets through the scope by increasing its chance to hit sensitive points, increasing damage by 10%, healing by 15% and range by 2. Does not work with Biotic Grenade.

Heroic Abilities

1
Nano Boost
Cooldown: 100 seconds.

Mana: 100

Ana applies the nano boost to ally, increasing his damage done by 30% and decreasing his damage taken by 30%.
2
Nano virus
Cooldown: 120 seconds.

Mana cost: 100
Damage: 150 (+4% per level)

Ana shoots the bolt with nano virus on the opponent, increasing his damage taken by 20% and slowing him by 30%.

First concept.

Hello there, thats my first concept about hero in HotS. I don't have any skills to create icons, but thats not important. This concept was created on fast, so there is no accurate information, there is only a general outline of the character. If you have ANY suggestions, just write in comments :)

Statistics

Health: 1600 (+4,5%)
Regen: 4 (+4,5%)
Mana: 500 (+10)
Regen: 4 (+4,5%)
Attack Speed: 1,5s
Damage: 100

Level 1 talents
Conjurer's Pursuit
By collecting Regeneration Globes you increase your mana regen by 0.1 per second to 2.5 per second.
After collecting 25 Globes, you also increase your mana by 100.
Quest
Hit your opponent or ally 80 times to add HOT and DOT (does not work like Lunara)
Hit your opponent or ally 40 times to reduce the CD by 0.5 seconds
Hit your opponent or ally 20 times to add another charge.
Improvement E
Increases damage to 15%
Improvement E
Increases heal by 20%.
Level 4 talents
Energy shield
You will be able to equip your allies with a shield of energy equal to 15% of your maximum life.
Healing totem
You set a totem on the ground that heals allies by 2% every second for 10 seconds.
Quest
Hit 40 times the enemy hero to increase duration of sleep to 5 seconds.
Quest
Hit 100 times the enemy hero to gain damage up to 15% and healing to 20%.
Level 7 talents
Improvement Q
Increases heal by 10%
Improvement E
Your every 3 shots causes splatter damage.
Cleanse
Level 13 talents
Sprint
Ana is able to move around the battlefield well, increasing her speed by 30%.
Improved W
Reduces cooldown by 2 seconds.
Improved W
The arrow "jumps" on the neighboring hero to heal (his ally) or inflicting damage on him (enemy)
Improvement E
Reduces mana cost by 30 for a shot.
Level 16 talents
Improvement Q
Increases heal by 20%
Improvement Q
Increases damage by 20%
Improvement D
Increases the area by 20%
Improvement D
Increases heal and damage by 10%
Level 20 talents
Improvement R1
Increases damage dealt to 40% and decreases damage by 40%
Upgrade R2
Reduces cooldown and slows now by 50%
Personal teleporter
Ana teleports himself for a short distance.
Shield of the storm
Ana gives his allies in close range the energy shields.

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1
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spyro2002 (6) | June 14, 2017 1:44am
Challenge, I understand what you are saying but personally I prefer it when a character isn't identical to how they are in their own game.I find it lazy and I feel like the devs are just tossing out characters for cash.I'm much more impressed when trhey take a grat character and change their skillset a little, without making tthem too different, to meet the requirments of athe game.
If you want an example take a look at my Winston concept:https://www.heroesfire.com/hots/concept/winston-6953
As you can see it is still faithful to Winston's character without making him a carbon copy of his overwath self.That way it seems that whoever came up with the idea cares about the character and he didn't just copy paste a bunch of moves!
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Challenge (8) | June 14, 2017 3:19am
Uniqueness is great, but with most IPs the heroes we play in hots are NPCS so abilties are either based on some sort of boss fight, cinematic, or just made up to what fits the character. However, some like in WoW classes or Diablo with naphelem, they are the characters we personally play. Such as guldan acting like a WoW warlock, Valeera a WoW rogue, Valla a D3 DH, etc etc.

When they do direct ports of playable characters/classes, its almost identical to the hero source as it is what players most identify with. With NPCs you can be creative as you pretty much want, espeically ones like Auriel who didnt do much or have anything defined already.

So its not specific to overwatch heroes, but to any hero in a blizzard IP thats playable from our side. Making it too drastically different from the source is almost disrespectful to the die hard fans of said characters. Not to mention the entire point is to see how your favorite RTS, MMO, FPS characters directly play into a Moba, so its never just copy and paste.

So that being said, its ok to have differing opinions, im just stating why direct ports happen in the actual game and why its not entirely bad to build a concept around the source it came from.

With your winston concept, while its unique, makes primal rage no longer feel heroic. Being a 5 second togglable CD, it feels almost the same level of greymane going worgen, which is just what he does normally. Winston doesnt just go primal rage just cause he wants to whenever he feels like it. The only reason DvAs self destruct works as a basic ability is because he needs to be charged up just like a heroic, its not something she just drops on a whim because the cooldown is up.
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Challenge (8) | June 13, 2017 9:00pm
oh and please add some icons lol
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Serutami | June 14, 2017 11:46pm
Icons are not important YET :P
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Challenge (8) | June 13, 2017 8:52pm
hey so i was going to make my own ana concept but i saw yours. Normally i wait to see how much effort and if theres any updating going on to if someone already has one, and since therse been some discussion and youve been making updates, ill just help you improve yours.

First off, what spyro said is true but also wrong. A level 1, baseline 100% healing debuff is broken. Most heroes require talents and other stipulations to get theirs, and yes, xul does get 75% at level 20 (even then its undertuned but thats besides the point).

But, it cannot be a heroic, especially not a long cooldown one. Its literally butchering the source character. There is a simple and easy way to replicate the ana overwatch feel without butchering the character. If you've played wow theres another healing debuff mechanic called Necrotic. What it does is absorbs a set amount of healing, before allowing you to recieve heals. Having it as a heroic not only takes away the feel of the character, it makes her base kit feel like it belongs to someone else, since thats what shes known for. Heres an example of how to make it balanced as a basic ability



12 Second Cooldown
Targeted AoE


Toss a Biotic Grenade to the area, affecting both allies and enemies.

Allies are healed for X and recieve X% more healing for 3 seconds
Enemies are damaged for X and the next X healing is absorbed on the target.


Not only does this allow for talents such as, QUEST: Absorb x amount of healing to increase the healing/debuff duration/etc. It makes it balanced because you can outheal it with attrition. It might say, stop 60% of the heal from a uther Holy Light or 2-3 ticks of morales beam, but it doesnt totally make it worthless right from level 1. And just for the record it doesnt have to be EXACTLY like this, its your concept, everything is up to you, but this is the example id try to follow personally.

That aside and back to my first point, if you was serious about the concept making, I would really like to see specific numbers on damage/healing, duration and specifics on tooltip clarity on what each ability actually does.

And as for feel, most overatch heroes are direct ports with small tweaks. Overall the spirit of the character is left in tact. Heres my issues against that here:

Trait: Not only does a passive, massive health regen make no sense, it doesnt fit the character (it would make sense on someone like mercy or maybe zenyatta) Attacking AND healing with basic attacks in heroes of the storm cannot work. It fundamentally requires extra action commands that isnt currently in game and it would be literally only her. But that doesnt mean you cannot still capture her feel.

Q: You got the solid idea part right. But a 9 second CD is massively too long though. Make the theme and appeal of the character all about skillshots (which in overwatch, shes a hero who requires amazing aim to get value out of). Make it a low CD (like 2 seconds) low-moderate damage/heal with a super thin skillshot line that only damages or heal heroes. So in teamfights if you want to heal allies you gotta make sure you have pristine aim. With a low CD but skillshot based, it can be a slightler larger heal than li li since li li doesnt require a target and is also a low CD heal.

W: Nothing really to say except clean the tooltip to be more informative. Sleep isnt a mechanic in hots yet, so flesh out EXACTLY how it would work. Also, 12 seconds cd is too low. It would have to be something like a 20-30 second CD. We're talking nearly a level of Anubaraks Cocoon on a baseline level. With literally anyone on your team who can CC its basically an instant kill if you land it. Not to mention imagine sleeping someone with chromie on your team? Thats literally instant kill every 12 seconds without cleanse on an even semi coordinated team...The caveat is the skillshot but 12 seconds is insanely too low of CD

E: A simple solution to what you want is a short cd based skill. Something like 10 second CD 3 second duration, reduce your movement speed by X% but increases the width and range of your Q and W. Boom, synergy. Id probally make this the trait tbh

R1: Nothing to say except specific EXACTLY what it does

R2: This an a second heroic is the only creative part you need. Make one up that makes sense. Biotic grenade as a heroic makes literally 0 sense, especially a long CD one.

Overall: Clean up tooltips and make specific numbers
Adjust the tuning of abilities
Make a new R2 that makes sense

Hope this was helpful. I'd like to see this concept go places because I dont want to make a concept right after you and feel like im trying to steal your thunder/ideas
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Serutami | June 13, 2017 9:20pm
Thank you for this comment! I really like to do some improvements, but only one I just need is time. This concept have just a few days, without preparation. I am not english speaking one, im sorry for my grammar. Feel free for use my ideas ;) earlier I have idea to do second R like parasite, that does damage thar cant be prevented and target is slowed.
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Serutami | June 12, 2017 4:36pm
I understand, but I want her as half assassin too, like in OW. I check later, what I can change, because you are right - ill nerf attack speed for attacking enemy, or just nerf damage. And you are right with decread healing on scope, Ill delete it, thats nonsense. I add some mana requirement to it, like to healing on passive. Also increase cd on heroics. It can be ok whem passive is active to heal, scope is disabled? Or you have another opinion about it?
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spyro2002 (6) | June 13, 2017 2:56am
I didn't say anything about the scope!I said that biotic grenade is super OP in a MOBA.As I said Xul needs a Level 20 talent to reduce healing recieved by enemies by 75%, so Ana being able to remove healing altoghether and without talents is way to strong.Also I didn't say to increase the cooldowns of the heroics either, I said to make biotic grenade a heroic with a 150 cooldown, because otherwise it will be completely unbalanced.
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Serutami | June 13, 2017 5:03am
Ok, changed more than expected ;) Hope now its better than earlier.
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spyro2002 (6) | June 12, 2017 2:52pm
Also if don't mind check out my concepts on:
-Winston:http://www.heroesfire.com/hots/concept/winston-6953
-Talandar:http://www.heroesfire.com/hots/concept/talandar-7229
-Broll:http://www.heroesfire.com/hots/concept/broll-bearmentle-7312

-and my new tyrael rework:http://www.heroesfire.com/hots/concept/tyrael-7620

I know that all of them are warriors, but for some reason it is super easy for me to think of warrors rather than anything else.
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spyro2002 (6) | June 12, 2017 2:42pm
Also the AUTO-ATTACK damage you gave her is stronger than most assasins ,just saying.I just want to point out these things so you avoid them in the future
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spyro2002 (6) | June 12, 2017 2:40pm
I have to tell you that making enemies unable to heal is overpowred in a moba especially baseline.I mean xul needs a lvl 20 talent to reduce healing by 75% and ana would be able to delete it completely on top of the other effects without talents at all.That's Broken!!!And I mean really really broken.There are only 2 solutions to this problem:
1.Scale down the power of biotic grenade dramaticly
or
2.Keep it as it but make it a heroic ability with like a 150 second cooldown or something.
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