 
					 
							 
						
 
								 
								 
								 
								 
								 
								 [Passive]Bring The Noise-
[Passive]Bring The Noise- Quest: Basic Attack Enemy Heroes 500 times.
Quest: Basic Attack Enemy Heroes 500 times. Reward: Increase consecutive Basic Attack Damage Stacking from 2.5% to 5%.
Reward: Increase consecutive Basic Attack Damage Stacking from 2.5% to 5%. [Q]War Armed-
[Q]War Armed- Quest: Hit Enemy Heroes with [Q]Helix Rockets.
Quest: Hit Enemy Heroes with [Q]Helix Rockets. Reward: After Hitting 10 Heroes, [Q]Helix Rockets now have 2 Charges.
Reward: After Hitting 10 Heroes, [Q]Helix Rockets now have 2 Charges. Reward: After Hitting 20 Heroes, Increase [Q]Helix Rockets Range by 20% and its Explosion Radius by 40%.
Reward: After Hitting 20 Heroes, Increase [Q]Helix Rockets Range by 20% and its Explosion Radius by 40%. [W]Vitality Zone-
[W]Vitality Zone- Quest: Gather Regeneration Orbs, each one Increases Healing of [W]Biotic Field by 1 Health per Second.
Quest: Gather Regeneration Orbs, each one Increases Healing of [W]Biotic Field by 1 Health per Second. Reward: After Gathering up to 20 Regeneration Orbs, Increase Size of [W]Biotic Field by 40%.
Reward: After Gathering up to 20 Regeneration Orbs, Increase Size of [W]Biotic Field by 40%. [Passive]Shooting Thrill-
[Passive]Shooting Thrill- [W]Cellular Regeneration-
[W]Cellular Regeneration- [E]Zoom!-
[E]Zoom!- [Passive]Emergency Emitter-
[Passive]Emergency Emitter- [Q]Napalm Rockets-
[Q]Napalm Rockets- [E]Advance!-
[E]Advance!- [R]Tactical Visor-
[R]Tactical Visor- [Passive]Body Armor-
[Passive]Body Armor- [W]Heal Up!-
[W]Heal Up!- [E]Old Soldiers Never Die-
[E]Old Soldiers Never Die- [Passive]Get 'em Down!-
[Passive]Get 'em Down!- [Active]Degrading Field-
[Active]Degrading Field- [Q]High Impact-
[Q]High Impact- [R]Tactical Necessity-
[R]Tactical Necessity- [R]Modern Warfare-
[R]Modern Warfare- [Passive]Soldier Enhancement Program-
[Passive]Soldier Enhancement Program- [Passive]Explosive Bullets-
[Passive]Explosive Bullets-HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.
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I mean you say it eases his stutter stepping but that makes no sense. How does it ease it? If anything it would probally be annoying as **** to redirect the D key everytime you wanted to attack something. The only time this would be remotely useful is in a super cluster**** teamfight with a bunch of summons and even then, all that does is promote poor gameplay instead of just being good and a clicking the right targets at the right time.
I mean the idea is ok it just seems like a pointless addition. The time on the trait to be active is too high at 5 secondsas it would be very easy to tab between targets for the benefit, which is anything but what the name would imply (focus fire)
Q is fine but its kinda boring as is. I know thats what he does in OW but is there anyway to make it a bit more interesting and unique while keeping the flavor? Unlimited range? Extra damage to structures? Just my opinion
Also if hes meant to be a single target hero, the numbers are backwards. Should be 200 damage to the main target hit and only 100 damage cleave.
W This is a key ability for the hero and should be embraced fully. when you draft heroes like Zarya, you are drafting them because you need extra sustain but you dont need a extra healer. Soldier should be the same
It should be MORE healing than a measly 250 (which is about 1/9th the hp of a normal tank, 1/5 or 1/6 of a normal assassin when used with allies. The trade off should be its over a longer period than 5 (lets say 10 seconds) and a longer cooldown.
It would actually be semi useful in a teamfight but still punishable because being ina small predictable area=easy aoe punishment. Would also be better for sieging.
Id honestly say it should be a 30 seconds cooldown, with more healing over a longer period of time
E- Why have a cooldown at all? Id assume for the unstoppable part you added but a 5 second CD unstoppable with a 25% sprint seems broken as heck. Idk I feel like the unstoppable and the CD are uneeded. Last 25% movement speed is a lot, so much that is basically means he doesnt need a mount since mount speed is 30% bonus.
Lucio gives a 15% movement speed with his aura. Id say 20% seems more in line as a self ability only
R1- The 50% bonus AA speed should be a 20 upgrade. It also uses the same wierd D key function so idk really about this one.
R2-Seems fine but why missles instead of just a special type of helix rockets? seems more thematic
As for [D] Focusing trait, the reason behind it being toggleable is next:
Soldier is very fast Basic Attacking Hero (Say somewhere around 5 Basic Attacks / Second), so naturally, Stutter stepping ain't the easiest thing to do with such Fast Attacking hero. By [D] Focusing chosen Target (Hero), you basically gain more strategic take on Soldier's Positioning rather than just stutter stepping for that Basic Attack. In other words, its Impossible to normally stutter step with Soldier because of his High Attack Speed.
You wouldn't need to toggle on anything you want to attack, you can normally right click stuff, but in the case when you want to chase some running hero, or say, outmanuver them by cutting their escape, it would be much easier to have them focused because that way, you only care for your positioning according to them.
Tabbing between enemies is impossible because: Every Consecutive Basic Attack on Same ... basically means that if you attack anything else, well, you loose your stacks, another reason for toggleable [D]. Because Stutter stepping can make you attack something you wouldn't want to.
Q- its true its boring but keep in mind making its range infinite or increasing its damage to buildings would make problems because we have many Heroes that have their Damage on certain abilities reduced on Buildings, why? Because that makes those abilities more useful for just building destroying rather than Hero damage, which I think shouldn't be case with his Q. Range would be long but not infinite, that would be too strong both for wave clear, Tower's of Doom interrupts...
Sorry for my bad wording on [Q] the Damage on impacted enemy is (200 + 100) not just 100. So impacted enemy takes 50% more damage than close enemies.
W- I personally don't think it should be fully embraced because it would make him more of an full support than hybrid Assassin - Off-Support which I was aiming for here. Soldier is considered off-support sometimes in OW too, but never full support. Do not underestimate the strenghth of his W, with full support build he can be really good off support that can have alot of utility with him. Not to mention that if there is more focus for his W, it would make so much problems for QM, considering you get Abathur/Tyrande/Tassadar/Zarya/Medivh. If his W was that much stronger, he would be too good for those heroes I listed here. In short, he shouldn't be support always, but rather build for it if necessary or if he simply wants to build for it. There are two end parts to this hero, he can be Off Support or Sustain Damage Assassin, maybe even in between, matters on build.
E- I agree it should Probably be less Movement Speed and maybe reduce Unstoppable to 0.5 Seconds. I think its better as a ability with cooldown, if it didn't have cooldown, Unstoppable would be too strong but if we remove unstoppable, it just gets too boring and becomes ,,sorta mount but not''. But don't get me wrong, that could work too.
R1 Again same reason as for D. 50% Bonus AA instantly would be too strong I think, especially if we take in consideration all the AA talents, but this would need testing in game, but its interesting alteration, it could work.
R2- Missiles are sorta supoused to be special Helix Rockets but I tough maybe it would bring some diversity to his soldier arsenal, because military uses those types of missiles that follow you.
All in all, thank you for suggestions and I hope I gave some insight to why is D,Q,W are the way they are. Sorry for my bad wording on Q where I forgot to mention that impacted enemy takes 200 + 100 damage. If you have any other questions feel free to ask. :D
Tracer is the only overwatch hero with only one ult and that's what makes her unique
You got my hopes up with his interesting trait you gave him, but only one ult is super weak