Hero Idea - Aegis The Guardian

Spektrum

Member
Aegis - The Mechanical Guardian

A forgotten golem in the overfilled area of the city’s junk yard, Aegis was the failed project of a bygone era. Designed to be the ultimate guardian against the rising supernatural threats, he was left incomplete when his creator disappeared under mysterious circumstances. For years, Aegis lay dormant, collecting dust and rust.

A mysterious being, venturing and scavenging throughout the junk yard found it the lifeless golem. Intrigued by the golem and it's design the mysterious being added a extra layer to Aegis. Self-consciousness flickered to life, and the gears began to turn once more. Driven by fragments of his original programming, Aegis emerged from the junk yard, ready to tackle the duty he was built for.

Taking to the streets, he quickly caught the attention of Warden, the enforcer against the supernatural. Seeing potential in the old golem, Warden enlisted Aegis into the team. Now, with a enhanced shield in hand and a crackling baton at the ready, Aegis serves as a steadfast protector of the city, proving that even forgotten machines can find their purpose in the fight against injustice.
  • Role: Tank/Support
  • Weapon: Electro Police Baton and Kinetic Brass Shield
  • Playstyle: Aegis focuses on protecting his team with barriers, crowd control, and defensive buffs, while using his baton to electrocute enemies from a distance and deal even more mayhem close range. He excels at holding the front line and providing cover for his allies.
  • Initial Stats:

    Weapon

    • DPS: 60
    • Bullet Damage: 3.85 (Electrifying shots from the baton)
    • Ammo: 12
    • Bullets per Sec: 2.0 (Slower attack speed due to the charging nature of the baton)
    • Light Melee: 70 (Traditional melee swing)
    • Heavy Melee: 128 (Electrifying jolt, electricity jumps to other enemies close by for 70% reduced melee damage)
  • Vitality

    • Health: 800
    • Health Regen: 1.5
    • Bullet Resist: 12.5%
    • Spirit Resist: 12.5%
    • Move Speed: 5.5 m/s (Slower due to heavy armor)
    • Sprint Speed: 0 m/s
    • Stamina: 4
  • Power Increases (Per Level)

    • 1% Bullet Resist
    • 3.8 Base Melee Damage
    • 35 Base Health

Abilities:

Primary Fire: Electro-Baton

  • Description: Fires electrified pulses from the police baton. The pulses arc towards nearby enemies within range, dealing minor damage and applying a small slow effect.
  • Damage: 3.85 (Bullet damage)
  • Range: 10m
  • Effect: Slows enemies hit by 5 / 10% for 1 second.

Secondary Fire: Shield Block

  • Description: Aegis raises his shield, blocking incoming damage from the front. The shield absorbs damage taken while blocking. This have its own health pool
  • Damage Absorbed: 150hp (Increases with 20 per level)
  • Cooldown: 5s (20s if the shield is broken and needs to be rebuild)

Ability 1: Kinetic Barrier

  • Description: Deploys a one-way kinetic barrier in front of Ward that blocks enemy projectiles and abilities. The barrier can be angled and placed to provide cover for Allies. Allies cannot shoot through the barrier. The barrier is one way so you can look through it, the other side cannot be seen through. Anyone can walk through it
  • Duration: 8s.
  • Health: 500.
  • Cooldown: 25s.

    Ability Point Upgrades:
    1. Barrier Reinforcement: +100 Health to Barrier.
    2. Extended Coverage: +2s Duration.
    3. Reflective Surface: Barrier adds a 30% damage reduction buff to nearby allies.

Ability 2: Shockwave Slam

  • Description: Aegis slams his baton into the ground, sending out a shockwave that damages and knocks back all enemies in a small radius around him.
  • Damage: 90 (Spirit Power Scaling x 1.4).
  • Range: 12m.
  • Width: 8m
  • Cooldown: 20s.

    Ability Point Upgrades:
    1. Overcharged Slam: Hit enemies are stunned for 3 seconds.
    2. Electrified Slam: Electrocutes enemies for additional 40 Spirit damage over 2 seconds and applies a 20% slow for 4 seconds.
    3. Seismic Impact: +150 Damage.

Ability 3: Overcharge Field

  • Description: Aegis creates a field around him that increases his and nearby allies resistances and adds a small amount of instant bonus health which decays when the ability is over or when depleted by enemy damage.
  • Effect: +15% Bullet/Spirit Resistance, 250 Bonus Health for 6 seconds. (Second Upgrade 10 Seconds)
  • Radius: 10m.
  • Cooldown: 22s.

    Ability Point Upgrades:
    1. Fortified Field: +5% Resistance.
    2. Sustained Charge: +4s Duration.
    3. Field Mobility: Overcharge Field also grants +20% Movement Speed & 10% Damage Buff.

Ultimate: Ironclad Bastion

  • Description: Aegis enters a fortified state, becoming immovable and significantly increasing his resistances, health and damage for a short period. During this time, he can still use his Shield Block and Electro-Baton without cooldown. Allies within the radius gain a resistance buff and receive a percentage of Ward's max HP as a health boost.
  • Effect:
    • Aegis: +50% Bullet/Spirit Resistance, +30% Melee/Bullet Damage, +500 Instant Bonus Health
    • Allies: +30% Bullet/Spirit Resistance, receive a healing boost equal to 50% of Aegis max HP.
  • Duration: 8s.
  • Cooldown: 90s.

    Ability Point Upgrades:
    1. Extended Fortress: +4s Duration.
    2. Empowered Allies: +15% Resistance Buff, for both Aegies and Allies
    3. Guardian Shield: Upon activation, grants nearby allies a invulnerable buff for 4 seconds.

I am not very good with Art, so got AI to create some for me that could give an idea on how Aegis look.

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I feel his third and fourth abilities are too similar. I also think some of his numbers are overtuned, specifically around his Shockwave slam. Imagine being able to stun multiple enemies for 3 seconds 2 minutes into the game. I think the stun should be removed.

I would like to suggest to consider changing his Barrier into a physical wall. As of right now, only McGinnis creates impenetrable barriers, and I think it could be added to more heroes. It could used to block interiors, to prevent enemies from chasing you for example.
 
I feel his third and fourth abilities are too similar. I also think some of his numbers are overtuned, specifically around his Shockwave slam. Imagine being able to stun multiple enemies for 3 seconds 2 minutes into the game. I think the stun should be removed.

I would like to suggest to consider changing his Barrier into a physical wall. As of right now, only McGinnis creates impenetrable barriers, and I think it could be added to more heroes. It could used to block interiors, to prevent enemies from chasing you for example.
I agree on the stun and could move that to the third upgrade and reduce it to 2 seconds then removing 150 damage and add maybe a 10% life steal on hitting enemies instead as the first option little like Lashs ability

Third could be changed to a shield rush instead for some movement and use his 4 for buffing.

The wall could also be made impassable but with the same attributes of being able to see what's going on, on the other making it a bit different
 
His story is very similar to Bebop.

I like the concept of his weapon being a short range electrical arc, though. There's a lot you can do with that. I'm not sure if I understand the way that you have it written out.

I think his alternate fire of raising a directional shield that reduces damage from the front is really cool. It seems to me like you went in a direction that's somewhat conducive with Overwatch's shield system. I wouldn't mind just seeing this ability reduce damage taken from the front by 25% while he's alt-firing.

Kinetic Barrier is an interesting ability. There are a lot of ways that an ability like this could be handled, and the details of the ability you've provided gives us one unique variation of those possibilities. I don't know how effective this iteration of the design is. I think maybe the intention is that you can poke your head through the barrier, but risk receiving return fire if you do.

Shockwave Slam is okay. I don't know how much it actually adds to his design.

I like the theme behind Overcharge Field, and I think the idea of giving allies temporary HP that decays over time. Reminds me of Lucio shield. I'm not sure if this screams Overcharge Field, to me, though. I kind of want to know what it means to be properly charged field, in contrast to an overcharged field. The name sort of suggests some kind of drawback or consequence of overcharging, which I personally would like to see reflected in the design.

I'm not really understanding the purpose of the ultimate. From what I understand he has a short range attack, and this skill immobilizes him. Mobility is really important in Deadlock. Maybe you intended for this to be a skill intended for sieging? If that were the case, I just don't see sieging reflected in the rest of his design.
 
His story is very similar to Bebop.

I like the concept of his weapon being a short range electrical arc, though. There's a lot you can do with that. I'm not sure if I understand the way that you have it written out.

I think his alternate fire of raising a directional shield that reduces damage from the front is really cool. It seems to me like you went in a direction that's somewhat conducive with Overwatch's shield system. I wouldn't mind just seeing this ability reduce damage taken from the front by 25% while he's alt-firing.

Kinetic Barrier is an interesting ability. There are a lot of ways that an ability like this could be handled, and the details of the ability you've provided gives us one unique variation of those possibilities. I don't know how effective this iteration of the design is. I think maybe the intention is that you can poke your head through the barrier, but risk receiving return fire if you do.

Shockwave Slam is okay. I don't know how much it actually adds to his design.

I like the theme behind Overcharge Field, and I think the idea of giving allies temporary HP that decays over time. Reminds me of Lucio shield. I'm not sure if this screams Overcharge Field, to me, though. I kind of want to know what it means to be properly charged field, in contrast to an overcharged field. The name sort of suggests some kind of drawback or consequence of overcharging, which I personally would like to see reflected in the design.

I'm not really understanding the purpose of the ultimate. From what I understand he has a short range attack, and this skill immobilizes him. Mobility is really important in Deadlock. Maybe you intended for this to be a skill intended for sieging? If that were the case, I just don't see sieging reflected in the rest of his design.
Appreciate the feedback. I've been looking a bit more into him and decided to rework a couple of things, also explaining the mechanic behind his primary.

1. The Electro-Baton should have a clear function as a short-range, area-of-effect (AoE) weapon. Primary Fire could be described as a “Charged Pulse” where Aegis releases a burst of electrical energy that arcs to nearby enemies, dealing minor damage and slowing them. This ensures it is understood as an AoE attack with a short-range but high potential.

2. To have the shield reduce damage by 25% or maybe more when raised is also a solid idea. It goes fine with Aegis as a "tank" role while making sure he’s not "invincible". This could create a more balanced approach to him which would be durable. But the idea of the shield was also teamplay, allowing him to shield his team mates from Haze or Wraith stuns etc.

3. Simplify the “Kinetic Barrier” to act as a “Deployable Energy Wall” that absorbs a set amount of damage before breaking. This provides a clear purpose and limits to the barrier's effectiveness, making it easier to understand and use in gameplay.

This can also be reworked into a new ability called "Veiled Shield" So the concept is the same thing basically. Aegis can deploy a shield. Pressing 1 shows a deployable square. Press shoot to deploy it. Either it can be there for the whole duration or it can have extended duration but added health bar like McTurrets. When placed the side you are facing will be see through while the other side for the enemies will be opaque, obscuring vision while still allowing movement through it. Allies and Enemies cannot shoot through the shield. Only enemy bullets hurts the shields health.

4. You’re absolutely right that the name suggests a more hybrid mechanic, involving a drawback or a consequence of overcharging. This might just be me having a bit to much trouble naming things and love using overload, my bad haha. Now what I was thinking off instead is that it could be changed to a more assault buff helping his team push by giving bonus health when upgraded. Upgrade 1 - Duration +2s Upgrade 2 - Movement speed bonus 20%, Upgrade 3 - Increased Stamina Regeneration + Increased AoE radius.

Doing this should then also increase the cooldown a good bit for it to not be abused.

5. For the ultimate, the Ironclad Bastion could be reworked. The rework would see Aegis transforming into an defensive bulwark, significantly boosting his resistances and becoming an anchor point for his allies. During this time, allies could receive reduced damage and a healing boost while within his vicinity. The mobility concern could be addressed by allowing Aegis to move slowly while in this state, making him a moving fortress rather than a stationary one just like Dynamo this could be made so Aegis can't attack while in this state.
 
I was thinking of removing the third ability and change it with this idea instead.

Ability: Electrify Field

Description: Aegis creates an electrified field around him that damages enemies over time and slows their movement. Enemies inside the field are slowed and take Spirit Damage per second.

  • Damage: 25 Damage per second.
  • Radius: 10m.
  • Slow: 20% movement speed reduction.
  • Duration: 6 seconds.
  • Cooldown: 22 seconds.

Upgrades:

  • AP1: – The field lasts an additional 4 seconds at Aegis’ location after the ability duration ends.
  • AP2: – The field deals +25 additional Spirit Damage per second, and enemies inside also suffer a 10% attack speed reduction.
  • AP5:– Enemies inside the field gains 25% Spirit damage reduction
 
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