His Barrier Field is what defined Reinhardts position in Overwatch as one of the most important tanks in the game.
Naturally it should also be part of his kit in the Nexus.
However, since we're not in direct control of where Reinhardt will face it, I decided that the shield should adjust to your cursor slowly.
This way, you can still click behind or sideways without giving up the shield from the front right away as it just adjust slowly. In tight situations, mashing the D button on and off can be used to quickly change direction at the cost of lowering the shield for a short amount of time.
Reinhardt's base health is a tad lower than most tanky warriors in the game, but he makes up for this by having a passive that grants him 20 armor. This is based off his armor in the original game, where 1 point of armor would block 2 damage. effectively halving all damage taken until armor was depleted.
The reason his armor is permanent is because reinhardt can find himself in a tricky situation if he misplaces his Charge. while 20 armor might not seem like much when diving in to 3+ heroes. In smaller skirmishes he should be able to make it out by using his barrier field smartly waiting for charge to get off cooldown and get the H out of dodge.
Q is the reason this man is a glorious warrior.
Swinging that monstrous hammer around deals nearly 1/3rd of most heroes health in Overwatch, while that might be a bit overpowered in HotS, it starts out pretty pathetic, being only a sort of short range cleave attack, but with the pretty high scaling it has, it can add up to become a good waveclear tool, as well as make him a threat in teamfights if he's in the middle of all of it, drawing attention to him while giving his team mates more opportunities to fight back.
W, known for it's insta-gib potential, this game doesn't quite have a displacement like this, Diablo comes to mind but he is somewhat in control of where he lands and that's a point and click dash as well. Reinhardt heroicly charges forward trying to pin down a hero to burst as he does in Overwatch as well. it deals tremendous damage if it hits and most squishies do not survive it early. High base damage but low scaling makes it a threat in the early game, while changing it into a deciding initiation tooll as well as another form of hard cc when the time asks for it.
E, Fire Strike is his bread and butter to clear waves quickly together with Hammer Time. it deals high damage but is hard to hit because of it's slow travel time (I'm guessing it would travel as fast as Malthael's Death Shroud while being half as thick).
Ults:
Earthshatter:
Pretty much the same as in Overwatch, Reinhardt briefly stands still to swing his hammer with incredible force unto the ground. Enemies in a cone are stunned for a ridiculous amount of time, leaving Reinhardt (and his team) time to land combo's and win fights. Cone would be about as far and wide as Garrosh Groundbreaker. not too long, but pretty devastating if it hits.
Fight until the last breath!:
Reinhardt is a warrior at heart, and while overwatch does not have any mind control or taunt varieties, I'd say this is the next best thing he could do.
If you're behind and you really need to slow down that one character that messes up your entire teamfight. Range is short so Reinhardt has to be quick and careful about selecting a hero once it's within reach. Once he hits, the hero will not be completely useless, but will be driven to kill Reinhardt first. Diverting otherwise deadly threat from his teammates, to himself.
Talents
L1
Armor Up!:
Reference to Garrosh' traits in both HotS as well as Hearthstone.
simple 5% damage reduction.
I will feel that in the morning!
Reference to Reinhardt's quote whenever he clashes with terrain, but not a hero.
Honor:
Reference to Reinhardt's quote "Honor, Justice, REINHARDT REINHARDT REINHARDT!"
L4
Rocket Power:
Reference to the cartoon show of the same name.
I figured since many heroes have a talent that improves their ability to capture camps, Reinhardt could use it too.
Looking for Freedom:
Reference to a song from the 80's by David H***elhof, one of Reinhardt's favorite singers.
Flame On!:
Reference to The Human Torches' quote from The Fantastic Four, as well as the Terran dunebuggy that spits supahotfire, the Hellion.
Effect is based on the Hellion's ability to quickly tear through hordes of Zerg with it's Flamethrower.
Might also be used to snipe heroes who tried to flee the fight.
L7
Barrier Force
No real reference here, clean and simple upgrade to the Trait
Mirror Force
Reference to the Yu-Gi-Oh! Trap card of the same name, depicting a holy barrier that repels enemy attacks by reflecting it back towards them. I figured doing this with all projectiles is kind of overpowered. but 1 or 2 or an enemy skill (Genji's 3 shuriken or Junkrat's single bomb shouldn't make too much of a drastic change.
Resonating Force
No reference here but with Mirror Force in the back of my mind, this might be the solution to a melee heavy enemy team, while most melee's have at least 1 form of projectile like Thrall and Genji or supports like Tassadar and Ana who can assist with damage from a long range.
L10
I've already gone over these.
L13
Justice
Reference to Reinhardt's quote stated above
Reinhardt is a very protective soldier, often opting to take a hit himself instead of his allies. seeing his ally hurt would definitely make him go a tad berserk to make sure no further harm would come to his friend.
Path of Flame
No Reference, Just a great tool for Reinhardt to Push / waveclear quickly
Dont forget your swedish friend!:
Reference to Torbj
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