Maximilien Hero Design | Overwatch Design Studies

Topic: Overwatch Design Studies

Fan design of Overwatch's heroes, levels, events, and balancing.

Hero Info

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Aside from his position as Talon's accountant, Maximillen is the figure behind many impactful events. Gambling on the edge of conflicts, he uses wealth and connections to build his own power.

Role
Support
Subrole
Tactician
Health
150 health + 100 shields
Perk XP
1750 (minor) 4600 (major)

Passives

Subrole: Tactician Passive️

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Store excess ultimate charge.

Ult charge stored:
up to 25%

Backed Hand Passive️

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Give your excess ultimate charge to your Ace.

Ult charge given:
up to 25%
  • Ace is selected with Max's ultimate "Ace in Play".
  • Only grants excess charge stored via the Tactician subrole passive.
  • Grants via ult points instead of fixed percentage.
  • The target ally hears a surging sound on activation.

Weapon

Executive Wristwatch icon

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Type
Weapon (Primary Fire)
Effect Type
Hitscan

Two-round burst hitscan weapon.

Damage:
40 (per round)
Headshot:
✓ (x2)
Rate of fire:
2 rounds per 0.8s
Ammo:
24
Reload time:
1.5 seconds
  • Shot radius: 0.12m (same as Illari)
  • Damage falloff range: 25-45m (longer than Ashe, shorter than Illari)
  • Damage falloff rate: 50%
  • Recovery time reduces when alternating between primary and secondary fire.
  • Elimination: "The house always wins."

Breach Laser icon

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Type
Weapon (Alternate Fire)
Effect Type
Beam - Hitscan

Three short beams with a rotating triangular spread.

Damage:
135/s (45 per beam)
Headshot:
x
Range:
13m
Spread:
3.6 degrees (initial) - 2 degrees (after 0.75s)
  • Beam radius: 0.1m (less than Symmetra's minimum radius)
  • Rotation speed: 180 degrees/s
  • Narratively, Max uses this weapon to cut holes on doors and walls, hence the name and the spinning 3-dot pattern.
  • Elimination: "Think twice before you get close."

Abilities

Spade E️

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Type
Ability
Cooldown
8 seconds
Effect Type
Melee + Projectile

Slash with a card and fling it out. Place a Spade on enemies hit, allowing allies to lifesteal from them.

Damage:
40 (slash) + 40 (projectile)
Headshot:
x
Slash Range:
4m
Projectile Speed:
70m/s
Projectile Size:
0.35m
Spade duration:
4s
Ally Lifesteal Rate:
30% (15% on tanks)
Stops applying when ally already has more than 40% lifesteal.
  • The slash and projectile themselves lifesteals too.
  • The slash's animation allows enemies at range to react to the following projectile.
  • Enemies with Spade see a overlay effect on their screen.
  • Healing from Spade charges Max's ultimate ability.
  • To self/target: "Bleed the pot."
  • To allies: "Claim your cuts from them."

Heart Shift️

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Type
Ability
Cooldown
1 second
Effect Type
Targeted + Area

Place area healing on an ally, which grants movement speed too when an enemy is eliminated inside.

Selection Range:
25m
Area Healing:
25/s
Area Healing Radius:
12m
Speed/Damage Boost:
25%
Boost Duration:
2.5s afer elimination
  • Max cannot place Heart on himself.
  • Heart expires after losing Max's LOS for 5 seconds.
  • "Go earn your healings."
  • "Make my investment worth it."
  • "Go, impress me."
  • On elimination: "Well done."
  • On elimination: "Stay in motion, agent."

Ace In Play Q

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Type
Ultimate Ability
Cost
2400 pts
Effect Type
Targeted

Place an Ace on an ally. The ally instantly revives for one time during the effect, then places a Spade on their eliminators.
Enemies don’t know who carries the Ace until they get very near.

Selection Range:
25m
Cast Time:
0.6s
Initial Healing:
100
Ace Uptime:
7s
Ace Reveal Range:
5m
Ace Health On Revive:
Up to 350
  • Enemies can hear when Max ults, but can't see the Ace icon over the ally until they're up close.
  • All enemies see the Ace icon from the moment when one enemy sees it.
  • Ace's secrecy enables lots of mind games for example, Max can place the Ace on himself, but tell an ally to charge in anyway, tricking the enemies into thinking the ally have the Ace.
  • The Ace cannot revive from an environmental death.
  • With Max's passive, he always gives excess ult charge stored to his Ace. This can be used to quickly ready an important ally ult.
  • In the middle of the fight, Ace's 100 instant healing can save an ally, but might also spoil who received it.
  • On deploy, to enemies: “An Ace is on the table. Play wise.”
  • On deploy, to Ace/self: “Fear nothing, my Ace!”
  • On deploy, to allies: “Ace has been deployed.”
  • On revive, to enemies: “YOU MISPLAYED.”
  • On revive, to Ace: “Now, shall we continue?”

Perks

Contingency Minor Perk

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You can damage and kill your Ace. This puts a Spade on yourself too.

Feed the Greed Minor Perk

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Hitting enemies with Spade restores ammo.

Shared Pot Major Perk

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Heart’s radius increases by 50% for 3s when an enemy is eliminated inside.

Liquidation Major Perk

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Reset Spade cooldown when your Heart carrier dies.

Design Process

Weapon

Weapon feels closer and closer Max’s identity as they iterate. After Zen and Lucio, Max will be the third support that doesn’t heal with a mouse button.

The House icon

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Discarded for: Identity mismatch. Leave the red dot weapon for a pistol oriented DPS.

Smart pistol with red dot scope.

Executive Wristwatch icon

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Discarded: Projectile shots encourages choke spam, not a match for Max's personality of precision and calmness.

Four-round burst dart projectile weapon.

Tracker Chip icon

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Discarded for: Discouraging enemies to engage for half of the fight.

Make your next shot reveal target position. Press again to detonate the chip.

Executive Wristwatch icon

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Final design

Two-round burst hitscan weapon.

Breach Laser icon

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Final design - first "shotgun beam" in the game

Three short beams with a rotating triangular spread.

Sustain

Max started with a “mobility + self sustain” ability, borrowing the tech of Kiriko’s clone power in Stadium.

I then wanted to jump out of the “movement and heal” cliche and design a different sustain ability. “Marking enemies for lifesteal” came to mind.

After a few changes, the ability allows Max to do the “Slash and Laser (alt fire)” combo to survive close combat. The lifesteal rate is tuned down against tanks to encourage hitting squishies.

Now, Max needs to make a decision in a fight: Do I save my Spade against a dive, or do I throw it to enemy front line to relieve healing pressure?

False Tell Shift️

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Discarded for: technical cost (only stadium Kiriko has this) and difficulty to achieve interesting mind games.

Dash and release an identical decoy. The decoy heals you when it takes damage.

Bounty icon

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Reworked to "Spade" ability.

Empower your next shot with a Bounty mark, allowing allies to lifesteal from its target.

Spade E️

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Final design

Slash and fling a piercing card. Place a Spade on enemies hit, allowing allies to lifesteal from them.

Utility and Healing

With or without the lifesteal applied, Max still needs a way to provide consistent healing. Maybe also some form of utility.

Joint Stake aimed to go after Adam Warlock in Marvel Rivals and make a pair of allies tankier. However in OW, this is no different from “increasing effective max health”, which is pretty rule breaking considering the damage threshold is much more delicate.

“Heart” card aimed to send an ally on a “mission”, let them earn healings themselves. With some utility added, it becomes more powerful in close range fights/late fights, while building a fantasy of someone who profits from conflict.

Joint Stake E️

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Discarded for: Risk of trolling, unwanted damage taken, and breaking the established hp thresholds.

Select an ally to echo healing received and partially share damage taken.

Heart (Old) E️

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Discarded for: Lack of utility, no "war merchant" fantasy

Place area healing on an ally. Healing increases when the ally hits enemies.

Heart Shift️

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Final design

Place area healing on an ally. Boost this ally’s speed and damage when anyone is eliminated in the area.

Ultimate

Saying Max is a gambler is downplaying his intelligence. I want his ultimate to revolve around mind games; he tricks enemies into making the wrong decision, and take advantage if they are too scare to even make one.

Many versions of Ace in Play was written, but they all revolve around a secret player being chose, and enemies need to read the room, or spot the visual cue, to respond properly. Initially, it felt very against OW’s core rule “shoot the red people”, and could be too counterintuitive in a chaotic fight.

The final iteration made the best Ace choices (all close range heroes) easier to be exposed, also allowing enemy frontline/mobile heroes to expose the Ace more easily.

Ace in Play (Old) Q

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Discarded: The ultimate can easily be ruined by other player's mistake, leading to toxicity.

Select an ally to instantly revive on death with increased speed and damage. Expires when you or any other ally dies.

Ace in Play (Old) Q

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Redesigned: Ace needs a reveal mechanic to not leave enemies without a solution.

Secretly mark self or an ally as an Ace. The Ace instantly revives on death with increased speed and damage.
Enemies don’t know who carries the Ace until it deals enough damage.

Ace In Play Q

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Final design

Place an Ace on an ally. During its uptime, the Ace carrier instantly revives on death and places a Spade on their eliminators.
Enemies don’t know who carries the Ace until they get very near.

Passive

Changed from a boring flanker alert to a strategic tool. The passive synergizes with the Tactician passive, allowing Max to use Ace as a “catalyst” for a crucial ally ult.

Alerted Passive

Discarded for: babysitting and reducing game sense.

Be alerted of visible enemies aiming at your back.

Backed Hand Passlve

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Final design

Give your excess ultimate charge to your Ace.

Discarded Perks

Diamond Minor Perk

Bounty Shot can crit enemies and deal 25 damage over 1 second.

Club Major Perk

Joint Stake heals both sides by at least 5% max health per second.

Cut for Two Minor Perk

Discarded: Excessive self healing is against support design principle.

Heart's healing increases by 35% with you inside it.

Spade Tracker Minor Perk

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Discarded: Too much information revealed on a short cooldown.

Enemies with Spade reveals their location and ultimate status.

Lethal Conduct Major Perk

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Discarded: Inconsistent value and lack of skill expression.

Your laser beam attack bounces between your Spade carriers.

Contingency (Old) Major Perk

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Changed for False Tell was discarded.

You can do friendly damage to your Ace and False Tell decoy.