What if the TF2 classes was ported to DotA 2?
Note that this is just a idea/WIP, you are free to make your own idea and opinion (And names)
Role: Disabler Escape
Scout is a melee agility Hero with a high base speed (310) and fast attack speed. But at a trade-off of having low health (and mana).
Stunball: Scout shot a ball at enemy targets up to 400-500 units away, stunning and dealing a small amount of damage. Stun duration is based on how far away you are from your target. If fired at point black it will only slow the target.
Force-A-Nature: Basicy a Force Staff, but without that stat buff.
Mad Milk: Scout throw a jaw of Mad Milk that will make you able to life steel from a enemy (A.o.E 200).
Boston Basher (Passive): Scout have a % chance to cause the target to bleed for a X amount of time.
Invulnerable (Ulti): Scout is temporarily invulnerable from all damage and buffs for 8 seconds (Long cooldown).
Role: Nuker Support Durable
Soldier is a Strength melee hero with high damage output. But for a trade-off of slow attack speed and movement speed (290).
Rocket Jump: Force Staff w/o the buffs.
Escape Plan (Passive): When soldier have under % health, his speed is increased by % (Each level increase the limit before he gain bonus speed).
Buff Banner: Soldier (And all allies in a 2000 A.o.E) gain increasing physical damage by 30%, last 10 sec.
Zatoichi: On each kill, Soldier instantly get % of there total health (Eg: If he kill a creep, he gain say 30 HP).
Crocket (Ulti): Soldier shot a rocket dealing high amount of damage and cripples (Slow) the target.
Role: Lane Support
Pyro is a Melee Intelligence hero able to suppress enemies with fire.
Gas Jockey (Passive): Increase his speed by **/**/**/** for each level.
Flare: Pyro shot a flare in a direction, revealing everything around where the flare exploded.
Magic resistance (Passive): Pyro is % resistant to magic attacks.
Volcano Fragment: Pyro bring forth is trusty Fire axe, dealing bonus ** Magical Damage on top of the normal damage (Last 1 min).
Pyromaniac (Ulti): Pyro bring forth his powerful flamethrower. Dealing pure damage, the attack rate is fast but deal low damage. Deal ** afterburn (Last ** sec).
Role: Carry Pusher Durable
Demoman is a Melee Strength hero with focus on laying traps and siege Towers/Buildings.
Stickybombs: Demoman place bombs that deal damage (can't be detonated individually). If you are close to the explosion, the blast will propel you 500 units in whatever direction of the blast you where in.
Sub-ability Detonate: Detonate all bombs that you have placed.
Chargin' Targe: Demoman charge forward 800 units, dealing damage and slowing if they hit a enemy on the way.
Headhunter (Passive: For each hero kill Demoman gain, he get a 150 HP boost and +7 unit speed boost (Max 4). Last until you die.
Scrumpy give me strength (Passive): Get a 200 HP/mana boost for each level
The power of DeGroot! (Ulti): Gain a increased attack/movement speed for 20 sec.
The Heavy is a Melee Strength hero with a High Health pool.
Sandwich (Channeling if self-casted): Heavy replenish *** health over 4 secounds. If you give it to a Allie, he will instantly be given half the HP points.
G.R.U: Heavy gain 30% higher movement speed, but also take 30& more damage.
The Hibernating (Passive): Give heavy a **/**/**/** chance not to be damaged by critical hits.
Iron Curtain (Channeling): Heavy deploy his heavy Minigun, dealing only 20% damage over a large area with slower movement speed, but with greatly increased attack rate (RoF).
Warrior Spirit (Passive, Ulti): Heavy gain 20+ Strength for each level.
Role: Support Jungler
The Engineer is a Melee Intelligence hero with a High support and suppression importance.
Eureka effect: Engineer teleport to spawn.
Dispenser: The engineer place a down a Dispenser (Ward), increasing HP/Mana regeneration speed by ** for anyone nearby at a 300 A.o.E. (Last for X time).
Repair expert (Passive): Allow the engineer to heal (Repair) player placed items (Wards, Sentry Gun/Dispencer, etc) by attacking it (Will require player to have knowledge to how to Deny).
BAM! (Passive): For each 3rd melee attack Engineer preform will automatically result in a Critical hit (Leveling this skill will increase the Critical hit damage).
Sentry Gun (Ulti): Engineer place a Sentry gun down, automatically targeting enemy targets. It can't move. If you manually demolish it, you will regain half the mana you used on it, you have to stand near the Sentry when doing so (See Sentry gun ability tab). Leveling this will increase it's power and HP. Level 3 sentry can fire rockets, Dealing Magical damage.
Role: Support Lane support
The Medic is a Ranged Intelligence hero with skills aimed towards healing and regeneration.
Medigun: Tether you to a ally, increasing his Health regen speed by ** while draining your mana pool (Regardless if your allies health is full). Going to far away from you tethered ally will break the tether.
Sub-Skill Stop Healing: Stops healing.
Self-Heal (Passive): Medic gain bonus health regen.
Healing Wave: Medic channel his Medic gun to all allies in a 500 A.o.E, healing less and you can't move.
Übercharger (Ulti): Medic and your tethered ally will gain complete invulnerability from all damage, negative buffs and effects.
Personally the already existing Sniper in DotA 2 cover most/all of TF2 snipers areas, so making a new sniper is unnecessary. But you are free to make a TF2 sniper in DotA 2 if you want to.
The Spy is a Melee Agility hero with focus in stealth and backstabbing.
Spy Vision (Passive): Give the spy the ability to see hidden Wards and Hidden units close to him.
Sapper: Can place a sapper on a enemy or a Ward, causing it to slowly take damage and slowing. Do not remove cloak
Backstab (Passive): When attacking from behind, spy deal critical hits.
Cloak: Make Spy invisible while draining his mana, he can't attack while in this state (But he can place Sappers).
Dead-Ringer (Ulti): When spy is at low health/super near death, he automatically cloak. But heavenly drain his mana pool.
Edited by Catkillerfive, 29 January 2013 - 23:43.