ELEMENTAL ROLES
UPDATED ON 07/26/26: PATCH NOTES FOUND IN COMMENTS
-------------------------------------------------ELEMENTAL ROLE QUNUE---------------------------------------------
-------------------------------------------------CREATED BY MYSTERY-------------------------------------------------
---TOO LONG DIDNT READ? READ THE FOLLOWING CATAGORIES. CATAGORIES ARE CAPITALIZED--
--BASICS AND FOR THOSE WHO DONT LIKE READING-- RIGHT BELOW.
--THIS MODES PURPOSE-- LOCATED FAUTHER DOWN.
--BASICS AND FOR THOSE WHO DONT LIKE READING--
///choose your hero to determine your starting role. damage dealers= get damage role. tanks= tank role. support= healer role. you can switch to a different role until you leave spawn room for first time in a match. this along with elements allows each hero to have 36 different ways to be played.
///your role gives you role powers while on fire if you purchased something. damagers get gold per second. tanks get aoe damage per second. healers apply shield health and boost damagers damage.
///damagers get armor when unlocked. tanks become vulnerable after taking enough damage.
///damagers get increased critical strike chance each time they rank up. tanks get increased damage reduction each rank up. healers get increased healing critical strike chance each rank up. 5 ranks in total per role.
///critical strike damage and healing are just that. more damage at a percent chance. IT DOES NOT increase your base damage or healing.
///2 powers are buyable per role. controls onscreen tell you what you need to know.
// make sure you check the work shop settings colored in orange in settings menu. in there you will see bots for each slot turned on except the one on team 1 at slot 0. make sure you turn off bot slots you want players to fill otherwise they will be registered as bots which act differently then if slot is registered for human player. for example you may not see ui and other stuff correctly among other things. auto purchasing etc. so make sure you do that if you want human registering.
--FOR THOSE WHO LIKE TO READ--
///41 of the characters have unique powers. some are just alterations to vanilla aspects such as reduced cooldowns or increased ammo. others are whole new powers entirely. these powers apply automatically when using your normal stuff so no need to learn new controls. the rest of the heroes have the same power to gain better stats as long as they can stay on the objective.
///in addition to role powers and character powers, there are also 12 elements you can be. each element is only permenant under certain conditions but may be rented with gold for a temporary period of time.
///gold is earned by playing your assigned role. no need to fight over kills :) damagers do damage, tanks take damage, healers heal. that simple. barriers do not give gold for the purposes of taking and doing damage. tanks can also gain gold through doing damage and healers can gain gold through eliminations but the amount in these ways is much less then their default way.
///purge bots come in randomly to spice things up. they CAN be very strong. be careful. killing them grants critical resistance. if super mode is activated the purge master will appear instead.
///orbs drop on the ground when people die. these increase your base stats.
--ADVANCED STATS FOR THOSE WHO REALLY LIKE READING--
///critical resistance reduces critical damage recieved as well as damage reflected back to you as well as enemy healing.
///critical resistance also affects getting knocked around by many forms of knockback but not possibly all.
///critical resistance is earned by dying and by killing purge bots. you can see enemy critical resistance by the color of their light shaft surrounding their character. white is lowest and red is most deadly. beware of the reds. color order = white -> green -> blue -> purple ->yellow --> pink --> red.
///crowd control is very serious in this game. even when facing bots you will be challenged. you will be forced to think if you want to win in most cases. each game will feel different but crowd control is a major part. be ready for it.
///crowd control reduction is earned by gold you have stored up. every 10k you have saved up increases your crowd control reduction by 5 percent capping at 100 percent. spending gold can lower your crowd control reduction back to as low as 0. only affects certain sources of crowd control. most of the vanilla crowd controls are not ajusted.
///vanguards come in to fill empty slots not occupied by player or blizzard made bots. vanguards are dummy bots that do what a vanguard does. they warp to enemy lines and wreck havoc until they arrive on point. they are designed to be replaced by other players. if you dont want them then keep all slots filled.
-----------------------THIS MODE IS UNTESTED IN PVP AND THUS USE AT OWN RISK-------------------------
///THIS MODE IS NOT DESIGNED FOR FREE FOR ALL OR ANY MODES OUTSIDE OF ROLE QUEUE ON CONTROL, HYBRID, AND ESCORT. USING THIS ON ANY OTHER MODE IS AT YOUR OWN RISK AS I CANNOT GURANTEE IT WILL WORK AT THIS TIME.
///MODE IS NOT DESIGNED FOR ANYTHING MORE THEN 5V5. LESS IS FINE.
-----------------------------------------------THIS MODES PURPOSE---------------------------------------------
///the purpose of this mode to mainly play against hard bots. other difficulties are fine. my usual plays are 1 tank 2 damage 2 heal on each team. so if you are tank put in 2 damage and 2 heal bots unless you have friends on your team. etc.
///any combos are fine just keep it on 5v5 and dont switch the bots role in the game or things may break. if you want to change bots remove them and then add new ones in.
///players who struggle which are mainly bots against players so bots usually, tend to get stronger. this will be represented first by light shafts going from white being weakest to green, blue, purple, yellow, pink, and red. eventually bots get elements at random and then become glowing when they are at their most powerful if you get far enough. average game time can be 10 to 25 minutes depending on how well you do and which team your on.
///if players leave their player data goes with it including gold etc. however if a new player takes their place they will inherit gold and rank relative to what the previous player who occupied that slot had while still being able to choose whatever role they will. so if previous player was tank the new player can be tank or damage or healing and things will apply according to gold earned in that slot. this ensures players joining later wont start with just nothing.
///FINALLY AGAIN dont forget to make sure you turn off the slot numbers on each team that will have players in them or they will be registered as bots (auto purchasing etc). this is done in the workshop settings catagory in your settings when you host a lobby. the settings are colored orange.
------------------------------------------------CREDITS GO TO MYSTERY--------------------------------------------------
this mode was made entirely by me, MYSTERY. i have mystery and utalktoomuch as my accounts. on my utalktoomuch account i have elemental overwatch and role queue with ranks i made as older obsolete modes of this one. ill provide links to that old account here. this mode was built ontop of those more primative game modes.
all the work from all 5 of my modes was made entirely by me. no one elses work was used.
LAST UPDATED 07/26/26 ALL HEROES.
---------LINK TO OTHER PRIMITIVE MODES MADE BY ME AND USED TO MAKE THIS MODE-------------------
https://workshop.codes/CVB64/collection
this mode started as a game of chess where people would randomly become a chess piece and get powers and has grown since then into elemental overwatch, role queues, elemental role queues and now elemental roles. this has been done across 2 accounts and since 2024. 2 years off and on in the making. and im quite proud of my work. in a good way. please dont plagerize. thank you.
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7 Comments
UPDATED 07/26/26
fixed bugs:
1) warp element warps you to enemy spawn if enemy is in there. the solution made is to press interact key while your in the spawn room. this will warp you to a random players location who is on the same team as you. only works when your the warp element and took damage before hand.
2) fixed issue where after extended clock finished more then 1 purge master spawned leading to excessive script overload. max game time is set to 35 minutes. after that respawn times get longer after every death to ensure the game mode can end eventually.
current bugs to be fixed:
NONE
PATCH NOTES AS OF 07-25-26 ACROSS 4 COMMENTS
sombra can now switch between her virus and her force push. press interact without crouching, meleeing, reloading, or jumping. dont press it too fast or it may not work properly.
reinhardt no longer leaps when pressing primary fire while ult is ready for human players. instead reload after pressing primary to launch reinhardt into air and ult people. this gives people more choice in how his ult is used. his impulse is also fixed to where he always goes up and forward as he should when leaping instead of sometimes going left.
fixed a bug where objects placed in world like illari pylon and torb turret got destroyed when picking up orbs or making purchases. you now have a 10 second grace period after picking up orbs and making purchases where you cannot destroy your deployables with interact key. this duration refreshes if you keep picking up orbs or making purchases.
add red color to the colored shafts that appear to represent player critical resistance strength. it comes after pink. allowed damage role item colors to increase to pink and then red up from yellow and also added 2 more so now they can wear 7 pieces. necklace and ring.
added texts to indicate the colors are tiers. higher tiers equals harder to kill player. all tiers grant damage reduction based on the tier. beware of the demon tier players with red colored shafts. very hard to kill at times. tier list = basic tier -> intermediate tier -> advanced tier -> king tier -> emperor tier -> legendary tier -> demi god tier -> demon tier
added in 3 powerful late game super roles that you can be based on your own role. bots can also be these roles and only 1 of each can be in the game. juggernauts come from tank roles. harbingers from damage roles and arch angels from healing roles. juggernauts fire off explosive hammers that do massive aoe damage and if someone dies they explode again. it also heals his teammates for damage dealt. increase the damage and healing of hammers by same way you buy hp. jumping and pressing interact while hp is selected.
harbingers are massive damage dealers with powerful artillery orbs and the ability to do damage based on missing health and even to execute when they fall below health thresholds. they can arc their damage through chain lightning and even warp between targets if they press interact while doing damage. not all of these powers are available to all harbingers. only a demon tier harbinger has them all. higher tier harbingers have more of their powers. harbingers can also fly if they hold jump and have ran slightly upward. they also get faster if they arent in super mode. harbingers also get massive damage reduction.
arch angels have the power to use more then 1 element. higher tier equals more elements used. if your facing a demon tier arch angel your going to be dealing with a player who can use the power of all 12 elements at once! very dangerous.
all 3 of these super roles are extremely strong and only available when the right level is reached and time has passed. for juggernauts a tank must hit level 38. for harbingers and arch angels you must be at least level 20 and at least 20 minutes of game time has to passed. only 1 player can be each of these roles. 1 for each. all of them have size ajustments to the character to better show these roles.
damage and healing roles automatically gain more levels after level 14 as they get more gold due to high price costs. each level starting at level 14 increases base stats like the orbs do.
bots can now be on fire as well but as a random chance rather then doing well near objective. be weary of the healers that are on fire as they can severely and permenantly buff damage roles damage output.
bots like players can at a chance switch their starting role at the beginning of the match. so you may find a tanky ana or a damage role reinhardt or a support based reaper or soldier 76. you never know til you see.
originally roles were bound to heroes chosen. who you picked determined your role but now i have removed this restriction so that any hero can be any role allowing hundreds of combinations of heroes elements and roles to be used.
respawn time increases if a game ever reaches 45 minutes to ensure it can end eventually. late games can get very very crazy and hard. being unkillable is not uncommon at these points given massive amounts of health damage and damage reductions. constantly being one shotted by arch angels only to come back to life and die again is not uncommon nor is being killed in your own spawn. consider yourself warned hehe it gets crazy fun! >:) :D
bots get stronger the more they die gaining health stats gold and levels and critical resistance increasing their tier levels.
can now switch to 3rd person camera. hold jump interact and reload and then only hold reload. do it right and you will be in 3rd person. do it again to switch back.
NOTE: this is a continuation of my older mode elemental role queues. ive made alot of tweaks to it and fixed a few bugs. added in more texts to give more understanding of what is going on. its the same as elemental role queues but better in my opinion. enjoy.
NOTICE AS OF 04-12-25
disable hero switching if its not already disabled unless you want to violate the roles that have been set up and make it possible to have roles applied to any hero.
if your playing tank role if your health reaches 10k hp, purchases no longer apply anything. this is a restriction on blizzard workshop not from me. of course by that point you have a very high level.
PATCH NOTES 11-28-24
-disabled modes except for control hybrid and escort due to the increase load on extension points that blizzard has created. this means basically that either i disabled the modes or it breaks.
-purge master now immune to aoe damage from tanks.
-rage mode artillery for healers is no longer permenant.
-tank aoe damage now gets scaled according to victims critical resistance.
-anyone with critical resistance of 100 or more is immune to tank aoe damage.
-if there are 2 or more tanks on one team the radius of the tank aoe damage is reduced from 15 to 5 meters.
-tank aoe damage only scales with the first 32 purchases of health. after that the health stops contributing.
-healers now get gold from eliminations
-healers now get gold when they dodge damage with dodge chance.
-healers now get gold from doing damage.
all these changes are balance changes due to tanks overperforming and healers under performing. prior to this change healers never got much gold and tanks could kill a purge master in 2 seconds let alone anyone else. basically broken.