3/2/1 balance changes

2 tanks, 1 support

My goal was to make solo supporting not only bearable, but feasible. Ofc tanks and dps would need changes as well, but this is focused on supports

General Changes
  • Probably 1-2 more med-packs per map on each side or moving them a little closer to where fights are likely to occur
  • Small med-packs should heal for 100, up from 75
Ana

General

  • Health pool increased by 50
    • New health pool is a total of 250

New ability: Dash

  • Basically Hanzo’s omni-directional leap traveling up to 8 meters mid-air at 15 meters per second
    • Does not interrupt her reload animation

Biotic Rifle (Primary fire)

  • Flattens the interval between scoped and unscoped shots similar to how Ashe’s gun, The Viper, works now
  • Healing per shot increased from 70 to 80
  • Damage per shot increased from 70 to 80
    • Has a 2x damage multiplier for barriers

Biotic Rifle (Scoped)

  • Damage per shot increased to 85 up from 80
  • Healing per shot increased to 85 up from 80
  • Healing/Damage duration for successful shots reduced from 0.6 to 0.3 seconds effectively doubling the rate at which health is restored/taken

Sleep dart

  • What changes does it need if any? I was thinking 50 damage up from 5 but it sounds too much like Brigitte’s 50 dmg shield bash. Perhaps it’s best to stay away from burst damage cc cough Doomfist cough

Biotic Grenade

  • Heals/Damages an additional 60 health upon direct impacts, depending on if the target was friendly or enemy

    • Firing the grenade directly below you will be counted as a self-direct hit when you are on the ground or have an altitude less than 3 meters
  • Anti-effect:

    • Healing denial changed to reduce all incoming healing for the target by 75%
    • Can be cleansed by med packs of any size

Nano Boost

  • Cost increased by 15% (2415)
  • Duration increased from 8 to 10 seconds
  • Can be applied to self if active ability button is held
    • Reduces reload time by 30%
Baptiste

General

  • Armor pool increased by 50
    • New health:armor ratio is now 200:50 for a total of 250 hit points

Exo-boots

  • Movement penalty while crouching reduced from 45% to 25%

Biotic Launcher (Primary Fire)

  • Recovery interval between shots reduced from .45 to .36 seconds

Biotic Launcher (Secondary Fire)

  • Healing per shot increased from 50 to 55
    • Splash radius increased from 3 to 4.5 meters
    • Direct impacts on the target will heal an additional 20 health up to 75
  • Grenades that hit you will heal you for 20 health, or 40 if they pass through the amplification matrix

Immortality field

  • Armor pool increased by 50
    • New health:armor ratio is now 200:50 for a total of 250 hit points
  • Radius increased from 6.5 to 8 meters
  • Cooldown reduced from 25 to 18 seconds
    • Cooldown begins when Immortality field is destroyed
  • Minimum health for targets within the field increased from 20% to 30%

Regenerative Burst

  • Cooldown reduced from 13 to 12 seconds
  • Duration reduced from 5 to 4 seconds
  • Healing increased from 150 to 180 45 hps
  • Radius increased from 10 to 15 meters
    • Ignores barriers
    • No longer interrupts reload animation

Amplification Matrix

  • Cost increased by 20% (2820)
Brigitte

General

  • Health:Armor ratio adjusted from 200:50 to 100:200 with her combined hit points being 300
    • Health pool decreased by 100
    • Armor pool increased by 150

Inspire (Passive)

  • Healing increased from 130 to 175 health (allies)
  • Self-healing increased from 65 to 90 health
  • Is now triggered by shield bash
  • Immediately heals allies within its radius but not Brigitte for 15 health upon activation with the remainder being restored over its 6 second duration
  • Cooldown increased from 1 to 1.5 seconds

Armor Pack

  • Cooldown reduced from 6 to 5 seconds
  • Healing reduced from 110 to 100 health
    • Now stacks when used on the same target
    • Overheal duration reduced from 5 to 4 seconds
    • No longer interrupts holding her barrier shield
    • Ignores the anti-effect

Rocket Flail

  • Swings rate increased to .54 seconds, up from .6 seconds per swing

Barrier shield

  • Health pool increased from 200 to 350 shields
  • Deployment time reduced from .85 to .25 seconds
  • Heals Brigitte and all allies within a 20 meter radius for 12 health per second while deployed (stacks with inspire)

Shield Bash

  • Movement bonus increased from 500% to 600%
    • Now ignores the movement penalty from using her protective barrier

Rally

  • Cost increased by 10% (3080)
  • Radius increased from 8.5 to 11 meters
    • Ignores barriers
  • Tick rate increased to 5 per second, up from 2
    • Armor per tick increased from 15 to 20
  • Maximum armor increased from 100 to 140
    • Duration reduced from 10 to 6 seconds
Lúcio

New passive: Audiotherapy

  • The duration of all crowd control effects are reduced by 12% for allies outside the radius of Crossfade and the effect is doubled for allies within Crossfade’s radius

Sonic Amplifier (Primary Fire)

  • Critical event multiplier increased from 2x to 2.5x

Soundwave (Secondary)

  • Allies within the area of effect are healed for 10% of their maximum health

Crossfade

  • Radius increased from 12 to 14 meters
  • Speed boost increased from 25% to 30%
  • Healing for self and allies increased to 19.6 health per second, up from 16 (previously 12.3 for self)
    • All allies affected by Crossfade gain a 15% damage mitigation
    • Lingering effect for allies that leave Crossfade increased from 1 to 1.5 seconds

Amp it Up

  • Cooldown reduced from 12 to 8 seconds
  • Speed boost increased from 60% to 70%
  • Healing for self and allies increased to 70 health per second, up from 52 (up from 40 for self)
  • Doubles the damage mitigation and cc resistance from Crossfade and Audiotherapy
    • No longer interrupts reload animation

Sound Barrier

  • Cost reduced by 5% (2800)
  • Cast time from the ground reduced from .72 to .5 seconds
  • Shields increased from 750 to 1000
    • Shield decay rate increased from 125 to 150 shields per second
    • No longer destroyed by E.M.P.
Mercy

Regeneration

  • Healing increased from 20 to 30 health per second
  • Delay after being damaged reduced from 1 to .5 seconds
  • Ignores hack

Angelic Descent

  • Ignores Hack
  • Increases Mercy’s movement speed by 10% while gliding

Caduceus Staff (Primary Fire)

  • Now heals allies for 55 + 3% of their maximum health
  • No longer breaks upon Melee
    • Animation when swapping to and from her Caduceus Blaster reduced to .75 seconds
    • Allies below half health receive 25% more healing from Mercy (similar to how Echo’s beam quadruples in damage)
    • Beam now lingers while resurrecting (will break by the time Mercy completes the resurrect animation)

Caduceus Staff (Secondary Fire)

  • Now heals Mercy 15 health per second when damage amplification beam is attached to a target

Guardian Angel

  • Maximum range increased from 30 to 35 meters
  • Speed increased from 17 to 24 meters per second
  • Cooldown increased from 1.5 to 1.75 seconds
    • Cooldown begins upon ability activation (less punishment using GA techniques but slightly more downtime between her movement)

Resurrect (I don’t even know)

  • Now has up to 3 charges but Mercy will only spawn with 1
  • Cooldown reduced from 30 to 22 seconds
  • Cast time reduced from 1.75 to 1.3 seconds
  • Movement penalty reduced from 75% to 40%
  • Resets the cooldown of Guardian Angel
  • Guardian Angel can be used to cancel Resurrect
  • Maximum range increased from 6 to 7 meters
    • Cast time is reduced by 23% during Valkyrie (1 second cast)
    • Maximum range increased from 7 to 8 meters during Valkyrie

Valkyrie

  • Movement speed increased by 11% (9 to 10 meters per second)
  • Cost increased by 30% (2360)
  • Grants Mercy immortality frames for 1 second upon cast
  • Duration reduced from 15 to 9 seconds
  • Healing increased from 60 to 70+ 6% of the target’s max health (main beam)
    • Targets below half health now receive 40% additional healing, up from 25% (main beam)
    • Chain beams will extend from Mercy if she does not have a target while resurrecting
Moira

Biotic Grasp (Primary Fire)

  • Healing increased from 3.25 to 3.75 health per energy
  • Lingering heal increased from 65 to 80
    • Energy consumption increased from 20 to 25 energy per second (93.75 healing per second)
    • Passive & Active recharge rates increased by 15%
    • While using Biotic Grasp Moira is healed for 30 health per second
    • Lingering duration increased from 4 to 5 seconds

Fade

  • Cooldown reduced from 8 to 7 seconds

Biotic Orb

  • Cooldown reduced from 10 to 7 seconds
  • Area of effect increased from 4 to 5 meters
    • Damage orb now restores biotic energy

Biotic Orb (Healing)

  • Healing reduced from 65 to 50 health per second
  • Removes the hacked, frozen, slowed and movement penalties for tethered allies
    • Explodes if completely drained before disappearing, granting allies within a 6 meter splash radius the healing amplification effect (50%) for 3 seconds

Biotic Orb (Damage)

  • Tethered enemies suffer from the crippled effect (disables abilities intended for mobility, such as Zarya’s Graviton surge and Sigma’s gravitic flux do)
    • Explodes if drained before disappearing granting Moira 30 biotic energy and slowing reload times for enemies within a 6 meter splash radius by 50% for the next 3 seconds

Coalescence

  • Cost increased by 50% (3570)
  • Now ignores hack and slows
  • No longer cancelled when stunned but will briefly lock her aim over the duration (can still be canceled by freezes or knockdowns)
  • Healing increased from 140 to 170 health per second
    • Movement bonus reduced from 50% to 20%
    • Enemies hit by her ultimate suffer from the anti-effect (75%) for 1 second (can be reset for each tick they are hit by her ultimate)
Soldier 76

Biotic Field

  • Healing for allies increased from 40 to 70 health per second
  • Healing for self increased from 40 to 50 health per second
Sombra

Hack

  • Duration of hacked medpacks increased by 10%
  • Hacked medpacks are better highlighted on the map
Last but certainly not least...Zenyatta

General

  • Shield pool increased by 50
  • Health pool increased by 50
    • Health:Shields ratio is now 100:200

Orb of Harmony

  • Now has 2 charges and can be stacked to double the healing output
  • Target (allies only) gains 25% damage mitigation and faster fire rate (effects do not stack)
    • Pressing the active ability button with no target recalls the Orb of Harmony to heal Zenyatta

Orb of Discord

  • Effect reduced from 30% to 15%
  • Now has 3 charges
  • Can now be stacked
  • Reduces the target’s fire rate by 10% (stacks)
  • Target is now damaged for 5 health per second
    • Zenyatta now gains ultimate charge equal to 115% of the damage the discord effect amplified

Transcendance

  • Cost increased by 20% (2770)
  • Upon cast:
    • All allies within a 10 meter radius will receive an orb of Harmony that will not disappear until Zenyatta loses Line of sight for 3 seconds (his death counts as a loss of LoS)

    • All enemies within a 10 meter radius will receive an orb of Discord that will not disappear until Zenyatta loses Line of sight for 3 seconds (his death counts as a loss of LoS)

    • Independent from Zenyatta’s charges

While this is somehow, for some sorry reason, not the most I’ve ever typed for a balance patch…I’d appreciate it if any support mains would look at their main and tell me if you think it would be enough to try and solo support with them.

My biggest concern is ult charge and I don’t really know how fast these ults should/would charge or how useful they’d prove.

I get that this is a possibility, but Tanks are the least populated role in the game and playing against them feels overwhelming.
I dont think we will achieve much by limiting teams to 1 healer, I’d prefer 1-3-2 between the two of these ideas.
Interesting changes though!

3 Likes

The problem is, if you lose you one support, it’s FAR easier to overwhelm a team

When you lose your solo tank in 1/3/2, you still have the chance to pull back with overwhelming DPS pressure

2 Likes

Sigh I know but I just feel like tanks were made to have synergies and when you remove them, you’d need to alter tanks far beyond their identity, especially to convince the community that they’re not a fat dps!

While my changes are probably over the top as usual, I think if we do have to go 3/2/1, it’s going to be easier and healthier with 1 support instead of 1 tank…but that’s just how I feel.

I’m sure many others think 1 support is outrageous, point blank, and I’ll have to respect that

very fair

my goal was to make supports a lot more independent but whether supports are weak or strong, you’re very right. ._.