3/2/1 Balance changes

These were sole ideas I had that are now possible…well to an extent lol
The changes I’m suggesting are in addition to what was given so I’ll also include those changes to remind you.

I don’t have changes for everyone, and heck I’m not even a 3/2/1 fan so just lmk what you think. Workshop code (PTR): AX3WK

Disclaimer:

I can’t give Orisa her 900 health barrier or honestly any of the Zarya effects besides her damage output

Please don’t expect those changes, but I went ahead and implemented everything else I could

Additional Changes:

All Tank Heroes

̶ ̶T̶a̶n̶k̶-̶w̶i̶d̶e̶ ̶p̶a̶s̶s̶i̶v̶e̶ ̶a̶l̶l̶o̶w̶s̶ ̶3̶3̶%̶ ̶k̶n̶o̶c̶k̶b̶a̶c̶k̶ ̶r̶e̶s̶i̶s̶t̶a̶n̶c̶e̶
̶ ̶ ̶
̶ ̶R̶e̶i̶n̶h̶a̶r̶d̶t̶’̶s̶ ̶s̶t̶e̶a̶d̶f̶a̶s̶t̶ ̶h̶a̶s̶ ̶b̶e̶e̶n̶ ̶i̶n̶c̶r̶e̶a̶s̶e̶d̶ ̶t̶o̶ ̶~̶5̶5̶%̶

currently unable to figure this out, will revisit if I can

  • Higher armor pools reduce the duration of being hacked, frozen and knocked down (up to 40%)
    • Does not affect stuns, sleeps or knockbacks
    • Currently only applied to heroes within the tank role, will expand to all heroes if requested

D.va (Pilot)

General

  • Health pool increased by 50

Orisa

General

  • Armor pool increased by 50

Fusion Driver

  • Reload time reduced from 2.55 to ~2 seconds
  • Movement penalty reduced from 30% to 20%
  • Projectile speed increased by 15% (~103 m/s)

Fortify

  • Now blocks earthshatter…kind of lul

Reinhardt

  • Adjusted armor to health ratio (Total health increased to 550)
    • Base health increased from 200 to 250

Charge

  • Can be cancelled? Thoughts? Yes no?

Barrier Field

  • Grants 12% damage mitigation while deployed that lingers for .5 seconds

known issue: barrier health is at 1280

Roadhog

General

  • Adjusted armor to health ratio (Total health is still 600)

    • Armor health pool increased from 0 to 100
    • Base health decreased from 600 to 500

Chain Hook

  • Maximum range reduced from 20 to 16 meters

Take a Breather

  • Makes Roadhog phatter so he can better body block
    • Damage mitigation increased from 50% to 60%
  • Now blocks earthshatter…sort of lol

Whole Hog

  • Can be cancelled by using Take a Breather

Sigma
General

  • Shields health pool increased from 100 to 150
  • Health pool increased from 300 to 400
    (Total health is now 550)
    I added this because without it, I can’t get his barrier to 1200 lol

Wreckingball

Quad-Cannons

  • Ammunition increased from 80 to 100
  • Reload time reduced from 2.1 to ~1.75 seconds
  • Ammunition is instantly refilled for eliminations

Adaptive Shields

  • Cooldown reduced from 15 to 13 seconds

  • Nearby allies are now granted shields upon activation. Shields will disappear either when destroyed or when Hammond is no longer using the ability

    • Minimum shields granted are 40 for allies and increase by 10 for every enemy near Wreckingball, up to 100 shields

Current radius is 8 meters, thought about increasing it to 10-14 since it doesn’t compare to Zarya’s mass bubbles

Mine field

  • Projectile speed reduced from 12 to 11
  • Cost reduced by 12%

Zarya changes will not be in the workshop code

I currently have no ideas for Winston

Mei

Endothermic Blaster

  • Maximum ammunition increased from 120 to 140

Cryo-freeze

  • Regenerates 35 ammunition per second

Pharah
General

  • Adjusted shield to health ratio (Total health is still 200)
    • Shield health pool increased from 0 to 150
    • Base health decreased from 200 to 50

Symmetra
General

  • Shield health pool increased from 100 to 150 (Total health is now 250)

All support heroes

  • Ultimate cost reduced by 12%

further adjustments are aimed to help supports who either struggle to secure value without 2 tanks to soak up damage or survive against 3 damage heroes that want their blood in this faster paced game mode

Baptiste
Biotic Launcher (Secondary fire)

  • Ammunition reduced from 12 to 8
  • Healing increased from 50 to 60 health per grenade

Regenerative burst

  • Healing per second increased from 30 to 36 health per second

Brigitte

Inspire

  • Self healing increased from 50% to 60% (13 hps)

Barrier Shield

  • Cooldown reduced from 5 to 4 seconds
  • Regeneration rate increased from 85 to 100 shields per second

Shield Bash

  • Cooldown reduced from 7 to 6 seconds
  • Damage increased from 5 to 30

Repair Pack

  • Maximum charges reduced from 3 to 1
  • Healing increased from 110 to 150 health (75 hps)

Rally

  • Ultimate cost reduced by 5%

Lúcio

Sound barrier

  • Ultimate cost reduced by 10%

Mercy

Resurrect

  • Movement penalty reduced from 75% to 40%
  • Cooldown reduced from 30 to 24 seconds

Moira

Biotic Grasp (Secondary Fire)

  • Healing increased from 20 to 30 health per second

Need suggestions. Currently stuck but she’s a definite loser in 3/2/1

Zenyatta

  • Hitbox reduced by 12%

if you have further ideas, I would be happy to make them but so far this is what I have come up with

1 Like

3/2/1 unplayable, never will in game.

No one care about your changes.

Have a nice day.

2 Likes

You never know, could hit the arcade one day

Well thanks for your feedback

You as well

nobody cares about your opinion

have a nice day

6 Likes

I don’t have anything to contribute, I’m only here to give the OP a blue heart for his efforts.

Edit: huh, you can edit hitboxes through Workshop? Nice.

1 Like

The new scaling can change player size

And hitting smaller targets is about as difficult as it seemed. Literally struggled to play ant game modes lol

1 Like

Blizzard did a good job balancing the tanks for 1-3-2 only problem was hog, he was a giant ult battery he needed to be moved to dps.

DVA even felt good with her defense matrix buff.

Zarya was so fun with her bubbles.

I don’t like your resurrect buffs, rez shouldn’t even be the game, Brig doesn’t need buffs she’s still strong. Bapt doesn’t need buffs either after the last ana nerf. Support ults don’t need buffs they’re all broken. Really dislike your notes lmao

1 Like

I’m not sure about Hog in 132 as well
Ball also not sure, he didn’t get changes, and not that helpful.

Anyways I think the problem with 132 was increasing body-tanking capabilities while reducing some of the damage on some tanks.
It’s easy to ignore these high durable tanks that won’t impose too much of a threat and just prefer to go for the squishy supports.

I’d rather have tanks more lethal plus tankier on defense abilities than more body-tankers.

1 Like

pretty sure ball didn’t get buffed because he was the go to tank for 1-3-2 comps before experimental. Dragons played ball 3 dps to dethrone goats but ball didn’t have his piledriver nerf back then

1 Like

That’s true, but as a solo tank he is just a bruiser tank that creates a distraction and displace people around, not very supportive.
Well, shouldn’t all solo tanks be more supportive somehow?

1 Like

That’s fair

Debatable. But ig that also depends on the gameplay they wanted from 3/2/1

I particularly wasn’t a fan and it was partially because out of how… irrelevant tanks and coordination as a whole became

Very true

Lethal tanks may be better than phat ult batteries

That’s true but the clear winner for original 3/2/1 was Zarya with her 3 second 300 health mass bubbles, even if she herself was weaker in return.

When they buffed every tank for solo-capability, I feel like Ball fell behind

That’s sort of what I was at least trying to aim for, more support from tanks.

I personally feel like for it to work everyone needs to be able to be independent and not depend on the DPS for progress.

That would look like this

Brig : self heal up to 13 hp/sec, SB damage to 30, CD reduced to 6 seconds, Barrer cooldown buffs you have are fine.

Orisa: Projectile speed increased 15%
Genji : we can keep as is.

Moira : Self sustain heal back to 30 hp/sec

Junkrat : revert nade size nerf,

Baptiste: buff Primary weapon recovery and bloom, increase damage.

Doomfist : revert right click nerfs.

1 Like

I personally think Widow would need harsh nerfs for 3-2-1. Her hardest counters are tanks working together, plus she excels at screwing up squishies.

1 Like

@FruityNinja I appreciate your effort, but I haven’t read all of your changes, when it’s too much changes like that it’s hard to give objective feedback without testing stuff, I guess everything I’d say would be subjective, I’m sorry.

1 Like

321 just doesn’t work. That experiment only benefitted DPS players. Everyone else was struggling to not get killed left and right.

2 Likes

You’re asking for more than I know how to do lol but I agree

Most definitely

I didn’t have ideas for Widowmaker. I could adjust her secondary

  • 6 ammo per shot, up from 3

That’s the only thing I got. People seemed upset when I suggested 170 health to offer a fair duel with Ashe but oh well

SB damage is dangerous territory

I can up it to 30 though

And the 13 hps should be easy

Ok

Like her right click right?

I can’t do this as much as I’d love to

I promise you, it’d be there instead of healing buffs if I knew how

^^

Edit: ok I finished updating the code trashbot, updating OP now

Well you can test it, it’s all in the workshop code I’ll now edit to trashbot’s suggestions

But subjective feedback is also valuable. Video games should handle how balance feels as well as how it numerically is.

Just because .7 sec scope fire Widowmaker wasn’t broken (or even the problem) it didn’t mean it felt fun to go against for some

They thing is - we can make Brig Moira and Bap stronger so long as we accompany decent buffs to the flankers so they can still be very strong against those supports. That’s what I’d do

1 Like

Any fixed-role-lock constraints will induce artificially contrived balance that will alienate and rub people the wrong way. It also ruins ladder/comp as people have burner/lootbox roles and supply/demand is never matched.

The better approach is open/free, where things self-balance and metas rise/fall more organically and non-transitively, like r/p/s models.

Agreed

Flankers aren’t my worry, I don’t mind buffing supports tbh

It’s hitscan that’s agitating me, no idea what to do about Ashe/Widow/Cree basically having a practice range against most comps

Well…

I wasn’t really saying 3/2/1 is a healthier or more detrimental route for the game… I was just giving ideas…

I am glad we now have open queue next to role queue for those with preference

Ah that my friend is a problem with Map design. You ever notice how OW is nothing but chokepoints to fight into a centralized area? That is the problem we’ve got to solve to make sure hitscan aren’t so oppressive in that environment.

It’s another reason why tanking is soo bad right now.

1 Like