Balance patch ow2

I’m just going to leave this here and hope that blizzard sees this and gets inspired. Love clash btw. Great game mode. I’m serious. I know its hard to tell apart on the forum sometimes.

General:
All current supports have 25% reduced healing output from every source (primary, secondary, ult, ability)
Projectile size reverted to s8

Hanzo:
Primary fire dmg 125

Genji:
Health 250
125 armor 125HP

Sombra:
Rework into support:
Translocator: unchanged
Primary fire: 25% less DMG
Virus: doesn’t deal DMG. When it hits it spreads to enemies in within 5m, revealing their location and reducing their ability regeneration by 25% for 3s. Virus doesn’t remove her stealth, but reveals Sombra for 1s
Stealth: unchanged
Hack: deals 75 burn dmg when applied and disables abilities for 2s.
Hack can now also be applied to allies. It heals them for 75hp and increases their ability regeneration by 25% for 2s. Hacking an ally does not remove stealth, but reveals her location and reduces the cooldown. It works in the same way as hacking a health pack (3s cooldown, stealth not removed)
EMP: disables abilities for 4s, does not deal DMG

Ashe:
Cooldown of coachgun 6s

Junkrat:
DMG of grenades increased to 125
Trap DMG increase to 125

Sojourn:
Railgun now doesn’t lose charge over time and does 80 DMG per shot. The railgun doesn’t charge when bullets hit but it slowly charges over time and when sojourn uses an ability. It charges to full in 8s. When an ability is used it charges for 25%(2s)
Grenade now pulls enemies towards the center can be reactivated to stop on the spot and does 50% less DMG over time

Orisa:
Health reduced to 400
Fortify grants 100 armor, cool down 10s

Winston:
Health reduced to 400
150 armor 250 health
Bubble health reduced to 500

Ramattra:
Health reduced to 350
Nemesis form grant 100 armor
Ult grants life steal of 33,3% (10hp/s per character)
Barrier health reduced to 500
Max cast range of barrier is 5m
Cool down of barrier reduced to 10s

Sigma:
Grasp is an ability with a meter
400 health
Barrier health reduced to 500

Mauga:
500 health
450 health 50 armor
Overdrive cool down reduced to 10s
Damaging enemies while in overdrive prolongs the effect

Wrecking ball:
Health reduced to 500
200 shield 200 armor 100 health

Dva:
Health reduced to 500
200 shield 300 armor

Roadhog:
Health reduced to 500
Breather now instead of a meter has 2 charges for 250 hp each, 6s

Junker queen:
350 health
Warcry over health for 100
Warcry cool down 10s

Doomfist:
350 health
Punch does 75 dmg
Charged punch does 150 dmg

Zarya:
Health 350
75 dmg at 0%
150 dmg at 100%

Reinhardt:
Health 500
200 armor 300 health
Barrier health 1000
New ability: Crusader: Reinhardt immediately regenerates 100 health and starts his passive heal regen, cooldown 8s

Mei:
Secondary fire 60 dmg
Icewall removed
New ability: turboloader:
Mei gains for 5s increased attack speed with her secondary fire, but the weapon gains a slight recoil when shooting, similar to soldiers primary fire. She also increases the range on her primary fire by 10m(is now 20m). Cool down 8s

Pharah:
Minimum splash damage 50
Reduced dmg 100 primary fire

Reaper:
Rework:
Wraith form: reaper transforms into a cloud of misty black fog. He gains enhanced movement speed and is invulnerable and weightless for the duration.
New ability: cha-cha: reaper dashes a short distance in any direction. He can do this twice in quick succession (max 2s.) before the ability goes into a cooldown. When reaper gets an elimination, he can use cha-cha for free within 2s. He can use cha-cha while in wraith form. Cool down 7s

Echo:
Rework:
Her primary fire and her flight ability stay the same and she always has access to them.
300 health
200HP 100 shield
Focused Beam: removed
New ability: Adapt
Adapt replaces sticky bombs as an ability. Adapt has three modes. Defensive, offensive and utility. She can switch between these 3 modes on the go. When she doubletaps the ability she skips one mode. Cool down 3s
Offensive mode:
Echo gains sticky bombs as a new ability
Defensive mode:
Echo gains barrier as a new ability. Similar to ramattras barrier. The barrier has 500 HP a 10second cool down a casting range of 5m and an uptime of 5s. The ability can float midair and doesn’t need to be placed on the ground.
Utility mode:
Echo gains a beam with a meter-bar that heals for 50hp per second. Similar to illaris secondary fire.

Torbjörn:
Reworked
Primary fire does 60 DPS
Molten core switches with overload.
Molten core has a cool down of 20s. He has 5 shots of ammo. Standing in the pool does 50 dps and slows enemies by 20%. The pools last for 10s
Ultimate: overload
Torbjörn gets 100 armor, enhanced ATK speed reload speed and movement speed and his next ability becomes empowered. He can use either ability, regardless of it being on cooldown, but it will reapply after use. Overload lasts for 10s.
Empowered turret: his turret gets increased ATK speed 100 extra armor and fortify. This lasts for 10s before the turret becomes a normal turret.
Empowered molten core: he gets 10 shots of ammo.

Symmetra:
Secondary fire does 25% more damage(125), but takes 25% longer to fully charge.
Turrets deal 50dps but they deal exponentially less dmg if more turrets shoot the same target
(75dmg for 2 turrets, 100dmg for 3 turrets)

Widowmaker:
Gets a second venom mine
Grappling hook cool down 10s

Lifeweaver:
250 Health
200HP 50 shield
The petals on his back do not contribute to his hitbox size
Tree of life has 2000 health but does not give overheal
Tree AoE buff to 15m(was 12m)

Thanks for reading.

i dont think anyone read more than 25% of your thing.