They’re trying to explain how they came up with the Triple Damage (one tank, three damage, two support) team composition set to be tested in Overwatch’s new Experimental mode. It’s a significant change, and the team isn’t sure how it’s going to work out, but that’s the beauty of Experimental mode: allowing players across all platforms to test the dev team’s wildest ideas without leaving the client.
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Kaplan : After Triple Damage, we will probably focus on balance changes in Experimental. At least until we cook up our next wacky experiment.
In my “humble” opinion the developers could use some help in the wild and wacky ideas department. The following objectives have been targeted in this set of ideas:
- Reduced queue times
- Greater compositional variety
- Guaranteed role selection
- Greater in-game adjustment
- More attractive and fun tank and support heroes
- Main tank competition without the prospect of double shield
- Competitive involvement of neglected heroes
Reduced queue times, greater compositional variety, and guaranteed role selection are largely covered under the following:
- The matchmaker looks to create games in the fastest way by choosing from seven role compositions on the condition both teams are of the same composition - 2-2-2, 3-2-1, 3-1-2, 1-3-2, 2-3-1, 1-2-3, 2-1-3
Basically the matchmaker is looking to create games of mirrored compositions that include at least one player of every role and at most three players of a role.
- Once everyone has selected a hero the roster is unlocked and players can pick heroes from other roles as long as there is at least one hero of every role and at most three heroes of a role
This addresses greater in-game adjustment. Role specific Skill Ratings are removed to enable greater in-game adjustment. Overwatch is supposed to be a game of adjustment and diversity according to Jeff Kaplan. Players are given the choice and guarantee to play the role(s) they queued for, but should they wish to switch to another role they are allowed to do so as long as the basic composition requirements aren’t violated.
The basic composition requirements will be enforced at the hero selection screen. A player who has occupied a solo role will be unable to select heroes from other roles. He/she will be able to switch role only if a player from another role picks a hero from the heretofore soloed role. If a role already has three heroes it will be disabled for players of other roles. Only a player from the tripled role switching will enable selection from the role.
- There will be sub-groups of tanks and supports [with the ‘main’ prefix] limited to one hero per sub-group per team
This covers more attractive and fun tank and support heroes, main tank competition without the prospect of double shield, and is at the core of greater compositional variety and in turn reduced queue times. Many posters idly dream of more fun tank and support heroes without considering that the additions of Orisa, Sigma, Hammond, Ana, Brigitte, Moira, and Baptiste have covered a broad range of qualities on top of the already existing tanks and supports. There are two walls Overwatch runs into when it comes to dramatically increasing the appeal of the tank and support roles - the simplicity of hero kits and the necessity for balance. Dream up a bunch of balanced tank and support heroes with Overwatch consistent kits that are supposed to make these roles as popular as the damage role and then we can take the claim that what the game simply needs is more fun tank and support heroes seriously. Posters who make this ill-considered claim also fail to acknowledge that there is heavy evidence of gamers preferring damage roles.
So what I have done with formally designated main tanks and main supports is made them more fun to play and enabled them to solo their roles by buffing them to overpowered levels with a focus on fulfilling their roles and in the process expanding the kits of a number of heroes. Their mutual exclusivity prevents their stacking, which in the case of main tanks enables buffing shield tanks without worrying about double or triple large shields. In this way Reinhardt’s historical domination of the tank role outside of dive compositions should be broken up.
I have chosen the main tanks to be those with barriers given this has tended to be the most valuable quality. In the future this category can expand but at present even Winston is regarded as a main tank. Given there are only three dive tanks I’ve included only him. When a main tank is chosen the others are disabled.
Reinhardt
- Armor increased by 50
- Base movement speed increased by 0.5 m/s to 6 m/s (~10%)
- Rocket Hammer reduces movement speed by 0.5 m/s with a 1 second lingering effect
- Barrier Field shields increased by 400 to 2000
- 1.5 meter long perpendicular side sections attached to Barrier Field
- Fire Strike damage increased by 20 to 120
- Fire Strike cooldown increased by 1 second to 7 seconds
As with all main tanks the barrier is substantially buffed. In addition the impact of Fire Strike is increased with a slight increase in cooldown and the base movement speed is increased. These changes should make Reinhardt more fun to play. The side sections of the barrier are meant for extra protection against Sombra’s Hack.
Orisa
- Armor increased by 50
- Fusion Driver movement speed penalty reduced to 10% from 30%
- Fusion Driver damage reduced by 1-2 to 9-8
- Fusion Driver ammo reduced by 50 to 100
- Fusion Driver reload time reduced by .55 seconds to 2 seconds
- Protective Barrier shields increased by 400 to 1000
- Protective Barrier cooldown reduced by 2 seconds to 8 seconds
- Fortify nerfs reverted
- Fortify blocks Reinhardt’s Earthshatter in a cone but has a casting time of .25 seconds
- Halt! nerf(s) reverted
The buffs to her barrier coupled with a stronger Fortify make Orisa a sturdy tank. The cooldown reduction of her barrier enables better control of its positioning. Fortify blocking Earthshatter is necessary counterplay. Dramatically reducing the movement speed penalty when shooting is not only a significant quality of life improvement but also increases the time Orisa will be shooting. Her gun already deals substantial damage so it needs to be nerfed.
Sigma
- Health increased by 100, shields by 50
- Experimental Barrier shields increased by 600 to 1500, regeneration increased by 80 per second to 200 per second after barrier being down for 2 seconds, cannot be removed by Sombra once moving or set
- Experimental Barrier 1 second when recalled cooldown is removed, only a .25 second delay before barrier starts to come out exists
- Accretion damage nerf reverted
- Graviton Flux impact slow duration nerf reverted
Increasing the health of Sigma roughly on par with other main tanks is a major buff. I didn’t nerf anything but it’s possible this puts Sigma over the top. Removing the cooldown of the Experimental Barrier is essential as is recovering its shield points. Other nerfs were reverted as the intent is to make him compete with Reinhardt and Orisa as opposed to supplement them.
Winston
- Health increased by 50
- Tesla Cannon stuns any enemy damaged continuously over the course of 4 seconds for 0.5 seconds
- Jump Pack cooldown reduced by 1 second to 5 seconds
- Barrier Projector cooldown reduced by 5 seconds to 8 seconds
As a dive tank Winston is active and these buffs make him more active. A mini-stun is added to his gun to give him a reason to aim.
The main supports I’ve turned into a more complicated story. I’ve given a main support version to each support. Each should naturally be more fun to play and substantially more powerful. There are two ways to implement these main support versions. One is a straightforward rotation. For some period of time, say a season, around one half of the supports will have their mutually exclusive main support versions replace the default versions. Same principle as the main tanks, when one of the main supports is selected the others are disabled. The second way is to randomly designate a main support player from those queued for the support role. This would enable including all the main support versions alongside the default versions. A designated main support player can give up his or her role by deselecting and not selecting a hero for 3-5 seconds, which would result in the next player choosing a support hero to become the designated main support. Ultimate charges for the players involved are reset.
I have divided the main supports into four groups suggesting equal representation.
Basic
Mercy
- Health increased by 50
- Regeneration gains a base constant passive of 10 health per second, to which the existing 20 health per second after not taking damage for 1 second is added
- Caduceus Staff healing increased by 20 health per second to 70 Hps
- Guardian Angel maximum range increased by 10 meters to 40 meters
- Guardian Angel cooldown reduced by 0.5 seconds to 1 second
- Valkyrie healing increased by 90 Hps to 150 Hps, self-healing increased by 30 Hps to 50 Hps, chain healing max range increased by 10 meters to 20 meters, duration reduced by 7 seconds to 8 seconds
Mercy’s healing is virtually guaranteed, which is probably why its value is kept relatively low. Resurrection is also a powerful ability. I have increased her healing substantially, improved her regeneration and her mobility. Her mobility coupled with regeneration is what is supposed to keep her alive. Her ultimate is also converted to a more potent healing version.
Aim dependent
Ana
- Health increased by 50
- Biotic Rifle healing lingers for an additional 75 health over 3 seconds if Ana crits, which is not stackable but refreshable
- Biotic Grenade cooldown increased by 2 seconds to 12 seconds
- Biotic Grenade reduces enemy healing by 50% as opposed to blocking it
- Gains Steroid Injection on Weapon 2 with a 0.5 second cast time, a 5 second duration, and a 25 second cooldown - 50 Hps regeneration affected by Biotic Grenade, movement speed increased by 1 m/s to 6.5 m/s (~20%), 100% faster cooldown recovery, Biotic Rifle rate of fire quickened by 0.3 seconds to one shot per 0.5 seconds and reload time reduced by 0.5 seconds to 1 second
- Ultimate changes - Ana gains Nano Shot rounds she chambers by pressing R starting with 1 at 0% ultimate charge and gaining a round every 20% of ultimate charge excluding 100% with a maximum of two unused Nano Shot rounds
- Nano Boost is available at 100% ultimate charge after each available Nano Shot has been fired - every player who has received a Nano Shot is affected including Ana automatically, damage buff is reduced to 10% from 50%, healing is reduced by 150 to 100
Ana is the ultimate high skill support. These changes take her skill ceiling to another level. Steroid Injection is her stylistic survival ability that can alternatively augment her support contribution. Some numbers and her Nano Shots (attaching healing to them) may need to be further tweaked but I like this kit.
Zenyatta
- Shields increased by 50
- Orb of Harmony healing increased by 10 Hps to 40 Hps
- Orb of Harmony returns after 7 seconds of not having Line of Sight as opposed to after 3 seconds
- Gains a second Orb of Harmony assigned to E, Orb of Discord goes to Weapon 2 (his Secondary Fire volley remains)
- Gains Mind of Buddha ability on key 3 and a 15 second cooldown which is a 2.5 second state of invulnerability along with a 1 m/s movement speed increase and immediate commencement of shield regeneration but Orb of Destruction and Orb of Discord become unavailable, can be cancelled
- Orb of Destruction damage reduced by 8 to 40
Zenyatta has fallen out of favor recently but like Ana he has a particularly broad appeal. His healing is substantially buffed, elongated, and by assigning each Orb of Harmony to a button he has full control of it. Like Ana he gains a survivability ability which promotes repositioning. His damage is necessarily reduced in this role.
Dive
Moira
- Health increased by 50
- Biotic Grasp Primary Fire maximum range increased by 10 meters to 25 meters
- Biotic Grasp Secondary Fire damage reduced by 10 to 40 per second, self-healing increased by 20 to 40 per second
- Fade maximum range increased by 25 meters to 40 meters, duration increased by 1.7 seconds to 2.5 seconds, vertical movement enabled by Jump for up and Crouch for down, can be cancelled
- Base movement speed increased by 0.5 m/s to 6 m/s
It’s essential that main supports complementing dive compositions have mobility that can keep up. Moira already heals monstrously so aside from increasing her healing primary fire range I don’t think a further buff is needed, which says something about her current state. The self-healing of her secondary fire is necessarily increased while the damage is nerfed.
Lucio
- Health increased by 50
- Crossfade healing increased by 14 per second to 30 per second for allies and by ~7.7 per second to 20 per second for self
- Crossfade healing area of effect increased by 13 meters to 25 meters
- Crossfade movement speed area of effect increased by 3 meters to 15 meters
- Sonic Amplifier damage decreased by 2 per round to 18
- Soundwave gains a second effect either toggled or simply activated by Weapon 2 where as opposed to knocking back enemies Lucio knocks himself in the opposite direction
Lucio certainly needs a healing buff in this role and combined with the increased range of his aura the effect should be substantial. I didn’t want to extend his movement speed aura to the same degree but that is a possibility. The second Soundwave effect is intended to increase his vertical mobility in particular although it will clearly have more general use.
Control
Brigitte
- Inspire healing increased to 30 per second for allies and to 30 per second for self
- Repair Pack cooldown reduced by 1 second to 5 seconds
- Rally healing increased by 25 armor per 0.5 seconds to 40 armor per 0.5 seconds, up to 150 armor on self and allies as opposed to 100
- Rally area of effect radius increased by 1.5 meters to 10 meters
I think this is straightforward.
Baptiste
- Health increased by 50
- Biotic Launcher Secondary Fire self heals, slows enemies by 0.5 m/s for 0.8 seconds
- Regenerative Burst cooldown reduced by 3 seconds to 12 seconds
- Amplification Matrix becomes Baptiste Cage - area of effect 20x20x20 meter cube, damage amplification and healing amplification removed, allies and self within the Cage receive 50% less damage regardless of the location of the damage source
I think making his secondary fire self heal goes a long way. Aside from a reduction of the Regenerative Burst cooldown I didn’t think he’d need more help. The ultimate of course had to be reworked.
- Neglected spam heroes can be given a competitive role in countering heavy tank and support compositions
These heroes have been consigned to the role of oddities and misfits for most of the game’s existence. I think their high damage potential screams “GOATS” counters. I would conditionally buff it in order to make it more effective against low range and low damage tank and support compositions that at the same time may seem impenetrable.
Bastion
- Configuration: Sentry spread tightening reverted
- Configuration: Sentry regains critical hits
- Configuration: Tank shots knock back.
Bastion used to be able to melt tanks with their large critical hit boxes. However, the last thing the developers wanted was for Bastion to be meta even for a month so when it became apparent he would become meta they overnerfed him. I would flip how to buff him. As opposed to tightening his spread he should be given critical hits back. This way he’ll be relatively ineffective at range and thus more generally counterable while being lethal to large targets from closer up.
Torbjorn
- Rivet Gun Secondary Fire gains Buckshot [or molten scraps something] - each pellet (10 total) inflicts an additional .3% - 1% damage of the victim’s maximum health with the critical hit and armor effects applying
- Rivet Gun Secondary Fire damage reduced to 2.25 - 7.5 per pellet or 22.5 - 75 per shot
- Rivet Gun Secondary Fire spread increased by 10%
- Deploy Turret damage reduced by 3 per round to 11 (12 per second reduction to 44)
- Deploy Turret gains AI Learning - After shooting 20 rounds (the equivalent to 5 seconds of uninterrupted shooting) its damage increases by 1 per round until it crits (over another ~3 seconds of uninterrupted shooting). The Turret will have to destroyed or redeployed for the damage to reset.
- Deploy Turret attack range decreased by 5 meters to 35 meters
His secondary fire becomes more punishing against high health pool targets while weaker against low health pool targets. His turret becomes stronger when a composition is in its line of fire without being able to destroy it.
Junkrat
- Frag Launcher projectiles deal 20 more damage in the first 1 second after being fired to total 150 damage on direct hits and 30-100 splash damage
More damage at closer range.
On the flipside I don’t want spam to overtake dive so I gave Genji and Tracer a couple of buffs.
Genji
- If Deflect deflects damage every 0.5 seconds its duration is increased by 0.5 seconds up to a maximum of 1 additional second (3 seconds overall)
Tracer
- Gains Time Incorporeality as an additional ability on a 15 second cooldown - after a 1.5 second wind-up every instance of damage is reduced by 7.5 for 2 seconds, but it cannot be reduced by more than 75%
Sombra is a special case of awful. Her playstyle can be fun when it works but generally speaking it’s cheap and boring. At the same time through Hack and her ultimate she is too effective against all types of shields. She was in effect nerfed against a couple of the main tanks, which raised the point of what to do with her. Even as it is in the live game while she largely stinks it’s difficult to buff her due to how toxic her playstyle is. So it became obvious that changes to her would have to start with altering her playstyle.
Sombra
- Machine Pistol damage reduced by 0.6 at the low end up to 2 at the high end (25% damage reduction across her damage range)
- Gains Akimbo - 5 seconds after being out of Stealth a second Machine Pistol is automatically pulled out, doubling damage (50% damage increase relative to her current state), movement speed is increased by 1 m/s to 6.5 m/s; Translocating does not end Akimbo but entering Stealth does
- EMP deals 10,000 damage against barriers, 200 damage against temporary shields, and 100 damage against shields
A major team fighting buff at the expense of her ambushing quality. I avoided nerfing Hack for the time being although there will be an extra animation delay during Akimbo. EMP’s effect on hero shields and against Lucio’s ultimate has been dramatically nerfed. This is the only altered hero who can be tried at the moment excluding the nerf to EMP and the Akimbo Hack delay. The pre-effect duration is also a second shorter than it probably should be. A range of options have been provided and suggested for proper tuning. In general I have avoided addressing ultimate charge build-ups.
I wanted to better balance a few more heroes too.
Widowmaker
- Widow’s Kiss charge time increased by 0.3 seconds to 1.2 seconds
- Widow’s Kiss power indicator is to have the three markers correspond to three significant damage values denoted by the damage values flanking the markers
Her skill floor for dominance is not high enough.
Soldier: 76
- Helix Rockets projectile speed increased by 10 m/s to 60 m/s
- Tactical Visor inflicts critical hits when shooting at the head, critical hit multiplier reduced by 0.5 to 1.5 for its duration
I’m not a big fan of reducing Helix Rockets’ cooldown. Sure it would help him but increasing the projectile speed would be similarly effective in a more rewarding way. His ultimate could also use a fun buff.
Reaper
- Gains Satan’s Gift - a pair of shotguns on Weapon 2 and a 20 second cooldown with 6 ammo that deal 25% less damage but always unmitigated unless a target is invincible/invulnerable
This is a way for Reaper to soften targets benefiting from significant damage reduction effects.
Last but not least, the wildest application of altered hero versions. What are known as off tanks have always been subordinate to main tanks. Generally speaking you can’t run a composition comprised of them without a main tank. As I can’t think of a good enough natural and exclusive synergy to make sense of stacking off tanks there is the option to alter the heroes in the absence of a main tank. Five seconds prior to the doors opening at the beginning of rounds main tank or no main tank is locked in based on what players have selected. If a main tank isn’t present the sub-group is unavailable and the altered versions of off tanks apply. The main tank/no main tank configuration can be switched at any time if tanks are simultaneously deselected for 3-5 seconds, which would obviously require teamwork and agreement.
Roadhog
- Take a Breather becomes O Lord He’s Coming - duration unlimited, cancellable, healing reduced by 150 to 150 per second, Roadhog swells to twice his normal size over the course of 4 seconds and stays at that size for the duration, deflates over the course of 4 seconds at maximum after the ability is ended
Taking Roadhog’s gameplay reputation to its logical culmination. He is given the capacity to become a damage soaker himself.
Zarya
- Gains 0.15% as opposed to 0.2% energy per damage blocked by her barriers (maximum energy gain per barrier decreased from 40% to 30%)
- Particle Cannon Primary Fire damage per second decreased by 0.2 to 0.55 damage per second for each percentage of energy (at 100% energy damage becomes 150 as opposed to 170 per second)
- Particle Cannon Secondary Fire damage increased by .85% as opposed to 1% for each percentage of energy
- Particle Barrier cooldown reduced by 2 seconds to 8 seconds
- Projected Barrier gains a second charge
A greater tanking capacity in exchange for some damage.
D.Va
- Defense Matrix maximum duration increased by 2 seconds to 4 seconds
Someone claimed this change didn’t factor in Defense Matrix’ regeneration rate. I’m not sure if this is true and am too lazy to check this. The intent is obvious enough. Clearly the goal of these changes is to increase the tanking or protective capacity of off tanks in the absence of a main tank. These changes aren’t meant to make off tanks soloable but to perhaps make compositions of multiple off tanks work. I would attach the lowest priority to this set of changes as they aren’t necessary for the main goals.
TL;DR A whole bunch of changes to reduce queue times and expand variety while trying to keep everyone feeling ok.