This is a continuation from my previous topic, where I made talents for all the supports at the time.
I kept putting it off due to feeling like I was having no ideas. I believe this is partly due to wanting the talents to do too many things to fit into the “Choice A or Choice B” style talents.
I tried to make stuff useful and/or fun without having every hero having the same effects. One example was giving some abilities a 2nd charge, which came up a lot. I think this would be more acceptable for full talent trees. Numbers are obviously up for tuning, and mostly serve to indicate the intention behind the talent. I’m also not great at coming up with names for the talents, so please excuse any repetitive or boring names.
Lastly, I’m not really much of a tank player. I would really like to hear what you did or didn’t like for your preferred tanks and suggestions for what you would like to see as talent options in full talent trees. Same goes for dps, since they are next.
Dva
Summary
Boosters talents
Efficient thrusters- Cooldown reduced by 1 second. Grants immunity to slows, knockbacks, and stuns while active.
High powered thrusters- Impact damage increased to 80. Duration is extended by 1 second per kill while active. Can be used while stunned.
Defense Matrix talents
Improved threat recognition- Now reduces the damage of beams and melee attacks that occur inside the matrix by 50%.
Extended matrix- Width and length of defense matrix increased by 100%. Defense matrix resource drain rate is reduced based on damage mitigated.
Micromissiles talents
HE micromissiles- Impact damage reduced to 1. Splash damage increased to 30. Splash radius increased by 50% and falloff removed.
Priority target eliminators- Now fires 1 micromissile at time instead of 2. Splash damage removed. Impact damage increased to 40 and can now critically hit. The first and last micromissile will stun the target for 1 second.
Self-destruct talents
Quick recharge- Kills with self destruct grant 2% ultimate charge each. Gain 75 armor as pilot dva.
Controlled detonation- Retain control of and no longer eject from mech during self-destruct. Fully restores health and grants 60% damage reduction for 6 seconds.
Doomfist
Summary
Seismic slam talents
Deep impact- Now hits all enemies within a 10 meter radius of the point of impact.
Intimidating impact- Enemies hit grant 25% more overhealth. Enemies hit permanently deal 10% less damage.
Rocket punch talents
One punch- Rocket punch cooldown is reset upon killing an enemy with either the punch impact or wall collision damage. Rocket punch impact damage increased by 100%. Rocket punch charges 50% faster.
Unstoppable force- Rocket punch will always have the properties of empowered punches. Enemies knocked back by punch provide 20% more overhealth.
Power block talents
Perfect timing- All damage received during the first 0.5 seconds of power block is fully negated and the enemy that made the attack will suffer 200% of the damage.
Defensive stance- Power block cooldown reduced by 1 second. After power block ends, gain overhealth based on the damage blocked.
Meteor strike talents
Shattering impact- Enemies hit by meteor strike permanently deal 20% less damage and receive 20% more damage.
Meteor shower- Meteor strike damage increased by 100% and no longer has falloff. Meteor strike grants 3% ultimate charge per enemy eliminated.
Hazard
Summary
Spike guard talents
Vindictive guard- Spike guard no longer has a targeting area, and instead automatically launches a spike at enemies that damage Hazard, per instance of damage. Guarding no longer passively drains the resource meter, and instead depletes by 1% per spike launched.
Regenerating spikes- Spike guard duration increased by 1 second. Spike guard now targets all enemies within 8 meters of Hazard. Spikes restore 5 health when they hit an enemy, and 10 health when they kill an enemy. Spike guard now grants damage reduction from all angles.
Violent leap talents
Rampage- Damaging an enemy with violent leap’s slash reduces its cooldown by 50%, while killing an enemy with the slash will reset the cooldown. Violent leap’s slash damage is increased by 75%.
Challenge- Violent leap’s slash width is increased by 400%. Every enemy hit grants 10% damage reduction and 10 health regeneration per second for 3 seconds per enemy hit.
Jagged wall talents
Splintering wall- Upon being destroyed, or activating jagged wall again, the wall will detonate, sending out spikes in all directions. Enemies that die to spikes from jagged wall’s detonation will shoot out spikes as well.
Hardened wall- Now has no duration limit and will persist until destroyed by enemies, and enemies will prefer to path around the wall rather than attack it. Can now have 2 jagged walls placed at once. Jagged wall health increased by 50%.
Downpour talents
Acid rain- Area of effect is now a 30 meter radius around Hazard. Downpour now also causes all enemies hit to take 60 damage per second indefinitely.
Torrential downpour- Downpour width increased by by 50%. Downpour damage increased by 50%. Downpour now occurs 4 times, once upon activation, then again every 5 seconds.
Junker Queen
Summary
Jagged blade talents
Weighted blade- Can now critically hit. Critical hits inflict 300% of the normal amount of wound damage. Critical hits reduce the cooldown of jagged blade by 2 seconds. Critical hits reduce the cooldown of commanding shout by 1 second (This can occur even while commanding shout is active).
Twin blades- Jagged blade now has 2 charges. Blades now automatically return when the target dies. Blades now restore 10 health per second and grant 10% damage reduction for 6 seconds when they return automatically, stacking up to 3 times.
Carnage talents
Serrated edge- Enemies hit now permanently bleed for 20 wound damage per second, this effect can stack with no limit. Cooldown reduced by 2 seconds.
Bloodbath- Carnage now deals 100% increased wound damage and now turns into overhealth when at full health, stacking up to 200 overhealth. Overhealth grants 30% damage reduction while active, and for 1 second after being removed.
Commanding shout talents
Inspiring shout- Commanding shout grants you and your allies 100 additional overhealth. Cooldown is reduced by 1 second for every 100 damage to allies that is mitigated.
Motivating shout- Cooldowns recover 15% faster while commanding shout is active. This effect also applies to allies.
Rampage talents
Frenzy- Width of rampage is increased by 100%. Gain 10% movement speed, 10% damage dealt, and 5% damage reduction for 10 seconds per enemy hit with rampage.
Rioting- Wounds have their duration and damage increased by 100% for 10 seconds after using rampage. Excess healing from wound damage instead heals allies. All damage done to enemies affected by rampage will heal you for 25% of the damage dealt.
Mauga
Summary
Overrun talents
Marathon runner- Cooldown reduced by 1 second. Overrun now has no maximum duration. Weapons can be reloaded while charging.
Make an entrance- Hitting at least 3 enemies with overrun will cause cardiac overdrive to activate for 1.5 seconds after overrun ends.
Cardiac overdrive talents
Always angry- Cardiac overdrive can no longer be manually activated. Cardiac overdrive is now always active as a passive at 20% of its normal strength. Cardiac overdrive range increased by 100%.
Heat of the moment- Cardiac overdrive duration increased by 1 second. Cardiac overdrive duration is extended by 1 second per 300 damage dealt either by self or by allies within its range.
Cage fight talents
Death match- Cage fight duration increased by 100%. Enemies that come within 10 meters of cage fight will be pulled inside. Gain 5% damage reduction per enemy inside the cage. Cage fight barrier health restored by 10% per enemy killed inside, this can exceed the original health of the barrier.
Arena- Cage fight size increased by 100%. Cage fight can no longer be destroyed or canceled. Cage fight grants infinite ammo while inside.
Orisa
Summary
Energy Javelin talents
Halt!- When energy javelin impacts an enemy or surface, it will pull all enemies within 8 meters to its location and root them in place for 3 seconds.
Overcharged javelins- Energy javelin can now critically hit. Critical hits with energy javelin reduce the cooldown of fortify by 1 second. Critical hits with javelin cause the enemy to permanently take 10% increased damage.
Javelin spin talents
Return to sender- Javelin spin now deflects projectiles instead of destroying them. Killing an enemy with deflected damage reduces the cooldown of javelin spin by 1 second.
Spin faster- Duration increased by 1 second. Javelin spin now also allows for vertical movement while active.
Fortify talents
Emergency rescue protocol- If damaged while reviving an ally, fortify will automatically activate, without incurring its cooldown. Fortify grants 90% damage reduction and 200 temporary overhealth when activated this way. This can occur no more than once every 90 seconds.
Optimized systems- Fortify duration increased by 2 seconds. While active, fortify reduces heat buildup by 100% and causes cooldowns to recover 20% faster.
Terra surge talents
Immovable- Invulnerable while channeling terra surge. Kills with terra surge grant 3% ultimate charge each and resets all cooldowns.
Aftershocks- Can move during terra surge, leaving behind a trail. When terra surge ends, all enemies within the trail will take damage as if they were inside terra surge. The area of the previous terra surge will detonate again at maximum strength.
Ramattra
Summary
Void barrier talents
Twin barriers- Void barrier now has 2 charges. Void barrier no longer has a maximum duration. Up to 2 barriers may be placed at once.
Dense barrier- Void barrier health and duration increased by 100%. Enemies take 100 damage and are stunned for 2 seconds when passing through the barrier.
Ravenous vortex talents
Voracious vortex- Ravenous vortex damage and duration increased by 50%. Ravenous vortex size increased by 100%. Duration increased by 1 second whenever an enemy dies inside its area of effect.
Swirling vortex- Maximum duration removed. Enemies than die within its area of effect grant 1% ultimate charge and restore 25 health.
Nemesis form talents
ORAORAORA- Pummel damage reduced by 65%. Pummel attack rate increased by 300%. Block can no longer be activated. Gain 50% damage reduction while in Nemesis form.
Brawler- Nemesis form duration extended by 1 second when an enemy is killed with pummel. Nemesis form cooldown reduced by 2 seconds.
Annihilation talents
No escape- Enemies that enter Annihilation will be unable to leave its area of effect. Enemies receive 10% more damage and deal 5% less damage for every second they are within annihilation.
Unending annihilation- Annihilation area of effect increased by 50%. Annihilation’s duration increased by 2 seconds. Enemies that die inside annihilation extend its duration by 0.1 seconds.
Reinhardt
Summary
Fire strike talents
Melt- Enemies struck by fire strike leave behind a puddle of magma for 5 seconds. Enemies that die to the original magma puddle will also leave behind a magma puddle for 5 seconds.
Fire wave- Fire strike charges reduced to 1. Fire strike damage increased by 75%. Fire strike width increased by 800%.
Charge talents
Bulldozer- Charge grab range increased by 100%. There is now no limit to how many enemies can be grabbed at once while charging. Barrier field can now be activated during charge.
Precision german engineering- Charge cooldown reduced by 2 seconds. Charge grants 40% damage reduction while active. Turn rate during charge increased by 50%.
Earthshatter talents
Tremors- Earthshatter deals an additional 100 damage every 2 seconds for 6 seconds to all enemies in its initial area. Earthshatter stun duration increased to 6 seconds.
Earthbreaker- Earthshatter cost reduced by 10%. Earthshatter now hits all enemies within 15 meters of Reinhardt. 25 Health is restored per enemy hit by earthshatter.
Roadhog
Summary
Chain hook talents
Multi hooked chain- All enemies within 6 meters of the hooked target will also be pulled in. Damage dealt to enemies pulled in by chain hook is duplicated and split between all enemies that were pulled by that hook for 2 seconds. Enemies pulled by chain hook are stunned for 2 seconds after being pulled in.
Heavy duty chain retractor- Chain hook cooldown reduced by 2 seconds. Chain hook can now be used to grapple toward its location by continuing to hold down the chain hook key until you reach its location or release the chain hook key.
Pig pen talents
Adhesive bottom- Can now be stuck to enemies. After activating, pig pens stuck to enemies will not expire until the enemy dies.
Pest control- Pig pen now has 2 charges. Pig pen now does 100% increased damage to splicers. Pig pin duration after activation is increased by 100% if it was activated by a splicer. Killing a splicer with pig pen will restore 1 charge.
Take a breather talents
Extra strength formula- Health cannot be reduced below 1 while using take a breather. Take a breather cleanses negative effects after being active for 1 second.
XL canisters- Take a breather resource increased by 33%. Take a breather resource recovers 50% faster. Take a breather can be used while reviving allies.
Whole hog talents
Hog wild- Whole hog now shoots out additional scrap randomly in every direction while firing. Damage of whole hog is increased by 10% per unique enemy hit by the random scrap. Whole hog duration increased by 2 seconds. Whole hog will not be interrupted by ability usage.
Lead scrap- Whole hog spread reduced by 90%. Whole hog damage and critical damage increased by 50%. Knockback can be toggled on/off with the ultimate key.
Sigma
Summary
Kinetic grasp talents
Improved conversion- Damage absorbed by kinectic grasp is converted into 100% more overhealth. Excess overhealth is added to experimental barrier, up to 500 overhealth.
Voracious grasp- Kinetic grasp cooldown reduced by 3 seconds. When overhealth is damaged, it reduces the remaining cooldown of Kinetic grasp by 1 second per 100 points of overhealth damage.
Accretion talents
Shatter- Accretion will shatter into several projectiles upon impact, each dealing 100% of the damage of the original accretion. Accretion cooldown is reduced by 1 second per enemy directly impacted by accretions.
Debris- Accretion damage increased by 200%. Killing an enemy with accretion will leave behind a large rock with 1000 health, which can be used as cover or as an obstacle. This rock can be destroyed by Sigma manually by pressing interact while targeting it.
Gravitic flux talents
Event horizon- Enemies hit with gravitic flux are unable to leave its area of effect after gravitic flux ends. Gravitic flux cost reduced by 10%.
Gravitic Conflux- Gravitic flux initial targeting area size increased by 30%. Gravitic flux impact area reduced by 90%. Enemies will be rooted in place and stunned for 2 seconds after Gravitic flux ends.
Winston
Summary
Jump pack talents
Stomp- Jump pack damage increased by 100%. Landing directly on an enemy with jump pack will reduce it’s cooldown by 50% and killing an enemy with jump pack will reset its cooldown.
Twin jump packs- Jump pack now has 2 charges. Jump pack cooldown reduced by 1 second.
Barrier projector talents
Overload- When barrier projector expires or is destroyed, it will stun all enemies within 15 meters for 3 seconds. Barrier projector health increased by 25%.
Emergency barrier- Automatically activates a barrier projector when brought below 40% health, this barrier will follow Winston for its duration. Emergency barrier can not activate more than once every 60 seconds. Barrier projector cooldown reduced by 2 seconds.
Primal rage talents
Too angry to die- Health cannot be reduced below 1 while primal rage is active. Restore 50% of missing health when primal rage ends.
Focused rage- Primal rage duration increased by 5 seconds. During primal rage, Winston can toggle between 2 buffs, Increased knockback by 50% or increased damage by 100%.
Wrecking ball
Summary
Grappling claw talents
Bowling ball- Grappling claw cooldown will be reduced by 1 second for every enemy hit at top speed. Damage from impacting enemies is increased by 10% per enemy hit for 5 seconds, stacking up to 20 times.
Precise grapple- Enemies can now be targeted as grapple points. Targets touching the floor, walls, or ceiling will be rooted in place until grapple is released. Grapple now has no maximum duration.
Piledriver talents
Repeated impacts- Killing an enemy with piledriver will cause you to immediately perform another piledriver, centered on the nearest enemy. This effect can chain off of itself. Grants immunity to damage during repeated impacts.
Cratering impact- Piledriver damage and area of effect size increased by 50%. Piledriver damage falloff removed. Piledriver now has no minimum required height to activate and can be used while on the ground.
Adaptive shield talents
Shield duplication- When gaining overhealth from adaptive shields, allies will also each gain 30% of the amount. This has no range limit. Overhealth does not drain or expire for allies.
Specialized components- Adaptive shield cooldown reduced by 3 seconds. Enemies that come into contact with wrecking ball while adaptive shields are active receive 50 damage.
Minefield talents
Seeker mines- Mines will automatically seek out enemies that come within 8 meters. Mines that have acquired a target will not expire. All mines can be commanded to seek a selected target by reactivating minefield while selecting a target.
Area denial- Minefield will now spawn 100% more mines across a 50% larger area. Maximum mine duration removed.
Zarya
Summary
Particle barrier talents
Stable barrier- Particle barrier now has no maximum duration. Particle barrier knocks back enemies who come into contact with it.
Efficient barrier- Particle barrier now grants 25% more energy per point of damage received. Efficient barrier will reduce the remaining cooldown of particle barrier by 1 second when it is destroyed.
Projected barrier talents
Mass barrier- Projected barrier creates a barrier at half strength on all allies. Projected barrier duration increased by 100%.
Second layer- If the initial projected barrier is destroyed, it will spawn a new barrier at full strength. The second barrier will not provide energy.
Graviton surge talents
Supermassive- Graviton surge duration and pull radius increased by 100%.
Feedback loop- Gain 2% ultimate charge per enemy that dies inside graviton surge. Gain 6 energy per enemy that dies inside graviton surge, this can push energy past 100%, up to a cap of 150%.
If you want clarification on any talents, or have any criticisms or suggestions, let know. Again, I’m not really a tank player, so it would be helpful to hear from those that are about what kind of talent options they’d like to see.