Choice A or B style PvE talents, tank edition

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.

6 Likes

Blizzard should hire you.
Too bad you’re not a skin artist.

5 Likes

Reading over the talents again, I think it might help to think of some of them as being multiple talent tree nodes rolled into one talent choice, to make it a more competitive choice to the alternative.

I also originally had intended to have some “cheat death” talents, talents that automatically saved you from death or revived you automatically, but there ended up being none somehow. The closest thing was a few invulnerabilitys and “health cannot be reduced below 1” effects.

Should tanks have “cheat death” effects? If so, how common should that effect be, in everyone’s opinion?

Thank you, I assume that means you particularly liked at least some of the talents

So… can we get this in PvP instead?

No, that would absolutely be overpowered and I dare say it would get reverted after no more than 1 week.

These talents are all strictly for PvE

Youre right dva would get nerfed fast. She’s not allowed to be even a little OP for very long

I’m not really interested in tank characters, but I await your DPS list with great interest.

Also, I feel like a title like “PvE Talent Trees for all characters: DPS edition” or something along those lines would get more people to view these posts. I think it’s a neat idea :+1:

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Thanks, anything in particular you’d like to see from the dps list?

Also

I can’t call these “talent trees” as they really are just “Choice A or Choice B” style talents for each hero’s abilities.

Actual full blown talent tree posts will be done, but only for 1 hero at a time. There’s still a lot I need to decide on how to do them.

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When you say “For PvE,” what specifically do you mean? Are these more theoretical things you wished could’ve been part of the scrapped hero missions?

They are my ideas for talents for the PvE mode we were supposed to get, in the style of the "“Choice A Choice B” talents that were shown early on.

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I’m a little biased, but I think Reaper would be cool to see. Mainly because every time they’ve (the devs) changed his abilities, it’s always been some really uninspired changes like “Wraith form can fly” or “Lifesteal percent from 30% to 35%.”

I’d like to think that there are cooler ideas out there for a character like Reaper with his unique design.

Eh, a little clickbait never hurt anybody lol

Additionals for Sigma:

Kinetic Grasp
Gamma Burst–At end of Kinetic Grasp duration. It will launch a Beam attack that does 80 damage to all targets as it pierces Enemies and Barriers. Beam range is infinite and is 2 meters wide. Damage absorbed will power this attack up to an additional 100 damage. No longer grants Overhealth and cannot be cancelled.

Experimental Barrier

  • Deflector Screen–For the first second of every deployment the Barrier recieves no damage, deflects attacks and Boops enemies. No longer has a cooldown between deployments. Barrier HP greatly reduced, Barrier regen reduced and automatically deploys and stops at 5 meters from Sigma at time of use. It takes 1.1 seconds to reach the required 5 meters. Releasing ability key recalls the Barrier.
  • Energy Transfer–When recalling Barrier, damage it absorbed will grant Sigma Overhealth. Increased time between Barrier uses, increased Barrier HP.
  • Acceleration Field–Allied Projectiles fired through the Barrier get double speed, their Hitscans no longer get falloff penalties and Allies get a 3 second speed boost when passing through the Barrier. Barrier is now in a fixed position relative to Sigma’s facing direction,1 meter in front of him. Sigma can perform other actions while the Barrier is up. It will recall when ability key is released.

Yeah, like how about this idea:
When you go into wraith form, you go invisible, but when you show up behind someone to kill them, you ring a large bell.

Oh, every hero is going to get at least these basic talents. Being biased isn’t a problem either. I’m going to need the help of the biased mains, onetricks, and enthusiasts to make good full talent trees for the tanks and dps. Maybe even for some of the supports as well.

That first one could very well end up as a talent tree node choice. The second one too, though probably by an amount greater than 5%, as a sort of basic “throughput” talent choice node.

Before getting into them, just wanted to say thanks for offering ideas for talents. They could end up as talents as is, or inspire other talents. As well, they give me an idea of what people might be looking for in a hero’s talents.

I like the name of the talent. It also sounds like it could be really strong. A talent like this one would probably show up deep into a talent tree. Overall, really cool talent.

One question, did you also envision it piercing small cover and larger map geometry? If so, it might be at a “capstone” level as a talent.

Im personally not a fan of this particular talent as it seems to necessitate a constant and high APM to fully utilize it.

I like this talent. It seems like a simple to use and effective upgrade to the defensive value that barrier already provides.

One question though, did you intend for it to only provide the bonus overhealth if it was manually recalled? Would it not provide that overhealth if the barrier was destroyed instead of recalled?

I like the idea of turning the barrier into a team utility tool, rather than the purely defensive tool that it normally is. However, if the barrier is only 1 meter in front of Sigma, it may be difficult for the team to get a good view through it. Also, if it moves with Sigma, instead of being static, then it may also be more difficult for Sigma’s team to utilize it.

I like the concept, it might just need some tweaking.

Also, I wanted to clarify that I intentionally left out Sigma barrier (and rein barrier) from receiving talent choices, though that might have been a mistake. I decided they would be much better as full talent trees exclusives.

I actually kind of like this as a concept.

What do you think about

Wraith form

For whom the bell tolls- Wraith form now grants invisibility while active. When exiting wraith form behind an enemy, you will attempt to execute them, rapidly firing your shotguns until they are empty or the enemy is dead. Successfully executing the enemy will fully reload your shotguns and reduce the remaining cooldown of wraith form by 2 seconds.

I’m thinking it will play the bell sound either at the start of the execution sequence when you exit wraith form or upon successfully executing your target.

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Ok. This was crazy good!

I really like the spirit behind this, and I hope we see something like this in 2025; and yes, regardless of the balance needed of course xD

So if I got this right, we are having 3 Skill Tiers, with 1 Skill Point to spend on each tier, that could either go to Ability A or Ability B?

Something like this was doing wonders in Warcraft. And it is by far the best approach to this sort of things

1 Like

Reading this made me think that the bells that sound when he appears are deep church bells.

At first, I was thinking it would be like a classic little yellow Christmas bell, so I’m glad I kept scrolling.

That’s also a really cool name for an ability. Pair it with like a plume of smoke that expands outward from where Reaper appears and that covers a small area for a bit of dramatic theatrics. Any enemy caught within the smoke is outlined like how they are outlined in Widow’s ult.

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Damage role…

FASTARRR TURRET BUILDING AND TEW TURRRRETS at a TIME!

Fort the Turret God! ( and those who can’t aim! LOL! )

Or instead offering Overclock Enhancements so he can add Burning Damage to it as a cool idea so he can DPS or let the Turrets do the work!

And Bastion maybe having a Mobile / Sentry Passive to Choose.

When Not Moving for 2 Seconds, you gain an additional 25% Damage Resistance and the Mobile Buff, while Moving your Grenade Launcher Cooldown Speeds up by 25% so it can be fired more frequently, allowing him to blitz down people or hold the line with each passive you can pick from as some talent ideas!

Edit. love the work so far!

i think you have too much time on your hands

Thanks, glad you liked it.

Yeah, pretty much. You would get the first talent choice at level 1 and as you played, you would gain levels and unlock the rest fairly quickly. Each tier is dedicated to a specific ability or ult. You would be able to switch your choices at hero select at the start of the mission.

Don’t worry, torb will have plenty of turret related talents in the talent trees. For the talent choices, I’m not sure yet, but one of them will probably be a “2 turrets” talent. I might even have one of the overload talents benefit his turret(s) in some way, since it used to be his old ult and that was exactly what it did, buff his turret.

Unsure about bastion for the talent choices, but his trees will probably have 1 dedicated to a lockdown an area/hold the line playstyle and another to a more clearing the way forward type of playstyle.

Maybe a talent specifically referencing the good ol pirate ship strat.

I think you may be right

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