Fixing how it feels against "Problem Heroes"

This is not a Balance post.

This is a set of Qualitative fixes for these heroes design, would solve a lot of the frustration with the heroes, and make them way easier to solve their tier list issues across ELOs. And overall, just skyrocket how much fun people are having in Overwatch.

That said, these hero adjustments will still need some number tweaking on buffs and nerfs to be Balanced. Fine Tuning. But you’d be doing that anyways.

But it solves most the Gameplay design headaches in the game, in a way that makes the hero more “Balance-able”, and overall less frustrating to play against. With more knobs and dials for to fine tune the heroes.

Note, yes the formatting is messy.



  • Tanks Passive - All CC and Status Effects reduced by 33% by duration and effect.
  • Solves most the frustration Tanks have with CC spam.


  • Kiriko - Suzu: Instead of Immortality; All single instances of damage received above 75 damage, is reduced to 75 damage.

  • Baptiste - Immortality Field: Instead of Immortality; All single instances of damage received above 75 damage, is reduced to 75 damage.

  • -Problem: People really hate Invulnerabilities. But you want them to be there to block big single instances of damage. i.e. Suzu blocking Junkrat Tire.

  • -Solution: Make it so that it blocks single instances of damage, but does almost nothing to rapid fire weapons.

  • -Result: Content Creators will be losing their minds with this being the best patch ever.



• Hanzo: Primary arrows do less headshot modifier at longer ranges. “Headshot falloff at range”.

  • -Problem: Most the complaints about Hanzo landing a oneshot was when it’s from a really long range, and he almost accidentally got a kill. But also kinda limited by “projectiles don’t have damagefalloff at range”.
  • -Solution: Don’t change the base damage, change the heashot damage.
  • -Result: Content creators have now officially started a religion to praise the devs.


  • Hanzo: StormArrow ammo reduced to 3, at 50 bodyshot damage each.

  • -Problem: It was always dumb to have an ability on a oneshot hero that rapidly did 300 bodyshot damage. Much less Hanzo stans acting like it’s the only ability in the entire game that can’t be comboed with primary fire. (i.e Hog hook is weak, it only does 30 damage…)

  • -Solution: Make it so he can’t deliver more raw bodyshot firepower than Reaper or Sentry Bastion… because Hanzo doesn’t have to literally kill a Tank to get away from one. Why do I even have to say this?

  • -Result: Hanzo is officially fixed, retains pretty much all of his intended gameplay loop, and he’s still fun, because mobility is almost always fun. You just gotta surgically trim out the bad parts.



  • Widow: While using Grapple. If Widow takes 15 damage or more while using Grapple, it cancels the grapple and heavily reduces her horizontal momentum. Cut the cooldown on Grapple in Half.
  • -Problem: Hey guys, we should dive the Widow. Okay cool. Well that didn’t work. And that’s assuming she’s not getting pocketed like crazy.
  • -Solution: If Widow is getting shot at, she doesn’t get out of jail for free. For compensation, add a “for fun” buff. At worst put her back up to 200hp, so it doesn’t hit mid-low ELOs as hard.
  • -Result: Grapple shots are badass, and you get more of them. But Widow has to play with her team more, and be more restricted in her positioning. Like literally everybody else has had to do against a Widow for the last 7 years.


  • Junkrat: Indirect damage is reduced the further Junkrat is from the enemy player, when the explosion goes off. Direct hits are unaffected. Make the Tire have 75 health, but 50% faster movement speed vertically when climbing walls. (Possibly make it so the mine does 75 damage in the air, and 120 damage when deployed)
  • -Problem: Solves the ranged spam issue, but doesn’t hurt pre-firing while rushing forward into combat. (This is a TF2 Soldier rocket mechanic, look it up). Also a LOT of people don’t like Riptire, qualitatively. Also it’s been kinda cheese that he could just spam two mines at people and get a “skillless” cheese kill.
  • -Solution: Make it so spam isn’t that useful, usually meaning less RipTires, but direct hits aren’t affected. Make Tire Squishier, but have more fun skill expression.
  • -Result: Content Creators will mention this, but your mid-low ELO players, and more casually involved Variety Content Creators will be popping off.


  • Pharah: Indirect damage is reduced the further Pharah is from the enemy player. Direct hits are unaffected, when the explosion goes off. Much faster fuel regen on the ground, Much slower fuel regen in the air. Can side-dodge in the air on a small cooldown by pressing a direction and crouch.
  • -Problem: Spam is bad. PharMercy damage boosted spam is worse. Permaflight gives a lot of mid-low ELO players migraines.
  • -Solution: Reduce the effectiveness of spam, in a tried and true TF2 Soldier kind of way. (This is a TF2 Soldier rocket mechanic, look it up).
  • -Result: Content Creators will mention this, but your mid-low ELO players, and more casually involved Variety Content Creators will be popping off.


  • Cassidy - Magnetic Grenade: Hindered just lowers the horizontal range traveled by mobility abilities to 1/3rd the usual horizontal distance. Primary Fire Falloff range increased by 10m.

  • Cassidy - Homing Grenade: Alternatively, just keep it as-is, but it doesn’t affect currently active mobility skills, like Rein charge. It just blocks casting additional mobility skills. Primary Fire Falloff range increased by 10m.
    Falloff range increased by 10m.

  • -Problem: Hindered is really annoying. And my bad for suggesting it, but to be fair I never intended it would block active mobility skills, or do a lot of damage. Thought the focus was just make it a little easier for Cassidy to line up headshots.

  • -Solution: Make Hindered less annoying. People like focusing on the Revolver. So that.

  • -Result: White doves fly out of the patch notes.



  • Mercy - Damage Boost: Can’t boost headshots at long range

  • -Problem: It’s difficult to balance ranged burst damage, especially a pocketed Widow.

  • -Solution: Permanently solves that issue… Now range limits… are limits.

  • -Result: Most ELOs wouldn’t have even really been using this much, and the ones that do hate it. So they’d love that it’s gone.



  • Mercy - Rez: Literally the same OW1 PVE Rez, where it puts a bot on the player and it autorezzes. But just swap the bot out for a hologram of Mercy (i.e. Repurposed EchoMercy variant) or some other VFX Magic Spell. But the trick is the Hologram has 200hp, and it doesn’t move at all. And the autorez has a long deploy time. (i.e. 1.75sec or 2sec) Then just play around the with HP values and bot-deploy-cast time.

  • -Problem: A lot of people really don’t like Rez, and the tech to make it even somewhat legit is really glitchy. A lot of Mercy players really don’t like Rez, because they gotta stop doing the mobility thing, and stand still like a target practice dummy.

  • -Solution: Easy fix, just make it a deployable that can be destroyed. Throw some pretty VFX on it, and make skin-specific VFX, and you’d even make some extra money off of this.

  • -Result: Generally a lot less people will be aggro about Mercy. She’s way easier to balance across multiple ELOs, and this ability will be usually less useful at high ELO because people have better aim.



  • Mercy - Guardian Angel: Just give them back their 1.5sec GA already sheesh. Heck, maybe even go wild and block the current GA mechanics, and allow for “Legacy GA” in the options menu as a different control scheme. I don’t really see the harm in that.




  • Bastion - 1.5x headshot multiplier. Lower base damage by 1/3rd. A little tighter spread.

  • -Problem: BRRRRRRRRRRRRRR spam can feel a bit cheesy.

  • -Solution: Make it so that he can still do it, he’s just gotta aim more.

  • -Result: I know most Tank mains would be happy about it.



  • Orisa - Primary Fire: Higher headshot multiplier at closer ranges. Lower headshot multiplier at medium and long ranges.
  • Orisa - Gallop Passive: Walking forward and not shooting or lessing go of the forward button, increases Orisa movement speed from +0% to +50% over 3 seconds. (Basically the Okami game’s Ameterasu run)
  • -Problem: Orisa’s playstyle is maybe a bit too sedentary. And it’s literally a Horse, with no additional mobility besides SpinSpinSpin.
  • -Solution: Headshot multiplier being stronger at close range is both good skill expression, and encourages a more aggressive frontline playstyle. And the mobility to actually close that gap and get into close range.
  • -Result: Orisa is less boring, and a lot more fun. And a lot of people who hated Orisa, will now probably love Orisa.


  • Symmetra - Secondary Fire damage also charges up Primary Fire and and boosts the charge speed on Secondary Fire. But Teleporter is on cooldown for 10sec at the start of the match. (Only in Comp)
  • -Problem: She’s the only close range hero with a gap closer that is very easy to kite against. And she doesn’t even necessarily have firepower when she gets there. But generally a lot of her “power level” is limited by her Roll-Out cheese.
  • -Solution: Any kind of weapon damage damage boosts up the charge speed, and all weapon damage is boosted by the charge level in some way.
  • -Result: Well the gap closer is still highly telegraphed, but at least she doesn’t have to gap close necessarily. Focusing on secondary fire, is still very valid. Dunno if she will need to go back down to 200hp with this though.


  • • LifeWeaver: Can’t use lifegrip through enemy barriers.
  • • Brigitte: Can’t use repair packs through enemy barriers.
  • -Problem: Poke has a lot of downtime. High durability comps also have a lot of downtime, before the FPS part of the game kicks in. You know what doesn’t? Dive. You know what the overall limit to your game design is. How difficult it is to kill overly durable compositions.
  • -Solution: Remove the "pocket a teammate even though they are in or behind an enemy Winston bubble.
  • -Result: Top500/GM is generally more happy when Dive is dominant. So yeah. More happy people. More good influencer stuff for the game. Also might be easier to make people enjoy playing Brig/Weaver, if you don’t have to be so cautious about their design.


  • Sombra: Hacking an enemy player from Stealth takes an extra half second of cast time. 20% faster movement speed while stealth.
  • Now that she’s back to being much more of a DPS powerhouse, we can shave off some of the highly annoying aspects of the hero, and in trade, she gets “Fun by definition” mobility.


In case Hog doesn’t get that Tank Passive:

  • Roadhog - Breather: “Healing” is initially received as Green Health. At full health, instead of increasing maximum health, it converts existing white health, into green health. Then as the Green Health decays, it heals Hog at the same rate as the decay.
  • How to Fix Roadhog: Green Health


An extra I’ll put down here:

  • Everybody gets regen, but with limitations, and overall midcombat bulk heals are reduced by some large fraction.
  • -Problem: Generally, “make sure compositions don’t get too durable” is your upper limit for most things. And will all the heal spam flying around, it’s hard to avoid too much of it at high ELO, without making lower ELOs feel like there’s not enough healing.
  • -Solution: Here’s how you could solve the “there’s too much healing”, while generally making everybody happier and less ragey aggro about it.
  • Reduce big heals by 20%-ish. Hero specific, not a one-size fits all. Probably leave Supports that do 55hps or lower alone.
  • Increase healing speed on teammates, where the teammate hasn’t received damage for 5sec, by 50%. (i.e. Team Fortress 2 “Crit Heals”)
  • Here’s the tricky part. It takes 5 seconds of not taking damage for this TankDPS Regen Passive to kick in. And it heals 20% of the Hero’s MaxHP per second. So in 10 seconds, they are back to full.
  • However the catch, is that benefit is split into 4 pieces.
  • Each teammate you are nearby (within 20m range, through walls), give you 5% of that 20% regen speed.
  • -Result: You’ve gained a ton of room away from the top end of “Too much durability” and “Teamfights last too long”. But in a way that most people will be happier with. Also it makes the game way more accessible to people coming from other FPS games, or games similar to Overwatch where this is a standard feature. Healing isn’t much fun, if there’s no danger. It’s just tedious boring downtime for everybody. So cut down on the mid-combat heals, and pump up on the out-of-combat heals.
  • -I’m basically just ripping a mechanic out of DarkTide called their Coherency system. It works really well. But also Paladins and Gundam Evolution both had this.
  • -Oh and one more result. Supports, with more “free time” get to actually participate more in the fun parts of the game. Imagine that.


Extra - Streamer buffs -
Doesn’t really do much, but it would generate a lot of free “word of mouth marketing”, because these sorts of changes would be rather sentimental.

• Genji: Shuriken Damage increased by +2 (For primary fire only, not alternate fire)

  • -Problem: Literally he’s a really fun hero, and high ELO players want to play him more. And honestly, who the heck was reliably landing 3x headshot + melee combos below Masters, on a reliable basis?
  • -Solution: Just put it back. It’s not gonna make the game dramatically worse for anybody, but a lot of people will be ridiculously happy about it.
  • -Result: Content Creators will be losing their minds with this being the best patch ever.


• Reinhardt: Just give him back the 300 pin damage

  • -Problem: I don’t know why this was ever a problem. It’s high risk, with high counterplay.
  • -Solution: Put it back.
  • -Result: Flats will certainly be happy about it, but he’s also one of the most popular Tanks in the game. So there’s a lot of people who would be hyped about this.


  • Mercy - Valkyrie: Any player Mercy has healed in the last 2 seconds, gets 25hp when casting Valk.

  • Because apparently it’s hard to code the beam not breaking, or the visuals are off. Who knows So just make it kinda like a really tiny/restricted aura heal. It’s 25hp, it’s not much, and it would usually only affect 1 player, but it would emotionally make a big different to Mercy mains. Just trust me on this.





Beyond that, if you’re still reading down this far. I got my other rant posted over here. Where I explain that “Balancing” based on winrates. Is both wrong for Overwatch qualitatively, financially, but even the math is incoherent gibberish, if you really look at it.

https://twitter.com/GreyFalcon_OW/status/1724194443727949956

1 Like

This is just a wall of text. A much simpler way to look at it, would be is the hero fun to play, and not annoying to play against. Orisa and Bastion, for example, are boring for both sides. Sigma is quite boring too. Ana isn’t fun to play against getting slept and antied constantly. See how this goes…

Well yeah, I got that too.

OW2's Balance Philosophy has some major flaws

But the short of it is, that this post focuses on surgically removing the frustrating parts about heroes,

While having minimal negative impact on the heroes listed. Such that a little number tweaking would fix them.

Hanzo shouldn’t lose his one shot…if he does, he deserves a BIG compensation buff. Without his one shot, he’s practically useless.

I’m not sure about genji’s shuriken damage revert. I remeber him being a bit too strong against supports prior to his nerfs. But maybe he won’t be as much of a problem now for supports since their sustain have been buffed, not to mention we have illari now.

But not all supports are in a good spot now. Ana right now is still a strong tank buster, but with all of these sleep dart/biotic grenade cooldown nerfs, she’s not as strong when it comes to defending herself now. So I’m not sure how she will fare against a buffed genji.

I’m open to testing the genji revert, but only if you’re also open to nerfing him again if it turns out to be too strong.

Fully agree. I’m not a doom main but that’s the message I’m getting. That his skill ceiling was at its highest during the beta of OW2. Idk why they haven’t done this already. I mean they can keep the stun duration nerf, but he should have his mobility back to how it was like in the beta.

If you watch getquakedon’s doom gameplay during OW2 beta, you can clearly see him moving much more freely compared to now.

This would be more like “Hanzo loses his oneshot, only at long range”. So let’s say inside 40m range, which is the width of 2x standard sized objectives, it would do full damage.

Where as accidentally getting a kill on a super long range target, isn’t that skillful, and is extremely frustrating on the receiving end.

Well the secondary fire with 29 damage was too much, but it’s way easier to land that as headshot+melee. Where as landing 3x primary fire, and then follow up with a melee, is way more difficult.

Hanzo is kinda mid, so it’s questionable nerfing him even at long range. You die to a Hanzo at range, that’s a huge positioning/movement error or just lack of awareness. I personally never die to a Hanzo at long range if I know he’s there.

Genji is one of the most played heroes at high ranks, and still has a good winrate. I don’t know where “more people will play him” comes from. It would appear that the “Necropaganda” over the years was effective.

I’d go over everything, but I only have time to address two of my most played heroes lol

I think it’s safe to assume that a lot these are low rank problems. I do respect the amount of work you put into your post though.

Did you read the first sentence in the post?

Ok, i officially love this guy .

Idea with deployable rez is also good, but maybe better to use some device (emergency resurrection kit with big hitbox) instead of full size Mercy. Using her hologram just feels…odd.

How about a firey Phoenix?

I.e. The mythical fire bird that does resssurections.

That shoud work , let her have her personal magic creature :slight_smile:

Lol, have different “Patronus Pets” on new premium skins.

Or better yet, just have the pet as a separate cosmetic that works on all Mercy skins.

1 Like

Yeah, additionally sales! Those can be everything – fenix, fenix egg, deployable from orbit emergency resurrection pod (something like terrans have in starcraft) , tardis, Christmas presents box and etc.

Nov '23

Dang I would’ve liked to see this when it was first posted, but my PC’s motherboard blew up around then lol.

Y’know I’ve actually been thinking about a support with this specific ability for awhile now. Like how the Immortals in the Wings of Liberty Starcraft 2 campaign worked. To quote the wiki: ‘While the immortal has shields remaining, incoming attacks that would deal more than 10 damage have the damage reduced to 10.’ (Not those numbers obviously lol.) I’d feel like it’d work better for Bap’s lamp than Kiriko’s suzu since Bap’s lamp lasts for 5s and suzu is just 0.65s. Suzu’s duration might have to be upped to like 2s or something to compensate for loss of total immortality. Akldsfjadjf balancing numbers are hard.

Que the meme: ‘WHO DID THIS?!’ -yoinks Grey- ‘YOU.’

Kidding lol. But legit all i wanted for Cass’s 'nade is for it to work like Sojourn’s old Disruptor Shot, except it disables movement abilities instead of slowing targets and does no damage. Call it a lasso or something and have the ability create an area on the ground that enemies can’t use movement abilities in to let the Cass line up ez shots on. You can cover your supports or deny space without resorting to cheap homing damage.

Blatant Mercy main appeal. I approve. :+1: :+1: :+1:

Eh, I wouldn’t mind this change too much as long as some of the bigger DPS bursts got toned down as well. You talked about storm arrow and the hinder 'nade, but there’s still a decent amount flying around (Bastion’s 'nade, Solder’s helix, Echo’s stickies/beam, abilities like that). The game really seems to come down to ‘burst heal’ vs ‘burst damage’ and which team can out-burst the enemy before they get bursted lol.

Good post. Sadly this game is ow2 and they only care about winrate

Been doing my part bonking Alec on the head with “Winrate bad”.

It also got picked up by Spilo, so it got maybe an extra 50,000 views.

Probably something to that.

strange how overwatch still has basically garbage data collection after almost 8 years.

1 Like

It’s not a data collection problem. It’s a algorithm problem.

:rage::rage::rage::rage::rage:
You’re telling me you won’t fix the game?

1 Like

I thought they removed like 600 billion cc when the game transitioned, not sure why there’s still an outcry of tank mains complaining about cc…

seems very suspicious to me honestly…

Almost like they gave Ana a regen passive, removed barrier spam, removed offtanks, and removed DPS Doom.

And yet they haven’t fundamentally changed AntiNade.

https://reddit.com/r/Competitiveoverwatch/comments/18eqmal/what_changed_the_community_perception_towards_ana/kcqhps4/