Gimme a hero and I'll rebalance them

I’m feeling a little conceited today. Any baddie on your nerves? I’ll fix them right up for ya, cause the folks in the penthouse sure won’t.

Lucio.

Fix him. Cause he’s broken now.

For a love of Juno please rework solder to something more challenging to play

:worried:

He’s going to be nerfed into oblivion before I even play him this season

(going from SS+ back down to S tier again lol)

mercy

For the sake of not sombring again, get Symmetra a manual for her microwave gun.

Reaper. I wanna see if it’s even physically possible for him to become worse than he already is.

cracks knuckles

The one big issue with Lucio right now is the damage on Sonic Amplifier, which Lucio does not really need to be effective or fun to play with. I mean… he’s Lucio after all.

Knock his damage down from 22 to 20. Increases the amount of projectile bursts to gun down a 250 target from 3 to 4, while still compensating for his necessary health nerf.

Additionally, Lucio’s Sound Barrier now increases based on how long it takes to land. The amount starts increasing at 1 second and increases overhealth by 100% up to 3 seconds. Why? Because it’d feel rewarding to hit, considering map geography and possible interruptions, encourages further aggression from the entire team, and makes one of the weaker ultimates that much more valuable. Additionally the bass of the Sound Barrier SFX increases based on height, just so it hits that much harder. Is this too much of a compensation? No, I don’t think so. It’s an ultimate after all.

I think Soldier should be easier to get the hang of considering how he’s designed and I don’t think any major rework is necessary. He has a simple but effective kit, but I do think he kind of gets outclassed by other heroes like Cassidy and especially Sojourn. I do think a sort of soft rework could be in order.

Firstly, I’d either bring back his weapon spread; 8 shots before spread activates, or make it so recoil is immediate and maybe slightly higher. A good Soldier shouldn’t have to worry about any big changes to accuracy, but it might be an issue for an inexperienced or notably, a panicking Soldier.

Next, make Soldier’s Helix Rockets’ recovery almost immediate, but make it so it upsets his accuracy greatly, by either overmaxing his spread or an extreme recoil. Allows for some incredible burst that’s in line with Cass and Sojourn while having consequences in turn.

After that, give Sprint a .4-.5 second wind up before he really starts moving, but make the recovery almost immediate. It gives him increased maneuverability and turns Sprint into a more aggressive tool. Shoot. Reposition. Shoot. Reposition. Shoot. But that wind-up before he starts moving is gonna be what gets him in the end. Additionally, let Soldier place Biotic Field without interrupting his Sprint.

I might even make it so Tac has more value. Give Soldier a 50%, not complete, reduction to his falloff while still letting him headshot baddies. In return, increase his ult charge by 12% because it’s that much more valuable, and Soldier is that much more lethal without it regardless.

As for Mercy, she just doesn’t keep up with other support utility and lethality. She’s got one thing she does do good and that’s plain consistency. So improve that as well as making her feel better to play.

Bring Mercy’s base healing back down to 55 from 60, but Guardian Angel now increases healing by 20 while mid-flight. 75 HPS is nothing to scoff at, especially considering this takes into account her Sympathetic Healing. It encourages a triage playstyle, as the bonus really won’t have much of an effect on full-health targets and makes Mercy that much harder to kill without decreasing her GA cooldown. (1.5 seconds just made her waaaaaay too slippery) It is worth noting that this does not affect damage boost as to not further encourage pocket playstyles. They’re still just as effective, but we don’t need them to be even more of a problem.

Next we come to Valkyrie. Valkyrie is one the worst ults in the game. Actually… think of it as one of the lamest ults in the game. It lack a lot of the oomp and immediate value that other ults do. So Valk now decreases the current Resurrection cooldown by 15 seconds upon activation. That means, the cooldown of Resurrection will still be 30 seconds after using one during ult, but the you’ll be guaranteed to be able to rez someone while Valk is up. If Rez is already up when you activate Valk, tough luck, you don’t get that bonus. This gives both Valk and Rez some much needed value while not making them inherently broken. In fact, if the enemy team sees you rezzing an ally, they might recognize that as a cue that you’re about to pop ult and they’ll act accordingly.


I’ll be back with more later. :wink:

As long as this doesn’t nerf the standard sound barrier, sure. It’s insanely easy to Ajax a beat nowadays.

Yup. That’s the intention.

Yea I expect his damage is going to come back to 20 very soon. Shame since I haven’t tried him yet.

I’d be curious to see what you come up with for Hanzo. I will judge harshly.

Jeff Kaplan

(Put him back in the game :frowning: )

How would you rebalance ana ?

K. Bet.

Sym.




I’m having fun feeding in the enemy backline

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Mama Hong!