This only applies to the OWL games.
And the balance created in OWL games would be carried over to the ladder.
For the sake of this discussion OWL will be played in the No Limit format.
The HP pools of the heroes are adjusted after the end of each week.
-Every time a hero has won a match, their HP pool is decrease by one point.
-Every time a hero has lost a match, their HP pool is increased by one point.
-If a hero wasn’t chosen during the entire week, their HP pool will increase by one point.
-The six heroes that were most played during the entire week will have their HP pool decrease by one point.
The way it works for multiple heroes played is that you can’t just play one second and that counts towards a hero being played. You have to get a kill, score 25 points of damage, progress capture of a point etc. There would have to be some minimum threshold.
Have a publicly viewable stock chart that shows current HP pools and wins and losses for all the heroes.
The idea behind this is that no hero will become OP. Because players will pick the OP hero and win, thus driving that hero’s HP pool down.
Furthermore, you can add and subtract and nerf and buff as many abilities as you want, because it will always balance itself back out.
I suggest that these HP pools be carried over to ladder even it creates 6 must picks for GMs down to Bronze.
(here’s a side note: when I originally came up with this idea a hero’s left click was what was to be buffed or nerfed (but it can get muddy with Mei and such.) I don’t think changing HP pools is the correct choice aesthetically, however it is the most practical and straightforward. Function over form. And choosing HP over primary fire is pushing the line aggressively imho