Huge overwatch balance patch

Hiya there im Tevees, and I have been playing Overwatch for about… 3 years [or more]. I’ve been playing through most of this games tough times and most reworks. I have seen a lot of metas in this game and I’d like to firstly state, IM AM NOT A GAME DEVELOPER! None of these changes i am about to list are set in stone, or probably will make it into the game at all. However, I would like to give my personal opinion on the game. Do I think the game is in a good spot? No, not really. Is it fixable though? Yeah of course! So let’s get into the changes shall we, I always accept constructive criticism.

General changes
  • Once two or more barrier tanks are chosen [Reinhardt, Sigma, Winston, Orisa], all team’s shields regeneration speeds would be decreased by 40% and after a barrier is broken it would have an extra 2 seconds added to the barrier’s cooldown. [The more barrier tanks you have the higher penalties you have]

  • D.va and Hammond can now Crouch

D.va

General

  • Health Altered to 300 hp 300 armour

New passive: Critical Defense

  • All Critical shots to D.va’s Mech are reduced by 20%

Defense Matrix

  • Range increased to 15m

Orisa

Protective Barrier

  • Health increased to 900
  • Cooldown increased to 9 seconds

Fortify

  • Orisa now acts as a wall [Blocking CC,ultimates,etc] to all teammates behind her.

New Passive: Gallop

  • After walking for 5 seconds Orisa’s Movement speed is increased by 20%
  • Passive stops when Orisa starts firing

Reinhardt
  • Unchanged

Roadhog

Take a Breather

  • Now leaves behind a cloud when used. This cloud provides 25% damage reduction.

Sigma

Experimental Barrier

  • Now longer has a cooldown after usage
  • Barrier health increased to 1200

New passive: Defying Gravity

  • Sigma naturally falls slower in the air when pressing space bar, can be cancelled by crouching

Winston
  • Unchanged

Wrecking Ball
  • Unchanged

Zarya
  • Unchanged

Ashe

The viper

  • Ammo reduced to 12

Bastion

General

  • Moved to Tank Category
  • Health altered to 200 hp 200 armour
  • Tank Barrel now turns gold with golden weapon

Ironclad

  • Removed

New passive: Ganymede vision

  • Bastion can now see enemies through allies in all forms
  • Bastion continues to see this outline for 2 seconds after the enemy leaves the body of the ally

Configuration: Recon

  • Now does a 3 round burst of 8 rounds per second
  • Damage per round increased to 22
  • Damage falloff increased to 30-55m

Configuration: Sentry

  • Can now deal headshots
  • Transformation grants bastion 50 extra armour
  • Damage reduced by 20%
  • Reload time reduced by 10%
  • Can only stay in sentry mode for 12 seconds before being taken out instantly
  • On a resource meter, can only get back in sentry once meter is refilled over time

New ability: Configuration: Tank

  • Direct hits deal 125 damage
  • Splash damage 50-100 damage
  • Direct 10-20 damage
  • Knockback increased by 10%
  • Movement speed increased to 9 m/s
  • Has a max of 4 ammunition
  • Can stay in tank mode infinitely

Ultimate Ability: Overclock

  • Bastion basic abilities become amplified for 8 seconds
  • Basically his tank form becomes his previous ultimate
  • Sentry power is increased
  • Recon power is increased

Doomfist

General

  • Moved to the tank category
  • Health to 200 hp 200 shields
  • Model is slightly larger

The Best Defense

  • After getting a kill with an Ability all allies in a 10m range of Doomfist [including himself], get 25 temporary shields that decay at a rate of 5 shields pers second

Hand cannon

  • Doomfist now has 5 ammunition
  • Direct damage is now decreased to 4 damage per pellet [44 per shot in closest range]
  • Spread is reduced by 25%

Rocket punch

  • Direct Punch damage is now 50-175 damage
  • Wall impact damage is now 50-75 damage
  • -40% movement penalty while charging
  • 10m per second for punch
  • 3 seconds to fully charge
  • 6 second cooldown

Fist grab

  • Grabs enemy in front of doomfist
  • 5m range
  • The enemy grabbed by doomfist is instantly stunned by doomfist and cannot move or use abilities while grabbed
  • Doomfist slams the enemy into the ground and it does 50 damage to the enemy grabbed
  • The enemy stays stuck in the ground for 2 seconds after being slammed
  • Enemy can’t be killed before slamming into the ground
  • Killing Doomfist stops the animation and stops the stun
  • 6 second cooldown

Seismic Slam

  • Does 45-150 damage in a cone
  • The person closest to doomfist is stunned when seismic slam is completed
  • Can instantly be slammed in front of doomfist [Triggers like on live when jumping off a surface
  • No longer sends enemies upwards
  • 6 second cooldown

Meteor Strike

Basically the same as meteor strike on live, however shields scale with how close Doomfist lands to enemies

  • If a direct hit lands, Doomfist is given 75 temporary shields, Allies 25 shields
  • If an indirect hit lands, Doomfist is given 45 temporary shields, Allies 20 shields.
  • Allies must be in the range of the meteor strike for the shields to apply

Echo
  • Unchanged

Genji

Shuriken

  • Ammo reduced from 30 to 24
  • Damage increased from 28 to 30.

Fan of Blades

  • Recovery time reduced from 0.75 seconds to 0.65 seconds.
  • Spread increased from 9 to 12

Cybernetic Agility

  • Removed attack delay after wall-climbing.

Deflect

  • Hitbox size reduced.
  • Duration increased from 1.5 seconds to 2 seconds.
  • Can now be canceled manually.

Dragonblade

  • Reloads Shurikens upon use.

Hanzo
  • Unchanged

Junkrat
  • Unchanged

Mccree

Peacekeeper

  • Minimum damage at maximum falloff range increased from 30% of base to 50% of base.
  • Recovery time increased from 0.42 to 0.5

Fan the Hammer

  • Damage increased from 45 to 50.

Deadeye

  • Targets begin locking on after 0.2 seconds, down from 0.8 seconds.
  • Range increased from 70 meters to 200 meters.
  • Damage accumulates at a rate of 550 damage/second after locking onto targets for 1.5 seconds, up from 275 damage/second.
  • Firing Deadeye no longer locks the player’s aim

Mei

Endothermic Blaster

  • Nerfs Reverted

Pharah
  • Unchanged

Rocket Barrage:

  • Now reloads Rocket Launcher upon use.

Reaper
  • Unchanged

Soldier 76
  • Unchanged

Sombra

Hack

  • No longer breaks upon looking away from LOS
  • Teammates can see opportunist passive if the enemy is hacked
  • Now displays a large sugar skull over the enemies head

Stealth

  • Stealth is no longer indefinite
  • Can now contest objects
  • Stealth is now 15 seconds
  • Movement speed increased to +75%

Symmetra

General

  • Symmetra’s hitbox is shrunken
  • Symmetra is moved to the Support category
  • Symmetra is given 100 hp 125 shields [225 total]

New Passive: Shield Amplification

  • All allies in a 35m range of Symmetra have 25% of their healthpool converted to shields
  • Armor does not get replaced by shields, but regenerates normally

Primary Fire

  • Remains the same as 3.0
  • Ammo pool is now 100
  • Ramp up time decreased to 1 second
  • Damage ramp up decreased to 80/100/120
  • Ammo still refills and damage ramps on barriers
  • Can now pick up items
  • Range is 12m

Secondary fire

  • Size scales with how fast orbs travel, small orbs travel faster but do less damage. Big orbs travel slower but do more damage
  • Fully charged orbs pierce barriers

New Passive: Shield Amplification

  • All allies in a 30m range of Symmetra get 50% of their base Hp turned into shields
  • Armor doesn’t go away, it just regenerates

Shift Ability: Photon Shield

  • Reverted to Symmetra 1.0 shield
  • Now instantly gives 75 shields that decay at a rate of around 25 shields per second rapidly.
  • Shields that aren’t destroyed by an enemy are given to the allies health pool, if shields are destroyed allies do not gain health
  • Also heals 20 hps for 4 seconds
  • Totals for 155 healing done
  • Cooldown increased to 5 seconds

New E Ability: Hardlight

  • Symmetra now has an ability that holds her hardlight constructions.
  • Constructions consist of Teleporter, Shield generator, and Sentry Turrets
  • While pressing the E key Symmetra is sent in a stance similar to Moira’s Orb picker and the Spray scroll wheel
  • When Symmetra picks the ability it replaces the Hardlight ability [Can be undone by repressing the interact key]
  • Each Hard Light construct cost different amounts of resource [Similar to torbjorn where it starts at 100 and decreases]
  • Turrets cost 20% Hardlight each
  • Teleporter and Shield Generator Cost 50% Hardlight
  • Hardlight can be recharged by Damaging, Healing, or recharging overtime

First Construct: Sentry Turrets

  • Same as 3.0 Turrets
  • Turret stacking effect caps at 60%
  • Damage reduced to 20 DPS
  • Individual turret slow reduced to 30%
  • Turrets that attack enemies are now shown to only Symmetra through walls

Second Construct: Teleporter

  • Same as 3.0
  • Same as 3.0 Teleporter
  • Infinite duration removed
  • Last 10 seconds
  • Cooldown now starts on deployment
  • Can no longer teleport turrets
  • 20m range

Third Construct: Shield Generator

  • Now provides 25 shields to anyone in range of 30m
  • 25 hp 225 shields
  • Lasts 15 seconds
  • Can be placed up to 20m from Symmetra
  • Cooldown starts when shield generator is destroyed

Ultimate Ability: Photon Barrier

  • Same as 3.0 wall
  • All allies in a 30m range of Symmetra when she uses her ultimate get an instant 150 shields that drain into the allies health pool at a rate of 30 shields per second.

Torbjorn
  • Unchanged

Tracer
  • Unchanged

Widowmaker

Widow’s Kiss

  • Charge time nerf reverted
  • Scoped shot ammo usage increased from 3 to 5
  • Reload time increased from 1.55 to 2 seconds

Ana
  • Unchanged

Baptiste

Regenerative Burst

  • Healing now to 20 hps
  • Cooldown Reduced to 10 seconds

Brigitte

Inspire

  • Ally healing decreased to 100
  • Self healing now doubled

Repair Pack

  • Only has one Pack
  • Burst heals 100 hp and 100 armour
  • Armour last for 8 seconds
  • 5 second cooldown

Shield Bash

  • Damage increased from 5 to 35
  • Range reduced to 5 meters

Whip shot

  • Briefly disables enemy abilities [Like Grav?]

Lucio
  • Unchanged

Mercy

Caduceus staff

  • Heals 50 hps + 2% the maximum ally of the teammate [Scales on health]
  • In general, 200 hp allies would be healed for 54 hps
  • Tracer would be healed for 53 hps
  • Mei would be healed for 55 hps
  • D.va would be healed for 62 hps
  • Reinhardt would be healed for 60 hps
  • So on, you get the idea

New R ability: Cleanse

  • While Mercy is tethered to an ally she can activate Cleanse
  • A halo is placed over the allies head, Cleanse removes of CC effects on the ally for 5 seconds and heals the ally for 3
  • Adds +10% healing to Mercy’s ally [70 hps for say rein, and 64 for an average DPS]
  • Mercy’s beam can be removed from the ally and the effect will still last
  • 3-5 second duration 12 second cooldown

New E ability: Valkyrie

  • Grants Mercy the ability to fly
  • Movement speed to 8 m/s
  • Grants no additional guardian angel distance
  • 4 second duration
  • 15 second cooldown

Resurrect

  • Can now be cast without allies being dead
  • Allies alive in the cast are given an instant 150 burst health, 20% damage boost, and the cleanse effect
  • Cast is instant if there are no allies dead
  • Cast restrictions are now dependent on how many allies are being revived
  • 1-2 allies resurrected results in a instant cast [no i-frames]
  • 3-5 man cast results in reduced range, LOS, and a 1.25 cast
  • Allies revived are not given the damage boost or the cleanse effect
  • Damage boost and Cleanse on teammates are removed after 8 seconds

Moira

Biotic Grasp (Secondary)

  • Attach angle reduced by 37%

New orb: Blinding Orb, bound to interact

  • Functions as other orbs, but has to be “paused” by repressing interact
  • The closer you are to the orb the darker your screen gets
  • Doesn’t completely blind, just darkens the screen the closer you get to the orb
  • Orb last for 5 seconds but can be destroyed [80 hp]
  • 8m range

Zenyatta
  • Unchanged
8 Likes

I’ll give this a read later today.

1 Like

a lot of interesting changes, I like how the sym rework makes her a healer of sorts without her turrets healing. I love the concept of a healing through shield health support.
I like the mercy changes too, having resurrect cast time and limitations depend on how many people are being rezzed is a good way to balance it me thinks, and a cleanse ability for her would be huge. does valk as an E ability still increase healing/ chain or is it just for flight?
saying this as a brig main the changes to repair pack seems very strong lol, but i do think that having whipshot disable movement abilities would be huge in helping her counter flankers, and i’d love to see sb do actual damage and her having a real self heal again lol.
I also think reworking doomfist and bastion into takes could be good for the game (more tank diversity etc) but i also think theyre fixable within the dps role.

im iffy on a lot of the numbers but overall i think theres a lot of cool ideas and concepts!
I played a workshop game that had moira’s orbs just float in place where you cast them and I kinda liked it lol, might be cool to see a “pause” option on all of them though im not sure how balanced that would be lol

2 Likes

I decided against chains in this concept for balancing reasons [because AOE healing is already like, alot]

I REALLLLYY WANTED TO ADD THIS!! I decided against it because i couldnt describe it :pensive:

1 Like

why would you waste your time writing this …

I don’t really understand why d.va gets massive buffs and Winston gets nothing when Winston is worse??

3 Likes

I was bored and quarantine :smile:

Was stuck on what to do to him, My winston friend told me to nerf shield and buff damage so :man_shrugging:

But i think maybe if d.va came back Winston would too so i dunno

1 Like

Maybe. Okay, just wanted to know the reasoning!

Also i think he is pretty, ok? D.va is the bottom of tanks atm so i thought she needed some help lmao

I see what you did there with putting the mass rez back in there!! :wink:

2 Likes

I dislike your Mercy changes.

Shhh dont point it out i’ll get jumped

Fair. I didnt think everyone would agree with them :man_shrugging:

3 Likes

First of all thank you for formatting your changes in a nice and easy read format.
But I have a few disaggrements with some of your changes.
Like what would be the point of sigma’s new passive? Being in the air with a huge hitbox seems like it would be a detrimental to his health. Sure you could suck with his grasp and I could see this being used to help shield friendly pharahs barrages but you should be saving grasp for more self substain or to suck key cooldowns , granted you can cancel it .
But also you seem to add more CC into the game with Dooms grab, Moria’s damage orb darkness, Brigs whip shot canceling your abilities in vein of graves effect seems like a lot of new cc that the community already weekly outcry against .
Also trying to turn Doomfist and Bastion into off tanks seems like a lot hassle that I still dont think would help them out as it would push them into a similar problem of roadhog of where yeah he can do work and pressure the red team but it forces the main tank to play more passively which isnt fun coming from a main tank player.plus I feel where you have them currently dosnt encourage syngerzies with the current tanks.
I wont talk about much of the damages changes because I’m not that great at dps.
But I do appreciate the attempt to the many changes here and was a fun things to read through.

One thing I really need to point out that’s annoying me as I read this is that a lot of these are on live or are wrong. Like “genji ammo increased from 24 to 30” his ammo is already 30.
“Orisa Barrier cooldown increased to 9 seconds” her cooldown on live is 10 seconds.
Almost every one of your soldier “changes” were all made in previous patches.

It was kinda an aesthetic thing i thought could work in theory, i would have to test it out. If it was removed i’d really not care tbh :man_shrugging:

I thought about this when typing but honestly dont think it would be necessarily that bad. Doomfist has to be decently close to you to do much [also hes a tank in the concept aswell]. Moira’s orb can easily be destroyed and also doesn’t completely halt your vision. The whip shot change is only VERY briefly, so i mean, it probably wont even effect you that much unless its being followed up on

Doom, i could leave in DPS, i personally just think he could work better as a tank and probably be less annoying thank getting slammed from far away. Bastion, eh tbh i think would be easy to rework into a tank since it requires like, no new assets lol. I do agree with you about synergy though.

Thanks for the critique ill keep it noted!

Truly the absolute last change McCree needs in his current state…

All these buffs and not even one nerf to the mess that still is Pharmercy?

Not such a good idea…

No, no, no, no and no.

Get over Mass Rez already! It’s been almost 3 years and it’s rightfully not coming back!

1 Like

So we are reverting the nerfs that was giving to Genji?

Yeah some sources i got my info from said her barrier had been at 9 seconds? I thought so aswell so lmao.

I think the same thing happened with genji aswell :frowning:

There was a typo on Genji’s part where instead of increased, or it might be remains of when i was looking for references for the ideas. So i honestly dont know what was going on there, going to edit it out!