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.
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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]
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D.va and Hammond can now Crouch
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
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
- Unchanged
Take a Breather
- Now leaves behind a cloud when used. This cloud provides 25% damage reduction.
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
- Unchanged
- Unchanged
- Unchanged
The viper
- Ammo reduced to 12
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
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
- Unchanged
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.
- Unchanged
- Unchanged
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
Endothermic Blaster
- Nerfs Reverted
- Unchanged
Rocket Barrage:
- Now reloads Rocket Launcher upon use.
- Unchanged
- Unchanged
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%
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.
- Unchanged
- Unchanged
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
- Unchanged
Regenerative Burst
- Healing now to 20 hps
- Cooldown Reduced to 10 seconds
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?]
- Unchanged
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
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
- Unchanged