Ideal Balance Patch

Ana

  • Transfusion / Symbiosis / Mutuality
    Ana gains a self-heal regeneration for 2 seconds after she heals a teammate.
  • Biotic Grenade
    Slows down enemies 20%
    Speeds up teammates 20%

Would give Ana some better self sustain, and escape options, like her counterparts Moira/Ana.


Mei

  • Blizzard
    Freezes enemies 17% slower
    Activates instantly after a 0.5 second casting (17% earlier)
    Blizzard blocks mobility skills (just like Graviton Surge)
  • Icewall
    Cooldown reduced by 2 seconds
  • Cyrofree/Iceblock
    Reloads blaster to full
  • Tank
    Move Mei to the Tank Classification, so people build proper team compositions around this low damage hero. (i.e. only 90DPS, less than Mercy)

Mei has always been an awkward hero to play. Never quite good enough as a tank, never quite good enough as a DPS. Considering how many people freak out when getting killed by her, let’s buff Mei to be better at being a proper offtank.


Torbjorn

  • Hammer swing
    Can repair and upgrade his turret at the same time.

Simple, effective. Allows Torb to be used more offensively, rather than being a joke-tier character that people actually have gotten banned for playing.


Bastion

  • Transformation: Sentry
    During the activation of this ability, Bastion jumps into the air and rapidly transforms. (Like the Rhegar mech from HoTS animated cinematic, or POTG cinematic). Bastion maintains his horizontal momentum during this jump.
  • Transformation: Tank
    During the activation of this ability, Bastion jumps into the air and rapidly transforms. Bastion maintains his horizontal momentum during this jump. Transforming out of this ability is just as fast as transforming out of Sentry

Just a bit of mobility, and reduces his extended slow vulnerability when getting in and out of a transformation.


Lucio

  • Ultimate: Soundwave
    Lucio instantly gains this 500 shield from this ability.
    Shield decay starts when it starts for teammates.
  • Crossfade:
    When hacked by Sombra, Lucio is switched to healing mode, and is able to heal teammates.
    Switching to speed boost is locked for the duration of the hack.

Removes the massive indirect nerfs Lucio has gotten from Ultimate/Sombra changes. Doesn’t make sense that every other healer can heal when Hacked, except Lucio.


Roadhog:

  • Passive: Thick Skin:
    50% reduced Ult charge given to enemy damage and friendly heals
  • Passive: Armor Penetration:
    Within 7m range, shotguns do 100% damage to armor.
  • Chain Hook:
    If it connects on both players screens, then it pulls in regardless of momentum around walls.

Roadhog can easily feed 900 Ult charge to an enemy team before dying.
Roadhog’s firepower is cut in half by armor, Brig is bad enough, and Torb rework is around the corner.
Roadhog can’t even reliably kill a 200HP hero without armor. Armor makes it nearly impossible.
It really feels horrible to hook someone, have them take damage, and have them get off of the hook for seemingly arbitrary reasons.


Brigitte

  • Shield Bash
    3 second cooldown after using Shield Bash
    Colliding with a charging Reinhardt or rocket punching Doomfist, puts both players on the floor

If Brigitte goes in for a Stun, she has to commit to a melee brawl, or get saved by friendly tanks. She can’t just get in safe, stun, and get out safe. And the collision thing just makes sense. No matter how good her shield is, it’s gotta have less impact than Doomfist.


Hanzo

  • StormArrow
    Reduced to 3 arrows for it’s duration, Damage raised back to 80
  • Ultimate: Dragon
    Can not be damage boosted -OR- Raise the ultimate charge requirement by about double

StormArrow should probably be used to finish off a kill after getting a bodyshot, getting a single kill, or pulling off some fancy stuff with headshots. Not just instantly nuking Winston without ever landing a headshot. Also Dragon is really powerful now, and either needs not to be damage boosted, or to be far less frequent so that healer ults can recharge in time.


Reaper

  • Passive: Armor Penetration
    Within 7m range, shotguns do 100% damage to armor.
  • ShadowStep
    The first half of the ability is 3x faster and invulnerable
    No changes to the second half of the ability

The TANK SHREDDER, isn’t that great at killing tanks, and now that Armor is getting tossed everywhere he’s having a lot of trouble being relevant in this meta. Also the changes to ShadowStep would make it far better for retreating, like in the Winston cinematic. Disappearing into smoke.


Sombra

  • Hack
    While hacking an enemy, if that enemy deals damage to her, the hack is put on a 2 second cooldown. Damage from other enemies only interrupts the hack, and it is not put on cooldown.
  • Cloak
    Taking damage while invisible only causes Sombra to briefly flicker visibily.

Minor tweaks, but would make a lot of difference is making her feel less “Glitchy”.


McCree

  • Combat Roll
    Reduced cooldown by 2 seconds
  • Passive: Huckleberry
    If the last shot to kill an enemy is a headshot, Combat Roll cooldown is reset.

Would give McCree some very flashy outplay ability. Pine would be amazingly fun to watch with this.


Mercy:

  • Instant single target rez in Valk
  • No permaregen in Valk
  • No changes outside of Valk

Would make it so that Valkyrie is much more of an active playstyle, instead of a passive playstyle. Would trade less vulnerability in Valk, for more vulnerability in Valk.


Ultimates

  • Channeled Ultimates
    Can be canceled whenever the player chooses by pressing right click (Like McCree)
  • Projectile Ultimates
    No longer disappears midair when stunned or killed. Lag shouldn’t matter for this.

Would make it so that these Projectile Ults don’t feel buggy. And Channeled Ults (Which are generally weaker and more situational), aren’t a death sentence half the time.

5 Likes

Mei being a tank… a small tank would interesting. Hope she can measure up.

3 sec cooldown on shieldbash?

2 Likes

This title is very misleading.

6 Likes

Fake. Balancing will go more in the DM direction from now on …

Sure, why not.

No Ananade buffs.

1 Like

If 3-5 enemies jump on Mercy or Moira. They can easily escape.

Ana, even with perfect sleep dart accuracy, can only sleep one of them.

This change would bring her back up on par with the healers she is competing against.

Everything you put in here would ruin the game if it was real.

Maybe it would but the change also violates the grand rule of Ana balancing: Do not, under any circumstance, buff Biotic Grenade.

If you want to give Ana a slow, put it on her rifle.

Mei isnt a tank in any style. Or has to be a very weak one.

The bastion idea seems fun to me

Mercy needs a nerf. If you ask me GA cool should be 3 seconds

Biotic Grenade is already really strong, I think it would be better to buff something about her kit that is weak rather than buffing her strongest ability, but IDK.

I don’t see the point of this. The difference between instant activation and the current delayed reaction is like, what, a second? Unless you’re high in the air of course, but you should be on the ground near your team anyway to get the most out of timing it properly anyway.

Sound Barrier’s problem, honestly, is that the shields decay too quickly for all parties involved. A two to three second invulnerability where you absolutely cannot whittle the shields down at all is what is needed the most.

This unnecessarily hinders Sombra’s hack. The original way it worked was that you’d get stuck on whichever song that was playing at the time, because crossfading- the act of switching between two simultaneously-playing songs- was disabled. It makes sense, adds a skill component to the counter, and still screws over Lucio anyway because being on speed can be a killer, particularly without Wall Ride to bunnyhop away. If he’s on heal mode automatically then it kind of undermines it, if that makes sense.

I’m a hog main and these are all unnessecary and too much.

Ok, let’s just nerf him into the ground.

I used to be a hog main, with over 250 hours on him. Averaging about 70% hook accuracy.

Care to share your reasoning on why you think it’s too much?

If anything, I view it as rather conservative. Considering it only deals with edge cases, and has a strong downside for not bleeding nearly 1000 Ult charge every time you die.

Stealing Ult charge off him used to be a very risky game of “bull fighting” with some heavy firepower that was difficult to land.

okay only the Mccree part in the imaginary patch would fix the Mccree, the rest…Nah

The reduced ult charge is unnessecary and too much. If they want hog to not feed ults as much then they should give him 300hp/200 armor or something like that. He doesn’t need a passive.

The next change is unnessecary as well since he wrecks tanks at close range, and once he gets through the armor they’re toast. If that was a feature than hog could walk up to tanks and simply delete them.

The hook change would be nice but it would lead to people getting pulled straight through solid obstacles which doesn’t look right. Walls are the only counter to hooks, so a change like that would make it unforgiving to duck behind a wall when you see the hook coming because latency plays a factor.

I like the torbjorn change

The problem with that - it’s too powerful. Not only that Mei is fine in her spot right now, but this also will make her way too good. Here’s why:
Graviton takes WAY more time to build than Blizzard, and that’s why it has mobility abilities blocked.
Also, blizzard is an area deny ult - unlike Grav, it has a massive radius. It is meant to clear an area of enemies. Grav is more like a dot deny ult - its AoE is WAY smaller.

I really want Blizzard to implement these changes.

The McCree buffs sound plausible.

Mei as an off tank is an interesting take on the character. I think that would take more of a rework than what you are suggesting to be plausible though.