Obviously they shouldn’t put all of these in, even a couple of these would do wonders to make her less overbearing. Only after the Hog rework though, depending on how that goes, she kinda needs to be overtuned right now to deal with him.
Fusion Driver
Overheats faster - I feel like the overheat mechanic is barely relevant most of the time. Overheating faster would introduce more downtime into her kit.
Spear
Longer windup time - allow more time to react to the throw.
Javelin spin
Can no longer be used at the same time as Fortify - reduce her overall tankiness.
Interactions with abilities like Rein charge need to be more consistent too, like sometimes it’ll knock them back, sometimes you’ll still get pinned.
Fortify
No longer grants Overhealth - reduce overall tankiness
Can no longer be used at the same time as Javelin spin - ditto
No longer completely nullifies slowdowns or knockbacks (still stops stuns though) - doesn’t allow her to just barge into a team with no counterplay so she can ult. The tank passive already makes tanks almost unmoveable.
Reduces healing received while in use - reduce overall tankiness
Honestly, just let her take damage from projectiles through Javelin spin (50% mitigation maybe), and let shields block her ult. Those two changes and she’s balanced.
The problem with just that is that she can just fortify too and end up taking barely any damage. I think damage reductions only stack to like 70% but even that is way too tanky.
I’m gonna make a list of everything I agree with from your changes. Everything else I think is too heavy handed of nerfs. No need to completely gut every single aspect of a kit that isn’t even on the dev’s radar.
Agreed
First point is actually good considering it’s often inefficient to stack cooldowns like that anyway. Second, hard agree. When I’m playing Orisa vs Hog it’s almost funny how irrelevant hook is. You can block it with both spin and fortify. Imo spin should work more like Matrix or Sig grasp with interactions such as hook or Sig Rock.
Agreed. There’s way too many overhealth mechanics in the game and Orisa doesn’t need to contribute to it.
Other than these… dude, you totally want to gut the character. These are just nerfs without trying to keep the hero playable.
“Reduce tankiness and uptime”
For a tank that isn’t even over performing in these places.
No, it would ruin her fluidity. Being able to shoot for a short time is equivalent of having Cassidy with 4 ammo. You can’t spam it outside of Fortify and even then you need to cycle abilities to prevent overheating. If you just hold M1 you will overheat quickly. It feels like a “non issue” because Orisa has other abilities to let that heat go down, not because it’s not charging up slowly.
Imo it should just not deal additional damage on wall or make knockback a lot smaller. You are yeeted quite far away from Orisa and if you hit wall you are taking 100 dmg from Javelin alone and since you are also stunned, you wil take few hits from primary fire as well, which close range is basically being deleted and long range taking about 120-150 dmg. That’s a ton.
Why not windup? Because it’s her way to keep distance from people and it’s not as big as Sigma rock. Rock can’t be thrown immediately because it’s big, Javelin is pretty small quick skill shot. If you take away quickness then no one gets hit by it and that’s not the point of abilities to only being landed on unaware people.
Weird nerf that would rarely matter. You shouldn’t use that with Fortify anyway because you will be left vulnerable without either of those cooldowns available to you. I think the only exception to that is when you are about to ult.
Imo it’s stupid that it can prevent movement completely. It should only force movement who aren’t using their cooldown (like charge). This spin can prevent Junker Queen to go through Orisa when she is ulting! You know, that piercing throug enemy team move? Imo it shouldn’t stop any movement, just force people to move who aren’t pressing any cooldowns. Make it take priority over WASD and nothing else.
It also shouldn’t block melee attacks either.
Yes. Dmg reduction is already good enough, instant hp is too much.
Not really, there are some strong knockback in the game that can move tanks a lot. Javelin, Doom punch, Ball boop come to mind. Orisa strength is being able to be that unstoppable force and it’s one of the two tanks (Zarya) that can walk through being slowed into the crawl by Mei + Ramattra. Imo it’s good for the game to have at least one tank being able to go through slows and knockback for a short amount of time rather than being CC’d to death.
Interesting idea, i like it. Right now it’s not worth shooting pocketed Orisa because she just tank way too much. Cutting healing received would make it less braindead to use and better to fight against. Reducing dmg reduction could be a solution as well, but she should feel impact of this ability when not pocketed, so I like this solution better.
I’m conflicted on that one. It deletes slow heroes and does nothing to fast ones.
I agree. Ramattra holding block and getting pocketed to full hp again is kinda silly. Dmg reductions drastically increase effectiveness of healing and since healing is balanced to be strong on it’s own… it gets ridiculous combined.
Blizz seriously needs to figure this out. Does it counter charge or get countered by it? It can go either way right now and there’s no perceptible reason why it chooses the outcome it does. Charge should win in my opinion because Orisa already has enough counter mechanics against him.