ImmoField HealthGating rework

Which sounds like between 100 cap, and 30 cap, there would be some sort of “balanced” number.

Im just saying, why would i not use this off cooldown, every fight, even if it was a balanced number?

Mostly because it would probably also be limited by some “balanced” cooldown.

And if you use it when you don’t need it, then you won’t have it for when you do need it.

Also for example, a reaper shotgun attack isn’t 120 damage, it’s 20 instances of 6 damage.

So one of his abilities is useless and the other one is to be held the entire fight to counter ults… sounds fun :unamused:

And this wont even happen. That’s what your off-healer Lucio or Zen is for. I guarantee you if I had this or damage reduction or whatever, there’s no more timing to using it, you just throw if at your Rein and he’s got 1100 hp to shred through, as he’s tearing apart the mirror.

I would quit the game if I used an ability to counter burst and then get 1-tapped by a reaper because it’s technically only 12 damage

Well for instance, let’s imagine it’s 75cap, on a 15sec cooldown.

With whatever filler gap going toward a buff towards his selfheal on regen burst.

That sounds a lot better, but I still don’t like the idea of abilities being literally useless against certain heroes, but insanely good against others.

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Rein 1200 hp barrier
Orisa 600hp barrier, 7sec cooldown
Sigma 900hp barrier, better regen

  • D.va = A lot more matrix, or make Matrix behave like a barrier
  • Zarya = Good enough for skill tiers without good snipers, and strong at high tier with DoubleBubble Dive
  • Hammond = Move to DPS role, 300hp, 20% smaller character model
  • Hog = Wonder woman. * Whole Hog can be cancelled. 1. Get rid of the primary
  1. Make his secondary unexploded “slug shot” do 165 damage, instead of 50
  2. Move the secondary to the primary.

How about combine his primary and secondary into one attack.
And have his right click do this:

Hanzo

  • 3x Storm Arrows, 30% faster projectile speed
  • Sonic Arrow only gives Hanzo vision, not his whole team
  • 125 damage arrow (No change)
  • 1.5x headshot multiplier, 125*1.5 = 180 damage

Widow

  • 125 damage fully charged shot
  • 1.6x headshot multiplier, 125*1.6 = 200 damage

McCree

Hanzo

MCCREE


HANZO


MEI

Doomfist

  • Punch knockback reduced by the amount of distance the punch has traveled before contact.
  • Punch is not a stun. It’s a silence+root+knockback. Primary fire and alternate fire can still be used.
  1. The further Punch travels, the less knockback it does
  2. Slam gets cancelled if it comes in contact with a roof surface
  3. Noiser when in the air

Ana

  • AntiHeal reduced to 50% less healing
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Do you mean stalls or just rooftop surfing in general? It has a huge impact on his tenuous viability as is in upper brackets, but those pre round idles at attacker spawn and whatnot, while clip worthy, aren’t healthy I agree. And I agree Seismic Slam needs more casting noise.