Lets make a better experimental card:

They tried to do that in the past and it just ended up breaking her because even weak abilities become broken when they stack so well with even a single mediocre ability.

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I still stand by that making a hero clunkier is the worst way to do it.

Nerf a hero if theyre unfun to play against because of their power. But the actual changes should be from the perspective of how fun they are to play as. These would be completely unfun because again, it is punishing Orisa for playing the game as Orisa

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So I guess she should just stay as she is then, there’s not really any buffs you can give her with her current level of internal synergy.

I’m not a huge Orisa player so I wouldn’t know for sure, but I’m trying to be fair. I wanted to add some strategy while making individual abilities feel more impactful, because right now they’re confetti.

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I like these changes 10x more than what ā€œprosā€ thought of.

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This would be my take for re-balancing Orisa:

Fusion Driver

Revert projectile speed buffs
Give it around %12-%15 extra damage
0.4 second delay before firing (I’m stealing this idea from S.Pepper cause it sounds pretty cool)
Movement speed penalty reduced by 30%.

Shield:
500/600hp on an 8 second cooldown

Fortify:
Instantly reloads her gun and gives her infinite ammo for the ability’s duration
Maybe revert the no-headshot thing?

Supercharger: Just give it 400hp.

Suppressing fire goes brrrr.

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Genji:

  • Shuriken Damage increased from 28 to 29

God they couldve just did something this simple but nah, spread and ult changes because why the hell not? :upside_down_face:

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Imo it should go the other way, which is kind of what I tried to do in my proposal (nerfed shield hp, dropped headshot immunity). Orisa should be incentivized to use her abilities together, but if it’s just too strong when she does so, then it’s a sign that the abilities themselves are just too strong. You could even nerf Halt. My ideal Orisa would be a hero where the majority of her strength is in her gun and her ult.

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Symmetra

  • Primary range increased to 15m from 12m.
  • Orb Velocity increased from 25m/sec to 30m/sec or 35m/sec
  • Turrets either gain HP from 30 to 40 or reduced cooldown from 10 to 8 seconds
  • Ultimate is fine but since Geoff said it can be done in the panel: Enemies that touch the Barrier get punished. Thinking 30 DPS as long as they touch the Barrier.
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D.Va
Crit Box Size reduced by 15%

Defense matrix range increased by 3m
Thiccness increased by 10%
Duration increased to 2.5s

Remeching animation now grants immortality until player regains control
Mech no longer has health until player regains control

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32.5m/s orbs

35hp turrets with 9s cooldown

Barrier deals 50dps cause of the rarity that enemies will touch the barrier

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Fair enough. I’ve tested these changes (minus the Turret durability and Ultimate) in Workshop and she’s not broken at all. Still the same but can engage at slightly further ranges.

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