It’s cool to do a good job making space, but sometimes that does kind of boil down to walk forward to or with a barrier and hold down m1 (as much as this sounds like a jab at Reinhardt, it kinda is for each of them).
I tried playing with themes of Flow, Control, Familiarity, and Confidence.
This is absolutely following an idea GreyFalcon had.
Reinhardt
Rocket Hammer
- Lower initial damage, but damage increases on each successful hit from 70/80/90 resets after 5sec or not hitting another player.
Fire Strike
- Can be used at 25% 50% 75% and 100% to do 25-100 damage depending on charge.
Notes: Power is a reward for chains and combos to encouraging a flow with combat.
Sigma
Hyper-Spheres
- Double click (one click per sphere) to explode earlier, but explosions have a reduced radius of 2 meters
Accretion
- Click again to explode in a 4 meter radius for 24-60 splash damage instead of the normal effect
Notes: The theme with Sigma is all about allowing better control of the character with good timing.
Orisa
Fusion Driver
- Decrease damage from 11 damage projectiles to 4 to 8 damage hitscan.
Passive: Momentum
- Movement speed is increased by 10%/20%/30% from 2/3/4 sec of uninterrupted, forward movement.
- Fusion Driver, Halt!, Protective Barrier, Supercharger, or reaching a damage threshold of 50 will interrupt this effect
Notes: Orisa just feels sluggish and (somewhat) unengaging to play. Hitscan gives players a main tank choice they can feel like they can practice or translate their tracking skills with.
Winston
Tesla Lance (Alt Fire)
- Penetrates through barriers and targets
- Uses same amount of ammo consumption to charge
- 1.2 sec charge
- Damage 55
- Projectile speed 25 meters per second
- Range 16m
- Character is slowed by 30% when charging
Jump Pack
- Reduces Damage by 20% from activation to landing, but isn’t included with Primal Rage.
- Minimum landing damage increased to 10 damage, up from 1.
Notes: Gives players the ability to feel more confident about what they can do as Winston with less idle time and vulnerability in air.
Bonus: Not a Tank, but could really need it.
Pharah
Health
- From 200hp to 150hp and 50 armor
Hover Jets
- Crouch can be used the same way as jump to move Pharah downward.
Notes: Pharah could use some help, and with an Orisa suggested it would put Pharah in an even worse spot. A tad bit more durability and a bit more vertical mobility