Oh, my idea was just make her ults a minor ability and make her barrier an ult so she still is differentiated from all other barrier champs. If I was to come up with another and take it more serious here:
Ult:
I’d make her ult barrier more like an arena that damages enemies on pass through, make it ult worthy it. Since her two aspects are zones and protects teammates; combine her two aspects. Make it temp obviously, that way its not too overbearing. The plus side is it doesn’t function like anybody else’s barrier so no stepping on toes.
Building:
No self slow on build, this is just arbitrary strength pumped elsewhere. Meaning kit shaved to shove more power budget elsewhere, but in this case it doesn’t really show where. If its her turrets then why do they pop, if its her ults then the binary nature of them like Hanzo scatter means they either need to go or be weakened in general.
So why is this even in her kit in the first place? Probably to discourage just deploy turrets non stop in a fight, but that’s why we have high CD AND deploy time. Just one or the other please; both is overkill, all three borderline masochistic.
Turrets:
Turrets reveal enemies to team, slow more, deploy time reduced (I wouldn’t want CD altered because of above, HP 2 only if necessary). Now they have a purpose in combat as opposed to setup/downtime; now can be used as a slow/beam grenade. More value being a slow then damage, but still car wash if needed/wanted. But in higher ranks still functions as they do now (higher rank players tend to use them as tripwires and slows, car wash is generally not used as much except to defend ults or get ult fast). Now has a combo of orb+melee+turret+beam.
Orb of doom:
Just a slight increase in speed nothing more. Her use of this as zoning tool is good, but those of us who use her orb+melee combo in close range know its potency if it goes too fast.
E changes:
Make her tp setup then trigger effect for saving peeps or bringing from spawn; push that clutch save tp and keeps the reduce spawn advantage. Originally thought that this should function like the current (just bring peeps out of spawn), but I like the idea more of just setup exit point and target someone. Two charges so we could (in theory) still surprise! half a team and eliminate the binary nature (op/nonexistent) ults by it having have less of her power budget.
A sg plus speedup as her alternate E. Obviously reduce the aura, they should be near enough to be placed in the next room, not squirreled away; that way she isn’t wasting time away from team or point. The biggest issue is making it easier for teammates to not take damage to trigger shield recharge, most concentrate on lower that passive effect when really you could do it via speedups for teammates (remember different from Lucio just similar, so concentration on giving shields), this also boosts her supporting overall. I’d like the aura revealed to teammates always, enemies only on discovery.
Get rid of the announcement, since now she is less inclined to be hiding them a block away. I think opposing team would appreciate that, since the thing spouts off all the time lol
Charges (2 constant recharge) this reduces the strain of them being popped but still allows enemies to want to pop them cd somewhere in the 6-8 range. By reducing their strength it wouldn’t hurt both parties (you should pop them, but it doesn’t cause make or break scenarios like current SG/TP) and still encourages her ‘owning a zone’ by making that zone hers AND her teammates better in it.
All I got for now, maybe make it more thorough later. But the biggest issue is her ults have too much power budget for the way they function, being too good or non existent; like Hanzo with his scatter arrow. So she ends up with an underpowered kit with a extremely powerful ult, but then the ult gets easily destroyed in higher ranks; leaving her just a character with an underpowered kit.