Moosh's problems with every hero

Since i have every achievement, i think it’s normal that i’m the most qualified to talk about this :relieved:
Gm is like 0.1% of the playerbase
Bap’s achievement is <0.01%

I think i know what takes priority
/s

Anyway
This post will talk about the problems i have when playing a hero, how do they feel and if they could use either nerfs buffs or whatever, i may suggest a couple of changes but most of the times they’re not gonna be detailed (With numbers/%), just like a raw idea

Ana

Ana is overall balanced. Now i think having less defense boost and more speed on nano could make the game more fun but she’s overall pretty good
Some people might be mad at anti nade, understandable. I still think immortality is a good counter to it, but i wouldn’t nerf nade, i’d rather put a cleanse

Looks at experimental moira since she’s pretty bad rn

Ashe

She’s also pretty balanced IMO, but i do feel like the april fools coach gun could be cool, since it’s less of an anti dive tool and more of an offesive tool, and since dive characters no longer get pushed back by 3-5 pellets that hit through their abilities, this might be good for them

Other than that, i’d also like something like a bob charge cost reduced but can’t charge while it’s active, but overall no changes really needed

Baptiste

Idk how he’s doing rn. For me he feels pretty balanced probably because i can’t aim my directs, but GM probably do better so maybe decrease direct heals slightly
Immortality could also use some changes like a weaker version of the april fools one + Cleanse to counter ana for the healthiness of the game, idk what else though

Bastion

Now FINALLY Someone to talk about for quite a long time
First off, bastion on sentry is a threat. This is why he’s focused on GM and easy to take, he’s first priority, however, It’s almost the ONLY Thing that makes bastion a threat, and this needs to change

Bastion is also gigantic, he’s so big there are plenty of times where people can see you and shoot you while you can’t see them, which is why i’d also like to implement the april fools size reduction

Now as for some more proposals
Recon might needs spread reduced. Or have recoil like soldier’s while having no spread

Sentry needs less cast time, and since we’re powershifting from it, possibly a nerf, but my ideas would be to half the entry cast, and make it so bastion can move while doing the exit cast, he just can’t shoot or heal etc

Repair is fine, however i did like the OWL change where he moved faster
Not only is this a cool getaway option, but i also found that bastion could get to MANY more spots while rocket jumping and healing on tank mode (Yes you all should know me well from parkour)

TANK mode needs much less cast OR more damage, 205 is definitely not cutting out. Maybe 250 but something that makes it feel more powerful
In PvE going tank is actually useless because sentry does much more damage

Finally for the general things such as passive and health, not sure how this would work but i think having OG defense but only apply on armor could be quite good. Also replace 50 health with armor, or some changes around it

Brigitte

She’s overall balanced but she’s just not brig and many brig mains have stated this
She doesn’t need to be Op, she just needs to be tanky, noone wished for main healer brig, she was never meant to be one, why is she one?

I’m not sure how pre 2-2-2 brig would work, she might be too op or not, but most brig mains want health up and heals down, so consider that bliz :wink:

Also ARMOR on DIVE is NOT gonna help dive
3 packs HELPED dive because

3 targets with 50 armor (total of 150 armor)
If they didn’t have armor, they would get mercy pockets

Of course that’s good for dive
Pre 2-2-2 NEVER Helped dive, it countered it, because it only had 75 pack to 1 target with no extra pocket heals
Of course this pack could be reduced to 50, but the point is that OG pack does NOT help dive as much as it counters it

Doomfist

As every doom main says
and dey sai K.O
Revert :clap: Uppercut :clap: Nerf
.3s feels too long to be stuck in the air, i’d also like it so he falls faster, he feels like a weird pharah just standing still

As a side change i’d like to see the 1 shot removed from punch but charge up much faster

D.va

She seems to be doing ok (even though i miss the days of pre missile dva and would like to give her 12m matrix) I think she’s good rn
I do feel like i take way too much damage and need extremely good healers or I Die, but i’m pretty sure i’ve always felt like that with dva so
I think matrix management makes up for it, dva is quite skillful and quite ok :wink:

Echo

She’s fine

Genji

Now i know some genji mains want 29 dmg, that’s fine, I do agree with him being a bit more bursty, however my biggest problem comes from feeling that it’s really hard to get in close, I’m not sure how 2 dashes with 25 dmg would work but that’s an idea out there

In any case, i think what made genji OP (and yes he was op, he had mccree pickrates in double shield) was spread, so i’m definitely down for anything that semi reverts spread but makes him bursty

Hanzo

I shouldn’t be talking about hanzo because i hate him and i wish he wouldn’t be picked at all, so i won’t… ok i will… a bit… with least bias as possible

I’d like storm arrow to be nerfed, have the recovery nerfed. I don’t want the arrow quantity to be smaller because the achievement is already quite hard (Lucky me i did it when ez scatter was a thing) but yeah, nerf storm arrow, and make him an actual sniper and buff the projectile speed back

Junkrat

1 Thing i want junkrat mains to realize is that he feels spammy and his grenades do quite a lot
Unsure if less damage for more fluidity (Less recovery, shorter cooldowns, quicker casts, quicker reloads etc) Could be good for him, other than that he’s ok

Lúcio

He’s fine

McCheeseRightClickUwU

Sorry mccree defenders, he’s as op as may 2020 genji was
Winrate is not an excuse, There’s a reason why he has double the picktare from the 2nd most picked character

Now, i like the thiccree meme, so i’d like to keep him with 225hp, little bias i know, but in return

FTH dmg down to 45 (which reduces the tank busting, some people suggest cooldown and that also fixes tank busting but doesn’t nerf against flankers if that makes sense, although mccree might be a flanker counter idk)
Stun duration down to .7
Reload back to 1.5s (I thought revolvers were slow but powerful (?) this revolver is overloaded to be fast and way too powerful)

Now some people might use “BuT iF hE’s So Op WhY aReN’t YoU gM yEt?!?!?!?”
I don’t like mccree, and to make it different from the typical rank and whatever

When i go mccree we instantly start winning, shooting as him is not too hard, stun is too powerful, FTH is nearly a free kill, he does too much damage and the revolver doesn’t feel slow unlike other games
so
that
I may have improved
But if we have an advantage from having mccree
It just explains

Also high noon is no longer a terrible ult, it charges on squishies very quickly, but it still has major downsides, so it’s balanced

Mei

She seems to be doing good so she’s fine

Mercy

She’s fine as well

Moira

I talked about this with ana but since she’s so bad because they INCREASED skill floor and literally left her like that, having low value for the aim and management she requieres now, i think a team cleanse on fade is not out of the question

As for additional changes
A. the lingering effect increased
B. Can heal through barriers (She’s a close range healer, pls)

Orisa

I understand bliz is scared of double barrier back but i feel like the last halt change is more like powercreep because it doesn’t fix the problem and makes her stronger, to the point where it’s gonna be really good when she’s good
But leaving unknown future events aside, and considering halt was quite bad, i’ll let it pass and say that maybe either more barrier health or 8s cooldown wouldn’t harm her

Pharah

Compared to echo, she’s way too stationary, and she depends on the air too much
Echo is effective in both the ground and the air, and her mobility can be used horizontally, vertically, diagonally, if cancelled soon after cast you can go as high as pharah’s shift or as fast as lucio’s wall ride depending on where you’re going, it’s skillful to use IMO, but it just makes pharah a joke
However, i did say echo was balanced, and i still believe that

Pharah is tricky to balance due to console and low ELO PC, many players suggest more health since she’s quite big, but

What if
we made her faster, but with less health?
And we’re talking about WAY Faster

Not sure how these ideas will work, but i’ll leave them here
Health reduced to 125
Armor increased to 50
(Total 175hp)

Moves at 6m/s (like tracer genji)
Jets increase speed to 220%

Concussive blast is now 6s
Enemy knockback reduced by 20%
Self knockback increased by 10%
Applies a self speedboost of 15% for 2s

Crouching while airbone makes her go down quicker
(Also why isn’t this one here yet? I understand it crashed the game but i wouldn’t have expected them to take 6 MONTHS to fix this)

Again, unsure how these would work, but seem like fun

Reaper

I’m not sure how low ranks work but i feel like reaper is just fine except for his ult, it feels like a thicle tornado that goes way too high and the visuals don’t represent that

I’d like it to do a bit more damage but have its height reduced

Rein

I’d like 3s shatter and less damage. Or maybe something like the OWL change where it’s 3s nearby but in this case, 2s on the very tip of the shatter, so it should still have a similar power to 2.5s, but it’s… different… you know?

and maybe more shield health idk, he’s fine really though

Roadhog

I also think he’s fine despite people complaining about hook, that’s all he really has going for him and it’s quite easy to avoid unless you have no mobility, in which case you should be behind teammates anyway, and if he’s flanking, you go behind teammates from his angle

Sigma

My boi sigma
Idk, with the orisa changes he might need something, but for now he seems just fine

Soldier 76

I also think he’s fine

Sombra

Despite unpopular belief, i also think she’s fine, I can finally consider infinite stealth a buff with the speedboost buff and not some not worth powershift noone asked for that it’s a nerf for those who mastered her just to make her being easier (Which again, if you mastered her you don’t care about this)

Now people can like the cloak/decloak buff, i also liked it, but we need to realize sombra is 100% balanced around OWL

So maybe the cloak buff could make it in, the decloak can’t, i don’t see it being good under .6s

But overall she feels good, parkour is just :weary:

This doesn’t change my mind about infinite stealth being unhealthy. I just don’t see how it’s healthy for the game but whatever

Symmetra

ah symmetra
First off buff skins ok? no event legendary for 2.4 years? cmon bliz

Now onto her MAJOR problems
her damage potential is VERY high, i think it’s around the 500 dps?
But is super unrealistic
You need
God Team
Trash Enemy
Charged Beam
Charged Orb
Placed turrets

That alone takes at least 10s, that does not happen on overwatch (Usually at least)
Also most sym mains miss shield gen. People will say “SyM sUpPoRt WaS bAd”
Maybe, but she felt fun to use, fun subjective? ok she felt rewarding to use

Clutch tp
Could block ults with her shield on cooldown

Y’know, she felt… good
The only buff that would’ve made sym good is move TP to what it is now, removing lock on might have been healthy but some disabled people hated it. Because they could no longer play sym, and wether you like it or not, sym 3.0 is not sym, sym was completely different, like literally different in every single way

Proposed changes (not necesarily to move her to support, although it could be good)
Primary fire
Charges reduced from 3 to 2
Damage changed from 60/120/180 to 80/140

Secondary Fire
Can pierce anything but map collission
For every pierce, damage decreased by 25%
Charge time reduced from 2s to 1s

Turrets removed (Idk how people still hate turrets since they’re literally useless since the slowdown nerfs)
Replaced with Photon shield (sym 2.0 shield)

E abilities
General
Shield health reduced from 250 to 150 (I think these are the values?)
Only 1 E ability can be active at a time

TP
No longer infinite, duration is now 6s
Cooldown is 8s
Cast decreased from 2s to 1.33s
(Infinite tp is the worst change ever made for sym)

Shield gen
Just like her old ult, sym can place shield gen instead of TP by pressing the ability button again
Cast is 2s unlike tp
Cooldown is 12s, where tp would be 8s
Gives every teammate +100 shield health
Radius is 80m
Duration is 6s
(Shield gen values are up to discussion and change because even I feel like they’re too much)

I currently don’t have changes for her ult, i think it’s boring but i also think these changes are enough for sym. Y’all tell me sym mains (Also junkrat buffs cuz shield gen)

Turbjurn Gready tu WURK

He’s fine, i think hitscans are just heavily outclassing him

Tracer

Maybe full fall off revert, other than that i think she’s fine

Widowmaker

I also think she’s fine

Winston

He’s also Fine

Wrecking ball

Switch his name to hammond, that’s it though

Zarya

I think she’s also fine although the april fools experimental looked interesting

Zenny boi

Mr president is fine
(Wow those were 7 heroes in a row)

and
thoughts?
idk

15 Likes

Good list. I love McCree and even I want him nerfed

2 Likes

My life would be pure agony as a 175hp Pharah fighting 225hp mccrees in every game

2 Likes

He can’t aim tho, you have true speed (maybe)
In any case I think it’s still normal because if mccree is shooting at you, he still needs 3 shots, and if he has fall off, he still needs 5 shots because armor is much more effective when there’s fall off

1 Like

My issue with this is the reason I love playing genji is because of his high risk, but two dashes charges completely remove that while also reducing his combo potential. Buffing his a bit damage and nerfing the spread a bit would be better as it would allow good genji players to flank a lot better while still making him risky.

2 Likes

Feedback taken :wink:

2 Likes

Wouldn’t be good on a damage hero. Her teleporter is a good tool for flanking and surprising enemies with turret nests and burst damage with a charged orb.

Teleporter will always be better than SG, outside of a few situations like 2cp 1st point defense. (even then most defense maps have good TP spots).

Definitely too much shields on a regular ability, regardless of duration. People would cheese something like nano blade + shield gen or coordinate a 250hp tracer flank.

Shield Gen (or another shield giving ability) could work but would have to be drastically different to how it used to be. It would also have to be on a support.

2 Likes

This is actually of very big flex holy wow

5 Likes

I was thinking this but I also wanted to make it limited

I was about to edit “values can change” into it cuz I’m still not sure about it lol

But for a support… Do you think it could work?

I know I know :relieved:

2 Likes

Revert stealth btw

2 Likes

Not biased at all I see ha!

3 Likes

The hamster is pleased

3 Likes

Yo how would you feel about something like this for cree? I think that these changes would be good for him.

1 Like

If we are nerfing punch can Doomfist have 20 meter slam back?

I agree with everything else.

1 Like

The hp needs to stay, the only acceptable scenario where his hp could be reduced is to reduce his hitboxes. They already tried the stun it doesnt work thats why they went back. FtH is a good one, he doesnt need so much dmg, as long as he can kill any non tank then it works as intended. The fire rate you propose would be too small, it woulndt help, also the reload buff has worked very well and should stay. Another nerf they can try is taking back the extra distance on combat roll, he doesnt need it and it accentuates his weaknesses.

3 Likes

Yea his hitbox is kinda ridiculous for his player model.

1 Like

I had an idea for Moira.

Damage ball is pretty much useless these days. It sucks, it’s mostly only good for random RNG ult charge.

  • Damage orb no longer bounces off the environment, but sticks to it (Cannot stick to enemies).
  • Increase tether range by 0.5-1m to compensate for no longer moving.

Why?

  • Deters DPS Moira’s as her damage ball now incentivises a more defensive play style. I’d argue that Moira’s biggest image problem has come from damage orb allowing her to act like a pseudo dps whilst ignoring her healing duties. It could still be used offensively in this form, it just wouldn’t be as effective.
  • Provides Moira more team utility in the form of protection from flankers for allies.
    Something that is now sorely missing in the support category since brig & Moira’s multiple survivability/ dps nerfs. Moira desperately needs more utility.
  • Actually gives us a reason to actively use damage orb. Would pair extremely well with fellow supports like Zen who desperately need near constant peel to be effective.
1 Like

on hitscan maps like havana and junkertown, you are always going to have a reasonably hard time getting in regardless of the character tbh. i feel like genji is actually fine at closing distances on his ok and good maps. he is able to use wall climb to maneuver around enemy sight lines, and he has deflect as a back up option when he gets caught on a flank or dive.

for me, it just feels like he isnt able to confirm kills as well as someone like tracer. which is depressing since they both have really high skill floors and ceilings, but obviously arent treated equally in terms of balance. this is why many genji mains including myself really want 29 damage on shurikens.

this might be a bit of a hot take, but if genji was reverted all the way back to his pre-buff state while having 30 damage shurikens and a ult charge nerf, he would actually be really balanced

1 Like

I just really don’t like the damage route with him. I understand the idea behind it, but his m1 will remain nigh unusable for anything other than RNG ranged ult charge spam.

I just don’t see the point in increasing damage if the RELIABILITY of said damage doesn’t increase, if you’re still only hitting 1-2/3 shurikens on average a damage increase really isn’t going to make a huge difference for him. But both at the same time just makes him borderline broken. I don’t like the idea of making his spread on his m2 tiny (but another slight decrease could help), but increasing the viability of his m1 through a projectile speed increase & spread decrease between the 3 would increase his skill ceiling, bring some actual usage to his PRIMARY fire and would make his damage more reliable.

I just feel like that avenue increases his damage on average without changing breakpoints in his kit (which the community are heavily against).

Maybe.

Shield Gen itself encouraged Sym players to disengage and set it up. I guess making it temporary would discourage this play style but you’d need to add an LoS requirement to balance it out on flankers.

The only reason Shield Gen wasn’t broken is because the rest of her kit was trash, slow and inconsistent. Oh, and good Tracer players…

I just don’t see Shield Gen coming back outside of PvE/Oldverwatch arcade mode.


Support Sym could have an ability similar to Brig’s old repair pack, but she gives permanent shield health to one ally at a time (+50) that remains in her LoS.

Or maybe even a +25 shields passive to allies around her. Not very exciting, but it means she has more slots for other abilities.

1 Like