My Big Tuchus Mega Experimental Card (Every Hero changed)

  • Global Changes-
    —Explosive Projectiles do 1.5x more damage to barriers
    —Beams do 1.5X less damage to barrier and 1.5x more to armor

  • D.Va –
    —15m DM
    —+150 hp (450hp/300armor)

  • Orisa –
    —900 hp barrier
    —Fortification headshot protection reverted
    —Fortification cooldown increased to 12 seconds
    —Barrier Cooldown reduced to 8 seconds
    (Better range play, more vulnerable close range)

  • Reinhardt –
    —Hammer damage revert
    —Shatter duration 3 seconds
    —Barrier buffed to 1800

  • Roadhog –
    —6 ammo (was 5)
    —Hook cooldown decreased to 7 (was 8)
    (With beefier barriers he now can have one more ammo for barrier break, and an ever so slightly more forgiving hook cooldown)

  • Sigma –
    —Remove Barrier Cooldown
    —Decrease barrier hp to 500
    —Barrier hp regen delayed to 1 second after destroyed
    —Decrease Accretion damage to 50 but remove self-damage
    —Projectile explosive buff turns him into a barrier counter as opposed to an enabler
    —Increase barrier charge rate (by how much I’m unsure, but ideally by quite a bit. Like a lot. But not too much allowing for more potential to kill him with sustain. Low barrier uptime also makes him less effective to pair barriers with Orisa)
    (makes his barrier more deployable. Now is meant to catch damage instead of being a pseudo main barrier. Great in bursts. A delay prevents his barrier from coming out too fast to alleviate the nonexistant cast cooldown)

  • Winston –
    —Bubble now houses a telsa coil that in contained within the barrier. 25 dps on enemies while inside the barrier.
    —Melee now does 40 damage
    (Winston needed some combo based burst damage and some better area presence hence the barrier buff)

  • Wrecking Ball –
    —Full revert to before recent nerfs
    —Ult duration decreased to 10 seconds (was 20)

  • Zarya –
    —Minimum charge primary dps now 100 (was 95)
    —Max dps on primary reduced to 160 (was 170)
    —Bubble cleanses all status effects from ult cc to antinades to dynamite
    (Less max damage, more utility) Also provides a much needed CC counter)

  • Ana –
    —Antinade now reduces healing by 75%

  • Baptiste –
    —Biotic Launcher primary ammo reduced to 35
    —Amplification matrix cooldown cost reduced
    —Immortality fold AOE reduced to 5 (was 6.5)
    —Regenerative burst AOE reduced to 6m (was 10)
    —Regenerative Burst cooldown reduced to 8 seconds
    (More raw healing per minute with increased range caveats. Basically, his damage and heals should be powerful but more conditional as to reduce consistency)

  • Brigitte –
    —Revert to Brig 2.0 (I think this is the correct one but may have my number wrong)

  • Lucio –
    —Increase AOE Range by 5m

  • Mercy –
    —Mercy hps increased to 60 hps
    —Damade amp decreased to 25%
    —OR Damage Amp is Aoe when pistol is out witha reduce damage percentage. no longer attached to staff.

  • Moira –
    —Team fade cleanse… That is all…
    —That or 5+ hps primary with a reduced lingering period
    Either or…

  • Zenyatta-
    —Discord effect causes a more pronounced purple glow on target
    —Discord damage reduced to 20%
    —Harmony increased to 35hps
    (Better healing, less powerful discord, buffs team awareness)

  • Ashe –
    —Increase Coachgun Cooldown to 18 seconds
    —Reduce Dynamite Damage to 15 dps

  • Bastion –
    —Tranformation roll:
    —When pressing in any direction while shifting between forms, Bastion can roll in that direction. Makes retreating easier and allows for quick surprise setups.
    —Reduce recon transformation duration to 0.3 seconds

  • Doomfist –
    *Moved to Tank Role
    —375 hp
    —+50 temporary Shields per ability landed (Maximum 150)
    —Uppercut Damage nerfed to 50hp
    —Uppercut cooldown 5 seconds
    —Seismic Slam cooldown 4 seconds
    —Seismic slam no longer has scaling damage, now does 50 damage in all circumstances

  • Echo –
    —Retains original health after ult duration
    —Focus beam can no longer be cancelled. (Use it wisely)
    —Effective hitbox reduced

  • Genji –
    —Secondary Spread angle increased to 12 (from 9)
    —Shuriken damage increased to 32 (from 28)
    —Deflect cooldown reduced to 4.5 seconds (from 8)
    —Deflect duration reduced to 1 second (from 2)
    —Deflect now susceptible to melee
    (The idea is to drastically increase his maneuverability and damage and temporary self-peeling at the expense of higher aim requirements and more mindful positioning. Raises the skill floor for increased damage. An ult charge reduction may be in order with these changes if 31 dps is too much.)

  • Hanzo –
    —Storm Arrow ammo reduced to 3
    —Storm arrow headshots removed
    —Sonic arrow cooldown reduced to 6 seconds
    —Lunge range increase (by how much idk)
    (More utility and mobility, less storm spam)

  • Junkrat –
    —Balanced as is. Gets a massive barrier busting buff with global changes

  • McCree –
    —Revert hp to 200
    (With more barrier health he will be both more protected and do less damage in total) Imo he is only OP right now because his damage is consistent and seldomly blocked since barriers are weak right now.

  • Mei –
    *Moved to Tank role
    —350 hp
    —Cryofreeze block size increased, blows opponents back 2m upon breaking.
    —Cryofreeze self heal increased to 75 per second with heals disabled in block as it is on live
    —Ice Wall cooldown reduced to 6 seconds (was 12)
    —Ice wall now 2 pillars at 200 hp per pillar
    —Icicle now has 30m falloff

  • Pharah –
    —Gets global projectile explosive buff
    —Decrease fuel consumption in air
    —Decrease fuel regen.
    (The numbers are difficult, so I’ll leave that to you all, but the idea is to give her longer periods of up and down time instead of short bursts of each. The global explosive projectile buffs give her a purpose when grounded.)

  • Reaper-
    —Mini-Step: One small shadow step that works like tracers blink, but only in front of him. Makes retreating easier without doing damage as he falls back.
    —.5 damage per pellet increase (20 pellets meaning 10 more damage point blank per shot)

  • Soldier 76 –
    —Revert Spread and recoil changes
    —Biotic field now heals 50 per second
    —Biotic Field AOE increased to 7 m
    —Biotic Field Duration decreased to 3 seconds
    —Biotic Field cooldown reduced to 10 seconds
    (More utility, less consistency. We have enough precision dps)

  • Sombra –
    *Moved to support
    —Hacked Healthpacks can now be placed in any location to be used as anchor healing.
    —Hack now has 3 charges, and can be used on allies, giving a lingering health increase of 25hps and CC nullification. These changes must be managed between enemy hacks, healthpack hacks, and ally hacks.
    —Translocator now reverted to a time limit
    —Machine Pistol damage reduce (idk how much.)
    (the idea of translocating a healthpack for heals was too much to pass up. Don’t take this one too seriously)

  • Symettra –
    (I have tons of ideas, but she really doesn’t need another rework. If anything just revert her to Sym 2.0 or leave her)

  • Torbjorn –
    —Reduce Molten core damage to 8 seconds
    (very balanced hero. Ult lasts a bit too long)

  • Tracer –
    —fine as is
    — Increase Falloff damage reduction

  • Widowmaker-
    —Health reverted to 200
    —Zipline cooldown increased to 18 seconds
    —Venom Mine damage increased to 25 dps (was 15)
    —Venom Mine duration decreased to 3 seconds (was 5)
    (More health, more susceptible to dive, It is this, or the oneshot. Also Venom mine burst increase)

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I’m sorry but most of these are just a no. This would make a lot of heroes obsecenely op.

Me looking at this thread…

You might want to do us a favor and take time organize your thoughts to each hero and use less line breaks. Remember to use handy formatting options that can provide headers or bullet points as well. If you need to learn how to use the forum’s formatting syntax, click here.

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bulletpoints added. Will edit as I go
20 character limit

Edited for clarity, Thank you!

going to have to be more specific

A lot of these would power creep the game into oblivion.

When everything is crept proportionally, its not a creep. A lot of old heroes get abilities that let them compete (see winston and reaper)

This is an antarctic deep frozen take :rofl: It’s just a boop, why the insane CD

It stops dive, which is her only real counter.If she wants her damage, she needs to be divable imo. Same reason Widow gets zipline nerf (but venom burst and health buff) Although I would be willing to trade for a coachgun damage increase

Also, not saying you are wrong, but point to the ones you think are overtuned to spark discussion

These are the ones I’m worried about

This would give him too much damage, there was a reason why they took away that damage in the beta. Not to mention you lowered his deflect cooldown and he still has the fire rate increase.

Would make him even more infurating to play against and would be impossible to kill.

Would make his healing too good and you can already build amp matrix consistently before the first fight happens so this would lead him to build it multiple times a fight.

Brig when she was reworked into 2.0 had far too much sustain.

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Give her different sensitivities for her pistol and staff and let her have the option to use both versions of GA during a game

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The guardian angel thing is interesting. Describe the 2 versions so I know what you mean specifically. In my head it just refers to her flying over to allies

So much for “every hero changed”

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You right, fair. Well I had ideas I might add, but they would be quite controversial
Heck, I’ll go for it

The Hero is already controversial on every front, might as well

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Currently there are 2 versions of Guardian Angel

  1. Prefers beam target - You will GA to your beam target regardless of what direction you are looking

  2. Does not prefer beam target - You will GA to the person in front of you regardless of which teammate your beam is on.

I vastly prefer 2 in nearly every situation. I love being able to heal someone while flying away from them. However, 1 has it’s place. It’s very nice to be able to boost towards a teammate without having to see them.

So, I want both. Why not? Just put both versions on the keybinding screen and let us choose.

Personally I’d have a mouse button for one and a keyboard button for the other.

If I were to appease both sides who are for and against the base beams, this is what I would do tbf

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Would you have it attached to an option in the menus or make it toggleable?

Ah i see

Those shield changes sound disgusting.

Just have it as options

Move left
Move right
Move forward
Move backward
Crouch
GA prefer beam target
GA does not prefer beam target

Just let us choose a keybind for them. Make it prefer beam target with shift as default, but let us change if we want.

Mercy would be so, so, so much more fun if we could do both versions of GA within a game

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Damage boost would likely be less oppressive with the increased barrier tbf

It’s one of the reason I want explosives to do more to barriers. Right now hitscans dominate becasue barriers are too weak. It would not only give explosives a niche outside of raw close ranged killing power, but also justify buffs to that hitscans arent innately dominant. A twofold projectile buff. Ideally the meta would have one projectile and one hitscan.