My Custom Overwatch Patch

ive had this for a while, so i thought id post them to get some feedback on the ideas overall:

but first a disclamer

  • numbers, as always, are for context, and not set in stone, judge the idea, not the exact numbers

  • These are done WITHOUT considering the experimental card


D.Va

Passive: Heavy armor

  • Takes 20% less damage from crits

her crit box being located in the center of her body makes D.Va unnecessarily squishy, especially against the likes of snipers, this change looks to make her more durable against them

Orisa

Protective barrier

  • Cooldown reduced from 10 to 8 seconds

Fortify

  • Orisa is now considered a solid object during fortify, blocking LOS from teammates behind her, causing her to protect others from abilities like Doomfists Meteor strike, and Reinhardt’s Earthshatter

While orisa is extremely good on the overwatch league, in ladder she is one of the Worst tanks you can pick, therefore i decided to buff her,
decreasing the shield cooldown allows orisa to be more moible while still keeping the shield HP low enough that DPS can easily bust through if
required, the fortify change simply makes it so that orisa stands more of a chance against the likes of reinhart, who dominates in less coordinated
enviroments over her

Reinhart

  • Untouched

Roadhog

Take a breather

  • Take a breather casts a buff 10m around roadhog that gives teammates 20% damage resistance and 25% CC resistance(Stun, Knockdown, Sleep, etc) for 4 seconds

Roadhog despite being an awesome bruiser, lacks any form of protective utility to actually support his team, and while being a bruiser isn’t necessarily bad, in the 2-2-2 format, Roadhog must have some form of team protection to be worth picking, this ability gives roadhog the ability to protect teammates from Crowd Control, a previously unused niche

Sigma

credit to the original idea: GrayFalcon

General

  • Removed Self Damage

Kinetic Grasp

  • No longer grants Temp HP to sigma
  • Grants Temp HP to barrier

Accretion

  • Is now a knockback, inestead of a knock down

Experimental Barrier

  • Recall CD removed
  • Health Increased to 1000

Sigma is currently a fairly popular pick in the high ranks due to double barrier, these changes seek to turn sigma into a main tank again, making his barrier more effective while nerfing his other abilities, as long as sigma is an off tank double barrier will still be because if you run sigma you are inherently going to run double barrier

Winston

Barrier Projector

  • Winston gains 25% increased speed while inside of his barrier

New passive: Primal Strength

  • Winstons quick melee deals an additional +25 damage against armored targets

Winston is currently a mediocre pick, less for his own balance and more for the heroes he is supposed to counter being able to quickly dispatch him, however, these changes attempt to make Winston a slightly better pick against other tanks, while still keeping his skill ceiling intact, forcing Winston players to mix in melees to get the effect of the new passive, the barrier proyector movement speed allows skilled winston players to barrier dance more effectively

Wrecking Ball

Piledrive

  • Airlock increased to 1 second

Wrecking ball has been struggling for quite some time to properly dive the targets he is meant to counter, these changes seek to make him better at diving such characters

Zarya

Primary Fire

  • Width now scales with charge

Secondary Fire

  • Projectile size and area of effect now scale with charge

Charge

  • Decay rate increased from 1.6 to 2.0

These changes seek to make some very necessary reverts to Zarya, due to the increase of damage Zarya not only has a very easy time building up charge, especially in uncoordinated play, while at the same time having a much easier time retaining it due to the buffs she received over time, these changes make retaining charge harder and reward those who are able to consistently keep charge up with buffed attack

Ashe

Primary Fire

  • Total Ammo reduced from 15 to 12

Bastion

General

  • Moved to the tank category
  • Health increased from 300 to 400

Primary fire (Sentry)

  • Damage reduced from 450 DPS to 300 DPS
  • Deals critical damage against barriers for a 1.5x multiplier (450 dps)

New ability: Defensive Protocol

  • Frontal shield with 400hp tied to a resource meter
  • Maximum uptime 4 seconds
  • Recharge time (from empty) 8 seconds

Ultimate: Configuration Tank

  • Projectile Knockback against enemies increased

These changes seek to make bastion less niche, while addressing the main issue with his viability, bunker comps, making bastion be part of the
tank category removes the possibility of him being stacked behind barriers, and giving, at the same time, the self-survivability that he requires
to be used in solo

Doomfist

General

  • Moved into the tank category
  • Base health increased from 250 to 400

Rocket Punch

  • Damage reduced from 100 to 50
  • Wall impact damage reduced from 150 to 100
  • Wall impact now causes a 0.8s stun afterwards

Sesismic Slam

  • Damage scaling reduced from 75 min 125 max to 25 min 75 max
  • Sesismic slam now roots and cripples targets hit by it for 0.8s as well as pulling them in

Uppercut

  • Damage reduced from 50 to 25
  • Airlock increased from 0.6 to 1.2 seconds

The best defense… (passive)

  • Damage dealt by doomfist becomes “stored power” to a 1:1/2 (damage to stored power) conversion ratio
  • Maxes out at 150

New Ability: Infuse (F)

  • Doomfist infuses his stored power on a teammate in the form of temporary shields

Ultimate: Meteor Strike

  • All enemies hit by meteor strike are launched upwards and away from the impact location
  • Damage reduced in inner ring to 150
  • Damage reduced in outer ring 20-120
  • Enemies inside the inner ring recieve double the normal knockback they would recieve from the attack

Echo

  • Untouched

Genji

Secondary Fire

  • Spread increased from 9 to 12

Ultimate: Dragonblade

  • Ultimate charge required increased by 12%

Genji’s new buffs, while necessary, pushed him slightly over the edge, he will keep his increased damage and more flexible
deflect, while making his damage still hard to utilize, and making up for his new damage with a slower ultimate charge

Hanzo

Lunge

  • Cooldown increased from 5 seconds to 7 seconds

  • Maximum distance traveled increased from 8m to 10m

These changes make Hanzo’s mobility move him further, but reduce its overall availability, making Hanzo more vulnerable against diving tanks, while still allowing the possibility of escape

Junkrat

Primary fire

  • Damage reduced from 130 to 120
  • Projectile size increased from 0.2 to 0.3
  • Ammo increased from 5 to 6

These changes look to make Junkrat more consistent while reducing the extra damage he received in exchange for the nerfs
back then, the extra ammo should help Junkrat deal with barrier heavy comps more effectively

Mccree

General

  • Health increased to 250

Primary fire

  • recovery time increased from 0.42 to 0.5

These changes seek to make McCree’s damage weaker while giving him the necessary tools to survive without the need of acting
like a glass cannon

Mei

  • Untouched

Pharah

General

  • Health Increased from 200 to 250

New Passive: Helix Health Monitoring Systems

  • After not taking damage for 5 seconds, pharah begins regenerating her HP at a rate of 20hp/s

These changes seek to make pharah a bit more durable when fighting against hitscans, as well as make her more independent from Mercy

Reaper

The Reaping (Passive)

  • All targets who are damaged by reaper receive 25% reduced healing for 1 second

These changes make reaper a better tank buster without the need of absolutely walling tanks with his self-healing as well as giving him a unique niche

Soldier

Primary fire

  • Damage per shot reduced from 20 to 19

Helix Rockets

  • Cooldown increased to 8s

Passive: Tactical Cover

  • Crouching reduces soldier damage taken by 20%
  • Crouching reduces soldiers primary fire spread by 25%

Biotic Field

  • Duration increased from 5 seconds to 7 seconds
  • Area of effect increased from 4.5 to 6 meters
  • Healing per second increased from 40 to 50

Sprint

  • Can now Reload while sprinting

Tactical Visor

  • Ammo is now infinite during the ultimate duration

Soldier 76 cannot compete with other hitscans the likes of McCree without being extremely overbuffed, the buffs he received made soldier a bit too powerful in the lower ranks, especially when it comes to destroying barriers and dueling dive heroes, these changes essentially try to give some buffs to soldier that attempt to reduce his power in lower ranks and as well give him unique abilities to separate him from other hitscans so that he no longer has to compete for a spot that he simply cannot take over without extreme buffs

Sombra

Hack

  • Hacked targets will now be revealed to Sombra’s allies for the duration of the hack

these changes simply seek to improve Sombra’s viability in less coordinated environments by visually marking hacked targets on screen

Symmetra

Primary fire

  • Range increased from 12m to 15m

Secondary fire

  • Damage Reduced from 140 to 120

Sentry turret

  • Cooldown reduced from 10 to 8

Teleporter

  • The cooldown on Manual Detonation reduced to 4 seconds

These changes simply look to increase Symmetra’s viability by reducing her overall waiting times, she often needs to sit for long periods of time
waiting for cooldowns and this goes contrary to the purpose of the rework

Torbjorn

Deploy turret

  • Pressing the ability button no longer immediately throws the turret, now it enters a “placement mode” of sorts
  • Pressing Primary during the placement mode throws the turret
  • Pressing Secondary during placement mode rotates the turret
  • During placement mode, a hologram is displayed where the turret will land and the direction it will be facing

These changes are simply Quality of Life to make the turret deployment feel less clunky

Tracer

  • Untouched

Widow

Primary fire (scoped shot)

  • Charge time increased from 0.9 to 1.2

Venom Mine

  • Now has 2 charges
  • Cooldown reduced to 8s
  • Poisoned targets now receive 25% less healing

Mine Detonation (New ability, Bound to Interact)

  • Detonates the closest venom mine to the cursor creating a small cloud of poison in its area of effect that lasts for 2 seconds and poisons targets
    inside of it,

Grappling Hook

  • Holding shift allows Widow to perch in the desired location indefinitely, however, the cooldown will not start until the perching is stopped

These changes simply seek to remove power from widows primary fire and spread it around her kit, giving her more utility in an attempt to make her
less boom or bust, and more useful all throughout the ladder instead of only the highest of ranks

Ana

Biotic Grenade

  • Antiheal can now be cleansed by health packs
  • AntiHeal duration reduced from 4s to 3s

these changes simply seek to add more counterplay to anti heal, which is commonly a death sentence for almost all heroes, especially tanks, heroes that can improve health pack effectiveness like Sombra will now be a powerful counter to ana

Baptiste

Amplification matrix

  • Shape modified from a 2d square to a 3d cube of similar size

These changes seek to increase Baptiste’s power level which has been heavily reduced over time, the amplification matrix changes look to make the ability more versatile, allowing players to stand on the inside of the cube getting the benefit of the boosted damage as well as of the boosted healing

Brigitte

General

  • Hp increased to 200

Repair Pack

  • No longer Heals
  • Charges reduced from 3 to 1
  • Grants target 50 armor instantly
  • Targets recieve 25% increased healing from inspire

Inspire

  • Self healing increased from 10 healing per second to 20 healing per second

The idea with these changes is to restore brigs armor utility, while pushing her from a main healer spot to a more off healer spot, brig has great utility, decent cleave damage and CC, adding strong healing on top of this makes brig extremely powerful as a support

Lucio

  • Untouched

Mercy

Spear of the Valkyrie (new ability bound to F)

  • Mercy throws a duplicate of her staff made out of biotic energy (or whatever she uses for her healing)
  • On Impact on an ally, the spear gives an instant 75 heal to all allies in a 2m radius around it and cleanses them
  • On impact with an enemy it deals 75 damage
  • 12 second cooldown

Ultimate: Valkyrie

  • Beam no longer detaches after activating ultimate

These changes seek to increase Mercy’s skill ceiling by giving her a new ability and utility to her kit, as well as a needed Quality of Life Buff

Moira

Biotic Grasp (primary)

  • Ammo Usage increased from 20 per second to 35 per second (roughly from 10% of total resource pool to 15% drain)

  • Healing increased from 65hps to 80 hps

  • Passive regeneration reduced from 4.32 per second to 2 per second (2.4% to roughly 1% per sec)

Biotic Grasp (Secondary)

  • Ammo Gain reduced from 18.75 per second (10%) to 10 ammo per second (5%)

Biotic Orb

  • During its activation phase (when you are choosing which orb to do) projects a beam that indicates the trajectory the orb will follow for up to the
    next 3 bounces
  • Damage orb regenerates ammo at a rate of 10 per second when damaging targets (will increase if hitting multiple targets, but will also drain faster)
  • Damage orb reduces healing received by the targets hit by it by 20% for 4 seconds

These changes seek to increase Moira’s skill ceiling by increasing the difficulty of resource management while in exchange giving her increased value
and utility for those who can make use of them properly

Zenyatta

Secondary fire

  • Ammo is now only consumed after the volley is fired

a simple quality of life change to improve his flow

those are all my ideas

9 Likes

These would be amazing, nice list.

This isn’t the direction I would personally take with Cree but I can see why you would change him. Honestly, I would keep Cree as a glass cannon because it plays very well into is persona and his entire character is basically a love letter to western movies. You either shoot first and hit, or die. Every duel ingame is like… well, a western duel. Lol

I also really like this.

I feel like Zenyatta needs more to compete with other supports, both on this list and in regular Overwatch lol

1 Like

i was actually gonna add some cleanse to his ult but i decided against it.

i dont actually think zen needs too much to be frank,

1 Like

Great changes. Good take on the tanks. Problem is Orisa will still most likely be weak because her shield still has a measly 600 hp which is weaker than even Winston bubble of all things. I’d increase Orisa’s shield health to 700.

typo

typo (base hp is 250)

As a DF main, Rocket Punch would be used to punish out of place heroes if he transitions into tank. Having rocket punch do 50 damage initially isn’t going to be very good. I’d shift some of the wall impact damage to the normal damage (like 60/90 or 75/75).

Current uppercut would still be fine if DF transitions as a tank. 25 damage is too low imo.

I’d revert Blizzard duration but make her freeze no longer pierce through.

Don’t like Pharah changes at all. 200 hp is perfectly fine for her. What I would do is convert half of her hp into shield health.

pogchamp

You’re going to have to make it similar to how Torb turret manual destruction works. Otherwise it’s going to be abused.

Make harmony orb and discorb orb usable when he’s charging secondary fire and ill be a happy man.

good changes.

3 Likes

dammit i took my role of becoming blizzard too well and messed up the patch notes too

that could also be a possibility, i mostly went for it beeing a stun, tho

thats kinda why i gave her the off combat regen

thats the plan

off combat regen is fine. 250 hp is a major breakpoint for most hitscan heroes, especially with your mccree and soldier changes. it’s going to make pharmercy worse because mercy can easily heal pharah back to the point where hitscan heroes will have to try to wear pharah down again.

that’s why you should either give pharah the passive only or just give her shield health

1 Like

I’m not sure about the tank changes. I’m pretty sure if Sigma and Orisa were dealt with that the other tanks would become more viable.

I also think a nerf to dynamite is needed.

ThicCree at it again :eyes:

Interesting. Might be a good change with the hitscan changes but Pharmacy would probably need to be dealt with

Brig is already a must pick and I don’t think the repair pack ammo nerf is enough to cancel out the buffs.

1 Like

you could reduce the heal of the pack too, i like the ammo beeing at 2, though

I don’t know, it feels like the extra armour and the better self healing would make her into even more of a raid boss

my thoughts? too much changes. its going to modify the game into a basically ow 1.5.

This just increases sustain and makes tanks more op Gan befits. Gm and masters would be a heck hole if this went thru

i did add plenty of antiheal abilities to make up for the sustain though

You really can’t buff brig that much and just leave Lucio, like that’s favouritism.

Lucio is a really good character already i dont think lucio really needs any buffs.

the point was it to be a sidegrade, btw, not abuff

2 Likes

It is a straight buff though, like Lucio is already made redundant by brig, with these he’s almost as bad as zen

thats not the point, what would you do to make it less buffy?

nerf repair pack more?

No. I don’t really think repair pack is the problem with brig. She just does to much, and you add more??? I actually think they need to remove a part from her kit but not the heals.

i can kind of agree in that she does a lot, thats why i tried to nerf th erepair pack and healing overall to push her into an off healer spot with stronger utility

ima add a bit of a healing nerf to the pack

I still think that you have to remove a part of her kit to fix her it’s just too much imo

eh i dont like removing abilities…we lost enough