ive had this for a while, so i thought id post them to get some feedback on the ideas overall:
but first a disclamer
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numbers, as always, are for context, and not set in stone, judge the idea, not the exact numbers
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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
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Cooldown increased from 5 seconds to 7 seconds
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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)
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Ammo Usage increased from 20 per second to 35 per second (roughly from 10% of total resource pool to 15% drain)
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Healing increased from 65hps to 80 hps
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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