My opinion on how to rework Brigitte to be more fun

First off, I would like to say that the goal I’m designing for is not to make Brig useless. I also want to keep the original goal of Brig (countering dive) intact. The format I will use is as follows:

Example(passive)
Changes
comment on changes

Primary Fire
Changes
comment on changes

Ability 1(E)
Changes
comment on changes

Ability 2(Shift)
Changes
comment on changes

Example ability 2(ultimate)
Changes
comment on changes

Stat Changes
Changes
comment on changes

Alright, let’s begin.

Inspire (passive)
Effect changed to be 20% lifesteal that only heals teammates.
This will add more thought and uniqueness to using Brig’s passive, instead of its current effect of turning her into Lucio for a few seconds

Primary Fire
Now functions as Whip Shot, with the following changes. Damage reduced to 60. Knockback reduced to 30%. No cooldown.
This will add more skill to Brig, and also make her “stay away” gimmick less binary, in that at longer ranges her flail will take longer to return, thus reducing DPS. It will also help keep flankers at bay, with its small knockback.

Whip Shot(shift ability)
Replaced with the old Primary Fire, with the following changes. Now affects a 360 degree area around Brigitte, deals 50 damage, and knocks back enemies by the amount old Whip Shot does. Has a 7 second cooldown. If deflected by Genji, the flail returns without completing the swing.
This will help against targets quickly moving around close to Brig, as well as give her a good tool in teamfights to replace her old Primary Fire.

Shield(Secondary “fire”)
Health increased to 650. Regeneration rate reduced by 60%. Now uses the damage reduction that Armor has.
Brig’s shield now requires more thought, as it is much more of a problem for her if it takes large amounts of damage or breaks. However, it can take much more as well, and the armor damage reduction not only fits her theme better, but also is useful against flankers due to their weapons generally dealing many instances of low damage.

Shield Bash(Primary Fire while shielding)
No longer stuns. Deals triple the knockback, and disables normal movement for 2 seconds. Cooldown reduced to 6 seconds.
Now is much less useful as a attacking tool, thanks to it not stunning. However, it now has more use when defending, as short-ranged characters (AKA flankers) will be faced with either using movement abilities to return to their previous position, or wait for the debuff to expire, possibly firing at a Brig that attempts to get close. Paired with support from a team, the lack of movement can enable a easy follow-up. Characters affected can still use any of their abilities and fire, however, so they’re far from helpless.

Repair Pack (E ability)
Now heals over 1.5 seconds, instead of instantly. Heals for 100 health and grants 50 armor that decays by 5 armor each second after 3 seconds. Range is increased by 5 meters.
Repair Pack felt a bit unfair, as it would instantly bring a nearly-dead character back to nearly full health. The healing being spread over a second and a half should help negate this. The armor now is more useful, since it seemed to vanish too quickly to be very interesting. The range also sometimes felt a little awkward, so it has been increased slightly.

Rally(ultimate)
Now applies 120 armor and heals for 60 instantly in a large radius. Does not have a lasting effect. Armor maximum is now 150.
Removing the armor effect over time removes the ability to use it to both help win one teamfight, and still have 100 armor for the next fight. Now, Brigitte will have to choose whether to use it during a fight for the 60 health heal, or before a fight, to help against possible burst damage.

Stat changes
Health reduced by 25. Armor increased by 25. Speed increased by 10%.
Losing Inspire’s selfhealing and Rally’s speed boost might make Brigitte a little too weak, so replacing 25 health with armor and giving her 10% more speed should help with that.

And that’s everything! These changes might be a little OP, but they should eliminate her capability to simply do everything, and allow more counterplay. They should also allow her to be more effective and fun to play, as well as solidifying her role as a armor-based support who can deal with flankers. Please let me know what you think, and what you would change. Personally, I think the duration of locking normal movement on Shield Bash and the duration of the armor on Repair Pack might end up being a bit too long, and Rally might need a small buff, but otherwise I think it would work well.

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I could get behind some of these changes, especially making her armor pack not instant.

My ideas are to slightly increase down time after the shield is broken before it starts recharging, and adding a short delay when bringing shield up before shield bash is available. And to slightly decrease self heal, just like they did to Lucio a while back. Those combined with the armor pack suggestion you have I think would do a lot.

Seems a bit complicated when the answer could be so simple, that being turning the whip shot into the stun and the shield bash into the knockback. So much of the problem would be solved

That wouldn’t work because:

Would no longer counter dive.

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I mean it could if we turned. Shield bash into that Dizzy effect that Gray Falcon suggested a while back, locking mobility efffects for the currrent stun duration which would be long enough to land the whip shot (which would have the knockback removed in my idea)
Sudddenly she becomes better at dealing with the dive heroes while subsquently nerifng her power against non dive heroes.

You can’t counter dive, a mobile comp, reliably with a stun on a projectile…:confused:

… did you even read the damn suggestion I JUST sent you

And here is the problem, she should not counter dive, she should counter dive heroes, but not dive. When 1 hero counters 6 at the same time, it’s busted.

I did read the “damn” suggestion you gave me. Knock off the hostility.

Why even change her at that point?

It’s not a good suggestion. If she stuns you, she has to put her shield down to attack you. And if she does that while the enemy is able to shoot at her…what’s the point of doing it?

@Quarantane For the downtime after the shield is broken, I did consider increasing that, but decided against it due to the slow recharge already making it much slower to be at full strength. (40 health regen per second, so 16.25 seconds to recharge from 0 to full). Originally I thought about making it 25 health per second, but considering that would make it a 26 second recharge, it seemed too long.

For the delay between bringing up the shield and bashing, that might be useful, but it also might be too big of a nerf. After all, Shield Bash would be a pretty different tool than before. Regarding reducing selfhealing, my idea for Inspire entirely removes it.

@Quasar I agree that she alone shouldn’t be able to shut down even 3 heroes. Maybe 2, if she faced, say, Tracer and Reaper, and possibly had a healthpack to grab mid-fight.

She should, however, be able to be very good at helping her team to counter a few flanking heroes attacking. After all, a Brigitte that can’t help her team… isn’t much of a hero at all at that point. And as much as I dislike the current form of Brig, she presents some amazing concepts too. Like being able to heal while not having to focus on only healing (mercy…), providing health other than normal health consistently, and having the firepower to not be nearly defenseless.

@Melke While that appears to help, the “dizzy effect” concept seems to simply be the concept I suggested for Shield Bash, only it lasts for the 1 second her stun does now. However, this also leads to the disastrous result that she now has a long range 1 second stun on a 4 second cooldown, and the ability to lock enemies into place for 1 second at close range.
This means that she has even more potential to CC everyone and everything. Not only does her stun get +10 damage and long range, it also gets nearly HALF the cooldown it does now.

She even has another effect that locks enemies into place, allowing her to (more or less) remove an enemy from the fight for 2 seconds, while also dealing (60(whip shot)+35(flail)+50(bash)+35(flail))180 damage to them. Then it’s another 50 damage and 1 second stun 2 seconds later. 3 seconds after that, the 180 damage combo can be repeated. 3 out of every 8 seconds can be spent with someone stunned (or unable to escape) and taking heavy damage. Not to mention that slower heroes might be unable to escape this loop in any way except killing her, and since she has a shield, that’s pretty difficult for a tank.

While your suggestion sounds good in theory, it seems likely that it would only provide Brigitte with options to kill any hero. Snipers can hardly snipe her thanks to her shield and Whip Shot. Players from anywhere in her Whip Shot range can be stunned, and possibly get hit with a follow-up with Shield Bash. 200 health heroes now can be comboed until they have only 20 health. 250 health heroes require only two flail hits to kill after the combo. Tanks cannot escape, due to their lacking mobility. Only Orisa has any hope at beating her, as Fortify can counter a single Whip Shot, but Whip Shot will be off cooldown nearly twice before Fortify is ready again.