My own experimental patch since everyone else is doing it

No balance, just memes (jk these are mostly serious, but some of these will feel meme-y when I’m not too sure how a hero works but I wanted to touch on everyone.). Criticism welcome.

Ana

  • Biotic Rifle
    Ammo increased to 14 rounds, up from 12
    Healing amount increased to 75, up from 70
  • Sleep Dart
    Enemy “struggle” mechanic added, allowing an opponent who has been hit by sleep dart to end the effect early.

This is intended to both increase Ana’s individual damage and healing potential while also giving tanks more ability to escape a potential team-wiping situation.

Ashe

  • The Viper
    Damage increased 40-80, from 37-75 when scoped in.
    Reload time decreased to .23 seconds, down from .25 after first bullet reloaded.
  • Coach gun
    Enemy Max knockback reduced by 2 meters.
    Self Max knockback increased to 10 meters, up from 9.4
    Damage per pellet reduced to 5 or 75 per shot, down from 6 per pellet or 90 per shot.

These changes are made to reintroduce power into The Viper while reducing the kill potential in her dynamite and coach gun, while still giving her the tools necessary to make a clean escape.

Baptiste

  • Biotic launcher
    Secondary fire Changed to 55 HP per round on a direct hit, 50 HP per round on the outer edges of splash
  • Immortality field
    Replaced with a new ability, Cleansing Shot
  • Cleansing Shot
    18 second cooldown
    Removes negative status effects, such as slow, freeze, anti-heal, burn, poison, and other damage over time effects.
    Does not cleanse stun, sleep, knockdown, knockback, rooting, or pulls (such as Halt!, Graviton Surge, or Gravitic Flux).
    Not a lingering effect, can only be successfully applied after a status effect has been placed on a target.
    Will not cleanse status effects that have been applied after cleansing shot has been used.
  • Exoboots
    Baptiste now has increased air control.

These changes are in mind for higher-tier play. With his primary utility replaced, Baptiste would need an ability with a large (but not equal) impact to replace what was changed. With this in mind, and his primary bunker/anti-dive utility removed, exoboots was given more air control to assist him in escaping coordinated attacks against him.

Bastion

  • Recon Mode
    Spread angle reduced to 1.22, down from 1.25 maximum.
  • Reconfigure
    Transformation is now at 0.5 seconds for both modes, down from 1 second to transform into Sentry Mode
  • Configuration: Tank
    Cast time reduced to 1 second, down from 1.5
    Fire rate increased to 1 shot per .8 seconds, down from 1 second.

Bastion is a hard hero to balance, but the most common complaint I’ve seen people who enjoy playing him is that his transformations feel too long. These changes are made to address that and give a little more fluidity to his kit. Likewise, the increase to tank mode fire rate is to address the lack of impact the ultimate has in higher ranks.

Brigitte
HP increased to 100 normal health, +50 armor for 250 HP

  • Inspire
    Radius reduced to 15 meters, down from 20
  • Whipshot
    Cooldown increased to 5 seconds, up from 4
  • Repair Pack
    Amount of charges reduced to 1. Cooldown of 6 seconds. Now gives additional 25 armor if target is at max health by the end of repair pack healing duration.
  • Barrier Shield
    Maximum Health increased to 300, up from 250

These changes are to help Brigitte return to the brawler play-style Brigitte players enjoyed, while also decreasing her repair pack healing output. Much of these just revert her to her pre- role lock state, but I feel like that version of Brigitte is worth trying in this version of the game, as we never had a chance to prior to her rework.

D.Va

  • Defense Matrix
    Length increased to 15 meters, up from 12.

It’s hard to balance D.Va, as it’s been proven that she can have one buff that makes her completely overbearing in most ranks, or receive ten buffs and have nothing worth noting change about her. Most D.Va players ask for this, so it’d be interesting to see how this plays out.

Doomfist
FIX HIS BUGS

Like, seriously, this hero has so many bugs I wish it were funny. We need to address these before I can, with any confidence, touch this hero.

Echo

  • Duplicate
    If health is below 50%, Echo’s health will restore to 100 HP after exiting Duplicate. If her HP is 100 or above, no health restore is applied.

Genji:

  • Shuriken
    Damage increased to 29 per shuriken
    Right click recovery rate Increased to .7, up from .68
  • Deflect
    No longer freely cancelable.
  • Dragonblade
    No longer receives damage reduction from Nanoboost
    Damage increased to 140 per slash

Genji needs some attention, but he’s a hard character to balance. These are meant to give him more power in his kit, at the cost of nanoblade synergy and some of the firing speed given to him over the past year.

Hanzo

  • Storm Bow
    Max arrow speed increased to 115 meters, up from 110.
  • Storm Arrow
    Amount of Arrows reduced to 3, from 5

This change is meant to increase his capabilities at hitting long distance targets, at the cost of close range duels and some of his anti-tank potential.

Junkrat

  • Concussion Mine
    Damage on direct hit increased to 135, up from 130.

Honestly, I think Junkrat is fine, but I’ve often seen people ask for more damage in concussion mine, and the suggestions made by pros in the panel sounded like a good idea when I heard it. This is just me stealing the idea.

Lucio

  • Sound Barrier
    Ultimate charge reduced by 10%

I think Lucio’s pretty balanced, personally, but sometimes it feels that you’re waiting much too long to get his ultimate.

McCree
This is another one I feel is mostly balanced. I understand he’s meta at the moment, but I don’t know what I would change here.

Mei

  • Endothermic Blaster
    Primary fire can no longer pierce targets
    Ammo consumption decreased to 15 rounds per second, down from 20
    Freeze duration increased to 1.5 seconds, up from 1.3
  • Cryo-freeze
    Healing increased to 55 HPS, up from 50
  • Blizzard
    Freeze now begins at 2 seconds of exposure, down from 2.5

Considering the earlier changes made to Baptiste, giving Mei some of her power back in the face of a more readily available cleanse seemed sensible.

Mercy

  • Resurrection
    Now freely cancellable. 30 second cooldown is still applied even after cancelling.

At the moment Mercy I think is pretty balanced. However, being able to press the ability button to cancel when a situation has rapidly changed would be a breath of fresh air for many Mercy players.

Moira

  • Biotic Grasp
    Lingering heal increased to 4 seconds, up from 2
    Biotic resource regeneration increased to 24, up from 22

These changes are meant to make Moira’s resource management less burdensome, giving some of the ease of use in her kit back without lowering the current skill floor.

Orisa

  • Fusion Driver
    Projectile speed decreased to 110, down from 120 meters
  • Protective Barrier
    Health increased to 900
  • Fortify
    Orisa’s headshot immunity has been removed

These changes are meant to return Orisa to her defensive bunker playstyle.

Pharah

  • Rocket Barrage
    Pharah can now freely cancel her ultimate.

I think this one’s pretty self-explanatory. I was originally going to reduce her fuel resource consumption, but I haven’t tried her out since the buff she got on live, so I can’t speak to it.

Reaper

  • Shadow step
    Sound Cue reduced by 50%
  • Wraith Form
    Cooldown reduced to 7 seconds, down from 8

Reaper is a flanker hero, but with how loud he is, it’s difficult for him to perform his job as an assassin properly. These changes are aimed at improving his positioning abilities and mobility without making him overbearing.

Reinhardt

  • Rocket Hammer
    Damage reduced to 75, down from 85
  • Earthshatter
    Duration increased to 3 seconds

Reinhardt’s mostly fine, but some of the buffs he received felt a little tone deaf o his problems. This is meant to fix that. (Also totally stolen from the suggestions of pros that didn’t make it to this experimental card, but it was a good change I agree with)

Roadhog

  • Scrap Gun
    Ammo increased to 6, from 5

Let’s be honest guys, he could use it with the other changes I’ve put here.

Sigma
Health adjusted to 300 normal health, 200 shield health (500 total)

  • Experimental Barrier
    Barrier health increased to 800
    Cooldown time decreased to .5 seconds
  • Kinetic Grasp
    Removed From Sigma, replaced with Gravitic Anomaly
  • Gravitic Anomaly
    Sigma can now levitate at the same rate of his normal movement for 3 seconds.
    10 second cooldown.
  • Hyperspheres
    Range reduced to 16 meters, down from 20
    Direct hit damage reduced to 50 per sphere, for 100 total damage on 2 direct hits.
    Implosion radius increased to 4 meters, up from 3

These are meant to push Sigma more in the direction of a main tank while reducing the capabilities of double barrier.

Soldier: 76

  • Heavy Pulse Rifle
    Vertical recoil slightly reduced
  • Tactical Visor
    Helix Rockets once again lock onto targets.
    Soldier can now reload while sprinting.

Soldier’s pretty much fine in my opinion, but his damage could be a little more consistent.

Sombra

  • Hack
    Max Range reduced to 10 meters, down from 15
    Duration increased to 6 seconds

Reducing range in favor of a longer duration.

Symmetra
Health reduced to 100 normal, 100 shield (SORRY, I CAN’T MATH IT WAS SOMETHING COMPLETELY DIFFERENT BEFORE)

  • Photon Projector
    Beam length increased to 15 meters, up from 12
    Secondary Fire damage decreased to 10-70 direct damage, splash removed
    Secondary Fire now pierces barriers and enemies
    Secondary fire speed reduced by 30%
  • Sentry Turrets
    Projectile speed increased 30%

These changes are meant to increase Symmetra’s range of play at the cost of overall damage and durability, on the trade-off of a hero who can readily apply anti-barrier and and work through potential double shield compositions.

Torbjorn
Critical hitbox size reduced by 15%

Torb is all head. He is mostly balanced, but this would significantly help him see better viability against people who can aim.

Tracer

  • Pulse Bomb
    Damage increased to 90-400

With these changes, Tracer’s range feels fine. However, her ultimate has felt less than stellar since it had received its nerfs some time ago. This is meant to give power back to her ultimate and return some of the threat it once posed.

Widowmaker

  • Grappling Hook
    Cooldown reduced to 10 seconds

With the power given to flankers here, Widow needs a more readily-available escape method.

Winston

  • Jump Pack
    Cooldown resets after a successful kill.

With the amount of damage in the game and the range winston needs to operate in, giving him a reset on this ability will aid his surviveability far better than any barrier or armor changes.

Wreckingball

  • Knockback nerfs reverted
  • Adaptive shield
    Now has maximum 1300 total health applied
  • Piledriver
    1 second loss of air control for enemies under piledriver effect.
  • Grappling Claw.
    Maximum of 5 seconds attached

This was meant to give back Hammond’s displacement and durability, at the cost of how good of a tool grappling claw can be at cheesing objective areas.

Zenyatta

  • Harmony/Discord Orb
    Deploy speed reverted.

This change was senseless, it can definitely be reverted.

4 Likes

Basically took a big poopoo on Genji but that’s a bit refreshing I guess.

I like most of these.

1 Like

This is a nerf, which I assume wasn’t your intention.

this is also a nerf, a REALLY big one too

2 Likes

I would add “Removed backwards movement speed penalty”. Lucio should be able to escape while moving backwards in the open. There are already plenty of barriers to prevent slipping around buildings.

Ouch and I thought the Panel was bad…

I was trying to get health back to 100/100. What’s on the note I made is definitely a mistake because I couldn’t remember that it was initially just a 50% division.

Otherwise, yeah. Secondary fire’s getting nerfed if you can spam unblockable damage.

The Sombra one is also an intentional nerf. Additional hack time should come with drawbacks.

This nerf as huge as nerf on pros’s exp :neutral_face:

Nerfing symmetra, buffing tracer.

Nothing else really needs to be said here.

2 Likes

Finally someone uses brain while balancing.

Great changes :+1:

Except

NGL, this change feels like it shouldn’t be a thing. 1, ANY damage cancelling GH is not going to feel good, and 2, 9 second Grapple is too low of a CD. 10-12 seconds is really the best CD range for it, since 9 seconds or lower can potentially cause Widow to reposition WAY too much. Especially with a GH Shot, she’ll be flying everywhere. We saw this happen with 8 second GH, so I’m worried it’ll happen again.

  • Orisa
    I removed fortify immunity due to the amount of shield health restored. It was given to her due to the crap changes they’ve been doling out to her. I can be persuaded to add to the damage reduction amount, but I feel like shouldn’t have a strong barrier And be immune to crit damage in fortify.

  • Sombra
    I felt like such a big reduction might be a better justification on the increased hack duration. I’m not against increasing it to 12-13 meters, just felt like people who don’t like Sombra would feel better if she had to play closer.

  • Symmetra
    As I explained above, an ability that pierces barriers and enemies would need to have its strength significantly reduced, especially when it’s on her weapon’s secondary fire. It’s the only way I felt I could justify a barrier piercing ability without a cooldown.

  • Tracer
    With the proposed tank buffs, I felt Tracer would need a stronger ultimate to offset the fact that they have much more to back their protection up than they do now, and adding to Tracer’s base kit just makes life in general harder for anyone not a tank.

Just for future reference to help with formatting:

  • You can
    • do this

two spaces before the * on the next line.

That’s fair. I hadn’t been around for 8 second hook, so that wasn’t something I was aware of.

1 Like

this is why adding pierce to orbs is such a terrible change. her orbs rn are already numbered very poorly. making them pierce shields and people simply makes it unjustifiable to have any good numbers on them at all (stuck having to make it worse in being less consistent from lower firerate AND lower projectile speed —> bad as spam and bad as an aimed projectile).

1 Like

How is McCree balanced? He is in every game for a reason.

HP: 225 --> 200

FTH damage per bullet: 50 --> 40

1 Like

It sounds like it’d no longer be a drone that lasts for five seconds, or until destroyed. In which case there’s no way this cooldown should be eighteen seconds. Ana’s grenade is ten seconds, for comparison.

Orisa’s gun is a large part of her gameplay. Making it feel more responsive is important. I’d rather she remain underpowered and fun than balanced and dull.

I disagree because it takes SO long to charge it. At least in my rank. I respect your opinion though.

I like most of these. Some are meh :+1:

I like the option to cancel Mercy’s resurrect.

As for something more radical, more “experimental” and less balance-focused…

Guardian Angel:
-Cooldown increased from 1.5 seconds to 2 seconds
-Pressing (or holding, if Toggle GA is switched off) the Reload key mid-flight with the Caduceus Staff equipped will cause Mercy’s flight to reverse towards her starting point

This is intended to allow Mercy a quick escape mechanic after flying to a teammate to help them, while slightly increasing Guardian Angel’s cooldown as a compensation nerf.

I’m just curious to see how this would affect things tbh, I don’t think I want to see this change go live xD