My serious attempt at balancing heroes (outdated)

As opposed to my lazy attempt omegalul

General

  • Reverted the change that made knockback the same to all heroes regardless if they had some form of knockback resistance.

Tanks

D.Va

  • Defense Matrix
    • Cooldown decreased from 1.5 seconds to 1 second

Orisa

  • Protective Barrier
    • Cooldown decreased from 10 to 8 seconds

Reinhardt

Roadhog

  • Take-A-Breather
    • Cooldown decreased from 8 seconds to 6 seconds

Sigma

  • Hyperspheres
    • Rate of Fire increased from 1.5 seconds per burst to 1.3 seconds per burst
  • Experimental Barrier
    • Recall cooldown removed
    • Activating Experimental Barrier now has a cooldown of 1 second
  • Gravatic Flux
    • “Lift” duration decreased from 2 seconds to 1.3 seconds

Winston

  • Armor increased from 100 to 200 (400/200)
  • Jump Pack
    • Cooldown decreased from 6 seconds to 5 seconds

Wrecking Ball

Zarya

Damage

Ashe

Bastion

  • Configuration: Recon
    • Rate of Fire increased from 8 to 9 per second
    • Ironclad now applies to Recon
  • Configuration: Tank
    • Self-Healing casting time delay removed
    • Health adjusted to have 100 health/ 200 armor
    • Ironclad now gives 25% damage resistance instead of 20%

Doomfist

  • Seismic Slam
    • Range increased from 15 meters to 18 meters
  • Rising uppercut
    • Recovery time decreased from 0.35 seconds to 0.2 seconds
  • Rocket Punch
    • Maximum initial damage decreased from 100 to 60
    • Maximum wall impact damage decreased from 150 to 90
    • Maximum charge time decreased from 1.4 seconds to 0.9 seconds
  • Meteor Strike
    • Inner ring damage increased from 300 to 350
    • Inner ring range increased from 2 meters to 2.2 meters
    • Outer ring maximum damage increased 20-200 to 30-300
    • Outer ring damage calculation change to decrease damage more rapidly if ring is closer to inner ring (so like if you’re near the inner ring, the damage goes down from 300 a lot more quickly)

Echo

  • Focusing Beam
    • No longer cancelable
  • Duplicate
    • Echo returns with 50% health if her duplicated form is destroyed

Genji

  • Shurikens
    • Damage increased from 28 to 30
  • Dragonblade
    • Damage increased from 120 to 125

Hanzo

  • Storm Bow
    • Projectile size decreased by 10%
  • Storm Arrows
    • Damage increased from 60 to 65
    • Number of arrows increased from 5 to 6

Junkrat

  • Frag Launcher
    • Projectile size increased from 0.2 to 0.26
  • Riptire
    • Area of effect increased from 10 meter radius to 12 meter radius
    • Cancel button removed (literally no change because the cancel button also detonated the tire for some reason)

McCree

  • Peacekeeper
    • Recovery time increased from 0.42 seconds to 0.46 seconds

Mei

  • Endothermic Blaster (Primary Fire)
    • Beam width decreased 10%
  • Ice Wall
    • Health decreased from 400 to 350

Pharah

  • Health Adjustments
    • Health decreased from 200 to 150
    • Shield Health increased from 0 to 50
    • 200 Hitpoints (150/50)
  • Hover Jets
    • Horizontal speed increased by 15%

Reaper

Soldier76

  • Heavy Pulse Rifle
    • Ammo increased from 25 to 30

Sombra

  • Moved to support category
My changes although they are largely irrelevant compared to the entire comment section
  • Opportunist
    • Shows a light pink model when an enemy is below 67% health
    • Shows a red model when an enemy is below 50% health
    • Shows a dark model when an enemy is below 33% health
  • Hack
    • Can now hack allies
      • When allies are hacked, they get healed 40 hitpoints per second
      • Their cooldowns are halved
      • Lasts for 5 seconds
      • Cooldown is 8 seconds
    • Hack casting time and duration now depends on the healthpool of the enemy
      • If an enemy has 200 or below hitpoints, then cast time is 0.5 seconds and lasts for 5 seconds
      • If an enemy has 200 to 350 hitpoints, then cast time is 0.65 seconds and lasts for 4.5 seconds
      • If an enemy has more than 350 hitpoints, then cast time is 0.9 seconds and lasts for 3.5 seconds
  • EMP
    • Hacked ally effect only lasts for 2 seconds
    • Healing is amplified into 60 hitpoints per second
    • Everyone will be hacked for 5 seconds, regardless of healthpool

Symmetra

  • New Passive: Shield Bender
    • Damaging any sort of shield (Barrier, Shield health, Temporary Shield health) regenerates her shield health by 30 per second
    • Does not regen normal health (white health)
  • Photon Projector (Primary Fire)
    • Range increased from 12 meters to 15 meters
    • Damage ramp-up increased from 60/120/180 to 90/135/180
    • Level 1 Beam width increased from 0.2 meter width to 0.3 meter width
  • Photon Projector (Secondary Fire)
    • Splash Damage decreased from 70 to 50
    • Maximum charge time decreased from 1 second to 0.8 second
  • Teleporter
    • Cooldown starts when deployed

Torbjorn

  • Rivet Gun (Alt. Fire)
    • Damage increased from 10.5 to 12 (105 to 120)

Tracer

  • Pulse Pistols
    • Falloff range starts at 12 meters instead of 13 meters

Widowmaker

  • Widow’s Kiss (Sniper)
    • Receiving any burst damage greater than 55 will knock her out of scope
    • (ex: Genji’s shurikens cannot knock her out because they individually do 28 (or 30 if you count this) damage but Junkrat’s mines will because they do 130 damage)
  • Venom Mine
    • Can now hold 2 Venom Mines

Supports

Ana

  • Sleep Dart
    • Projectile size increased by 6%
    • Duration decreased from 6 seconds to 5 seconds
  • Nano Boost
    • Damage-boost no longer applies to “special damage” from hero ultimates*
    • Healing increased from 250 to 300
      • Ultimates using abilities that you could use normally are still applied (e.g. Genji’s dash, Soldier’s entire ultimate, Reinhardt’s hammer, etc.)
      • Ultimates using abilities that come with it are not applied (e.g. Genji’s dragonblade, Reaper’s death blossom, Reinhardt’s earthshatter damage, etc.)

Baptiste

  • Biotic Launcher
    • Healing increased from 50 to 55
  • Immortality Field
    • Cooldown decreased from 25 seconds to 22 seconds
    • Duration increased from 5 seconds to 6.5 seconds

Brigitte

  • Barrier Shield
    • Cooldown after being broken decreased from 3 seconds to 2 seconds

Lucio

  • Note: I would really wish for Lucio to get nerfed because he is always a top tier meta, but honestly it’s just the problem where he’s the only one possible to buff ally speeds and no one outside of Sombra could really cancel that. My sombra changes however might be enough to make her a decent counter to Lucio.

Mercy

  • Caduceus Staff
    • Healing per second increased from 50 to 55
  • Angelic Descent
    • Lowers the impact of Caduceus Staff a little
      • Healing per second decreased from 55 to 50
      • Damage Boost decreased from 30% to 20%
  • Resurrect
    • Resurrected targets now only start with 50% of their maximum health
    • Cooldown decreased from 30 seconds to 24 seconds
    • Casting time decreased from 1.75 seconds to 1.45 seconds
  • Valkyrie
    • Duration decreased from 15 seconds to 8 seconds
    • Healing increased from 60 to 90
    • Chain healing increased from 60 to 75
    • Damage boost increased from 30% to 50%
    • Chain damage boost decreased from 30% to 25%
    • Movement speed increased by 15%
    • Resurrect casting time decreased from 1.75 seconds to 0.8 seconds

Moira

  • Biotic Grasp
    • Now does 25-60 damage depending on range (closer the stronger)

Zenyatta

  • Orb of Destruction
    • Damage decreased from 48 to 46
  • Harmony Orb
    • Can now go through enemy shields
  • Discord Orb
    • Damage amplification increased from 25% to 30%

My guesses on what’s going to happen: Everyone on the forums are going to wonder if I have a brain tumor with the suggestions I made.

11 Likes

SOme of them are good, some questionable, like the Activation Cooldown for Sigma, what do you mean by that?

So I removed the recall cooldown from Sigma, but whenever he deploys it, it instantly starts a cooldown of 1 second. Basically makes instant shield + reshielding situational like before. Good for flying shield to widow’s face and long range protection.

I was going one-by-one but there’s a lot to digest. One category that I wanted to at least touch on was the tanks.

The changes you suggested for Orisa and Sigma kinda enable double-shield again.

1 Like

I dont think it would change anything, because that one second will be gone the moment you set it in place, which will make it seem non existent

1 Like

So a 15 second Resurrect? How about a no.

It’ll make a small difference. Activating a shield then instantly recalling takes around 0.5 seconds so that by itself is already a buff.

I mean my hope is that since I didn’t touch the actual shield healths other compositions could still do stuff to counter it. Buffing Junkrat and Symmetra also certainly helps.

After 5 seconds, the percentage from the ability’s cooldown is reverted to the percentage of the original cooldown. In Mercy’s case, 30 second cooldown would go to 15 for 5 seconds which gets reverted to 20 cause 10/15 = 67% and 20/30 = 67%.

So the first one would just make her Resurrect even more of a “get you killed twice” button.

The cooldown reduction is inconsequential, as even if it were at no cooldown, it would probably get used just as much, since then people can just camp the corpses or let her get away with it to kill someone again and again.

And if anything, make the cast time 1 second. A .15 second reduction only works when its with fire rate that is going off consistently.

I would say just increasing it to 100hps and removing chain beams so Mercy isnt so braindead, movement speed is ok.

Granted, I don’t know the actual consequences of this, but I really feel for as much as they went back on Orisa’s fortify ability for how flimsy they made her barrier, I’d like her to be carved out to have a weak but quickly deployed barrier, exactly like 8sec.

You…hum….killed Dommfist :slight_smile:

I LIKE THAT IDEA

I understand the idea, but that really makes her unplayable against Hanzo/Ashe.

I think that’s smart. Allows some buffs for blades/nano and probably other things without breaking the game !

Please no :frowning:
Don’t favoritize the campy playstyke.

yhea, nerf Pharmercy… still weird. It makes the beams inconsistent I think. But why not.

I mean there’s some good ideas in there, but I just want to nitpick a really ??? suggestion:

McCree landing body shots halfway across the map completely negates Widow

3 Likes

Totally giving up mobility for only 360 damage per second? With the same huge spread? Terrible. Absolutely ruined a hero who’s already not doing well enough.

360dps is no better than soldier get’s with headshots! And soldier can get headshots on tanks.

360dps is on par with the damage rate of roadhog’s primary/secondary fire.

look again kiddo. totally didn’t forget to write this so it looked like i killed bastion.

How did I exactly do that? I made his uppercut flexible again (if you didn’t know that’s a buff) and I gave Doomfist his pre December 2018 arsenal again by buffing his Seismic Slam. Not to mention you can still confirm a kill with rocket punch by animation canceling primary fire to uppercut if you sitll want to one shot. Also made it a stronger mobility tool.

That’s a misquote from me. I only wanted to quote the rocket punch change. Which kills Doomfist.

The changes to the ultimate don’t compensate.

I’m going to respectfully disagree. Punch botting with Doomfist is a big no-no yet without punch botting Doomfist is a throw pick. So, I buffed his Slam to be comparable to old slam and his ultimate is actually a viable kill move now. Also, 1.4 seconds down to 0.9 seconds is huge for his mobility to get in, get out, or do a quick burst damage against tracer and dva. I also main Doomfist.

1 Like

Fine by me ! Just gave my opinion.

Note that I approved some other changes !

1 Like

Just give him all those buffs without making any changes to RP and then he’s in a good spot again. That alone makes non punch bot style viable again and doesn’t buff him over the top.

Please, please, no.

1 Like

I thought well over 2 hours of this and realized that Sombra literally isn’t suitable for dps in 2-2-2. I tortured myself for 2 hours to find something decent for her in support. PLEASE ELABORATE INSTEAD OF SAYING PLEASE TWICE AND NO ONCE :sob: .

2 Likes

Adding headshots is WORSE.

You are tying to fix a hero who’s spread starts at THREE DEGREES with headshots? That’s ridiculous, the damage going from way too low to then way too high. Bastion’s headshots were removed for a good reason, the same reason why McCree’s right click doesn’t headshot nor Ashe’s shotgun.

Please, limit your changes to heroes you sufficiently understand.