My take on a rework for Moira, to increase the skill-floor and the skill-ceiling and too make her playstyle more engaging.
Overal changes
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All damage emitting abilities are stopped by shields (or bounces off in case of damage orb)
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Tighten the hitbox on her biotic gasp (damage) and make it more in line with Symmetras beam
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Added new passive: Biotic weave
All her healing abilities now go through shields, but the damage abilities will not penetrate shields. This removes the inconsistency with her kit today (Biotic grasp doesnât go through shields but orb does). Changed her aiming style for biotic grasp (damage) to increase the skill-floor, thus making it harder for Moira players to alright squash some other duelist by just spamming an orb and flailing her arm around.
Biotic Grasp (Primary fire)
- Max. range 20 meters (increased with 5 meters)
Increasing her healing range to make her viable as a healer who can support divers in her team through the enemy teams shields. Her niche is being the healer who supports through shields.
Biotic Grasp (Secondary fire)
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20 biotic energy per second (increase from 18.75)
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65 dps (increase from 50 dps) (with perfect tracking)
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Replaced current truck-sized beam with a smaller beam
The smaller hitbox on her biotic grasp makes her healing generation harder, therefore buffing the gathering of healing through damage. This is also true with her damage output, therefore the buff. Ana has 70 dmg per shot over 0.6 for reference.
Biotic Orb (Primary fire)
No changes. Changes to biotic orb only affects the damaging orb.
Biotic Orb (Secondary fire)
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Duration changed from 7 to 5 seconds, or until depleted
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Tethered damage orb range change to 2m (from 4m)
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Gets deflected by shields (only tethers to players)
She now longer cant just throw the damaging orb how she chooses, because it is not certain it will give any value because of shields. This incentivises the player to think what is the best orb for the right situation. Should I help my frontline with an orb that will reach them through the shields giving me a lot of ultimate charge, or should I throw one to peel for my support, only damaging one person? The duration change and the tethered range will also help with random orbs killing people in weird places.
Fade
- Remove fade from grav or flux
Moira already has one of the best escapes in the game. Players who avoids (using fade at the right time) or repositions before a grav/flux should be rewarded, instead of just having a âget out of jailâ-free card with the fade.
Coalescence
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Increase healing to 160 hps (from 140)
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Doesnât go through shields (damage them though)
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Tighten the cone of the beam
The removal of having coalescence go through shields changes the ultimate to be a tool for supporting and setting up plays for tanks and dps instead of a fragging laser. It will heal through shields still. It also helps with the cracking of shields and pushing a choke. The hitbox of the laser is also currently too wide therefore I want it tightened.
New Passive - Biotic weave
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When healing a certain amount of damage using biotic orb or grasp under a specific time limit (not herself included) she triggers Biotic weave (Do not really know a number for the amount of healing that is required or the time limit)
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Biotic weave triggered: Overcharges Biotic Grasp and increases damage to 80 dps for 3 seconds of usage (time will not stack, max 3 seconds. When a biotic weave has been triggered it can be stored until used)
This passive gives players who uses her kit to heal a large group of player a way to defend themself when the get attacked by flankers and such.
These changes would add a more of an ebb and flow to the character. To balance your healing and damage, which I think was the intended character design from the beginning. Instead of being an aim-locking freak that orbs and grasp flankers in low elo games.
The numbers might be of here and there so don´t roast me in the comments. You get the gist I hope.
