I got bored and started writing Bastion changes instead of catching up on all the work I have from getting (and still being) sick.
This post will basically have 2 parts. I’ll quickly list the gist of the changes, but please be gentle with me here lol, I tried to make him a legitimate tank that could help teammates and his co-tank. Otherwise, he’d just be picked with Orisa on defense to claim as much space as possible.
Additionally, I have not typed the thread yet, but it’s multiple pages in my notes. That being said, I know it’s probably long but I ask if you do give feedback, skim through the details of what you don’t like so I can change or even rework them please!
Bastion
Health: 350
Armor: 100
Ironclad is slightly stronger but doesn’t stack or effect temporary health/permanent&temporary armor
Recon: same fire rate as 76, bullets are no longer hitscan and faster than Orisa’s but slightly slower than Ana’s out of scope.
- 15 damage / previously 20
- Fall off 20-35 / previously 25-45
- Minimum Damage due to fall-off 35% / previously 50%
- Clip size increased from 35 to 50
Self Repair (Secondary)
- Replaced with new ability: Experimental Energy
Will give him Temporary health and can apply it to allies. Less effective than Zarya’s bubbles but can be spread out more decisively than her cooldowns.
Experimental Energy (Secondary) no short version tbh
Sentry Mode
Critbox is on top of his model instead of on its back.
Max Dps decreased from 450/s to 360/s with critical blows on a 20% slower fire)
Fall-Off starts close like Reaper’s shotguns and end fast like Tracer’s pulse pistols to make him formidable up close and dangerous to tanks without large self-sustain capabilities but vulnerable to being out-poked at corners and at range. His moved crit box will also give snipers a 1 on 1 advantage without forcing a team to swap to divers to try and overwhelm him and get behind him.
Minimum fall off damage could remain 50% to retain potency but i can also see as low as 20% because of a tank being able to output so much damage with a Mercy damage boost or Ana nano.
Gun takes 1-2 seconds to reach max fire rate and slows back down at a similar rate when firing has ceased.
Configuration Tank
Bastion moves slightly faster than normal to match the pace of Genji/Tracer and is not affected by movement penalties but can still be afflicted by slows
Same old tank with 25% of the damage, mildly faster fire rate (burst damage becomes more rapid but keeps exploding projectiles) + experimental energy regenerates at a much faster speed.
My attempt in reworking Bastion is…messy, I know. But I don’t want a human turret sitting next to Orisa Torb and Sym to mobilize them as a meta.
To truly gain viability, Bastion needs to offer versatility to help his other tank which is why energy gives temporary health based on their maximum health. Helpful for Rein but not op for Tracer) while being able to tank for himself and not be broken
It’s a hard task, and I definitely thought about lowering his damage some more, but machine guns that similar brawly classes have in other games deal a ton of damage with a high spread and bad range. I think that can work for Bastion too by hastening his fall-off and possibly removing the spread reduction after consistent fire.
How this may sort of, kind of look in a patch notes
Bastion
Moved to the “Tank” role (or possibly utility when we get one if we lover his health )
Recon Mode (Primary)
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Fire rate increased from 8 bullets per second to 9
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Bullets are now projectiles that travel 115 meters per second
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Damage per bullet is lowered from 20 to 15
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Damage fall-off now starts at 15 meters and ends at 35 meters
Minimum damage per bullet is decreased to 5.25 -
Maximum ammunition clip size is increased from 35 to 50
Self Repair (Secondary)
- Replaced with new ability: Experimental Energy
Experimental Energy (Secondary)
Tap active ability button to switch targeting between players and self
- Maximum stored energy is 80
- Passively regenerates 3 energy per second
Additional:
3 per second in Recon
1 per second on medkit spawn location
3 per second when contesting the payload
4 per second when contesting an objective
2 energy for every 30 damage absorbed by temporary health - Energy for self is consumed at 20 per second
- Grants 2.5 Health per tick (50 healing per second) and 3.5 Temporary Health (75 Temporary Health per second)
- Experimental energy can be focused on an ally to grant 20% of their maximum health per second, up to an additional 50% health.
(Energy consumption is based on temporary health given where 1 energy equals 3.5 temporary health. Tracer would consume ~8.5 per second while Wreckingball would consume ~34 per second) - 2.5 Second interval (after most recent cast. Decay of applied health can not he interrupted after starting) before health decays on self (15 per second)
- 1.25 Second interval before health decays on allies (30 per second)
Cooldown between each use is 3.5 seconds that can be negated for an extra 15 energy as initiative by holding the active ability button
Sentry Mode
- Movement speed penalty when entering Sentry is decreased from 100% to 50%
- Bastion gains 100 Temporary health over 1 seconds upon entering Sentry Mode
- Base movement in Sentry Mode is now 72.7% (4 m/s walking speed vs the normal pace of 5.5 m/s)
*Bastion is immobile while firing primary weapon and remains immobile for .4s after that can only be interrupted by re-entering Recon mode. - Movement speed penalty when leaving Sentry Mode decreased from 100% to 20%
- Damage per bullet decreased from 15 to 6
- Fire rate decreased from 30 bullets per second to 24
- Crit multiplier is increased from 2x to 2.5x
- Fall off now starts at 10 meters
- Ammunition clip size decreased from 300 to 240
- Initial fire rate begins at 6 bullets per second and linearly increases to a maximum speed of 24 bullets per second over 2 seconds.
Weapon fire rate will regress to a minimum of 6 bullets per second over 3 seconds. - Cooldown before re-entering Recon is 2 seconds
- Cooldown before re-entering Sentry is 8 seconds
- Can no longer enter Sentry Mode in mid-air
Configuration Tank
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Cast Time reduced from 1.5 seconds to 1 second
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Damage per bullet:
Reduced from 60->35 upon direct impact
Reduced from 140->20 upon splash -
Regeneration for Experimental Energy is increased to 11 per second
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Projectile Speed decreased from 60 meters per second to 40
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Rate of Fire increased from 1 rocket per second to 2 per second
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Duration increased from 8 seconds to 10
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Knock back increased by 25%
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Effected targets by splash or direct damage will be inflicted by burning, dealing 30 damage over 4 seconds.
Burning can stack the duration will reset with an increased tick rate to reach the set damage required. An example is a target that was hit twice will be burned until it has dealt an equivalent of 60 damage. If the duration is automatically 4 seconds, the burning effect will now tick faster to meet required damage in the allotted time. Focusing a target down is the ultimate goal as the burning will start to negate healing on that single target. Spreading out your attacks can also make healing less effective
ok I obvi have no idea what I’m doing with his ult but a cauterize sounded nice in my head
Thoughts? Too much? Too little? Too much dps too little tank? Too op? Too weak to be competitive as an off-tank?
Everyone says Bastion should be reworked into a tank. I just don’t want to see a 600 hp turret that is basically Torb’s old ult sitting on a payload. That’s too…lazy…
I understand if you don’t like the idea. But I tried lol