[ Orisa] Active playstyle change idea

I dunno, I just feel like it goes against Orisa’s design to focus on making her move more.

She’s supposed to be an immovable object, a foil to Doomfist’s unstoppable force.

Interesting ideas nonetheless though :+1:

I’m more in “how do we get rid of DoubleBarrier” mode.
And I figure “weaker at close range” is the answer.

But the really tricky part is how you get rid of DoubleBarrier, but encourage SingleBarrier.

Besides which, Doom still wouldn’t be able to do much against this style of Orisa.
No wallslam means he’s relatively toothless against Orisa.

No no no no no.

A Tank with super effective long range, especially with a shield, is a bad idea.

Just think about it.

Orisa is fine as is.

I think all of this is really good!

The only thing im iffy is increased projectile speed. In my opinion and experience I think its pretty solid. And it gives good damage too.

It tackles the bland playstyle, but keep as effective as possible.
Besides “Your safety is my primary concern”
So fortify fits that much better

You had me at the projectile speed increase. Mmm, yeah.

At 50% damage reduction she could be pocketed and not take any damage essentially, even under focus fire.

It’s probably not needed for Tank balance, but my goal is increasing the desirability of playing BarrierTank, beyond what it is now.

Also the Orisa changes are a piece of a larger puzzle.

Orisa

  • Fortify : Slightly larger hurtbox, 4sec duration, 20% damage resistance, 20% movement speed increase, immune to CC effects, immune to headshot multiplier effects, can bodyblock ults and piercing attacks, does not feed ult charge.
    • Dark blue outline around her HP/Armor to signify no ultcharge feeding
  • Halt : Does not Slow enemies
  • Barrier : 600hp, on an 7sec cooldown
  • Primary Fire : Projectile speed increased 20%.
  • Passive: Gallop: After walking forward for 1sec without using abilities or attacks, Gain 5% movement speed for each of the next 4seconds, for a maximum movement speed increase of 20%, canceled when using abilities or attacks
    • Would be even better if they could change her run-cycle animation to be a gallop.

Sigma

  • Accretion: Does not stun at close range.
  • Kinetic Grasp: Recharges his barrier instead of granting temporary health.
  • Barrier: Increased to 1200hp
  • Primary Fire: Projectile speed increased 20%.

Armor

  • Reduces all damage by 20%.
  • Replaces all current armor math.

Mei

  • Role: Moved to the Tank role.
  • Health: Increased to 350.
  • Iceblock: Self-healing reduced to 100hp from 150hp.
  • Iceblock: Can be healed by teammates during. <---- Revert
  • Icewall: Cooldown decreased from 13 to 10 seconds. <---- Revert
  • Blizzard: Duration increased from 4.25 to 5 seconds. <---- Revert

Winston

  • Primal Rage: Gains 1000 DarkBlueHP instead of NormalHP
  • Primal Rage: Does not give ultimate charge to the enemy team when attacked.

Well, isn’t that fun.

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This actually looks like a fun fix for Orisa.

maybe…im not sure.

this is easy to do in workshop though, you could try it

Oops bumped by accident, was sharing with somebody