make pharah’s rocket launcher more audible. It’s almost silent and you can’t hear where she is shooting from half the time if there is any other sound being played. My own soldier’s rifle should not be way louder than an enemy rocket launcher.
revert the moira change or reduce the amount of damage reduction and give her her damage orb back.
Nerf discord.
Nerf damage boost and give mercy more agency.
Increase the charge time and buff winston right click damage.
Change Cassidy’s sticky. The homing element is so broken and honestly fb felt more fair.
Reduce the charge gained for primary fire on Sojourn’s rifle. She should be allowed to full charge right click less often. She basically has widow sniper shots ( perhaps less easy to hit without a scope) and soldier primary fire to fill in the gaps where widow would normally have down time.
I feel like the Sojourn right clicks should require more charge to use.
Heroes:
Nerf ball
Bring back s76 damage (at least to 19)
Give Ashe her original scoped damage (damage boost nerf to 15-20% or do something with it to prevent onetaps, or revert falloff back to 50%)
Nerf bap’s shift or lamp or primary damage (or I play him as dps with his broken utility)
Nerf snap kick damage and decrease his player model hitbox
Release new support hero
Revert Mercy’s SJ tech, your intended tech has no skill in it
Nerf sojourn’s fire rate (back to 13) or disruptor shot damage.
Nerf speed boosts (JQ shout and lucio speed boost is a problem, that will enable Cancer rush comps, e.g. new goats)
Give Ana falloff like all the other hitscans or nerf her primary damage or extend her player model hitbox.
Buff doomfist, he does air but no space
And yeah, everytime I play McCree, using his mini sticky bomb and killing somebody, I can’t hold myself from saying “Skill-Based” General:
Nerf screen shakes
Revert Gibraltar’s original lighting
Revert Ilios original lighting (it is way to red/orange look)
Do something with skyboxes in general, colors are bad looking sun is blinding and stuff
Add kill feed option to make events to appear from top to bottom on it.
Reduce Widow’s Hook CD, perhaps give her 2 charges for venom mine?
Just revert Sombra to OW1 version, she’s useless in OW2
Increase Soldier’s Helix rocket CD by 2-3 seconds but Increase his rifle damage by 2 per shot
Lower Junker queen’s Gun damage
Lower Roadhog’s damage by a considerable margin to a point where he is not a 1 shot sally
Remove Hanzo’s 1 shot or increase his bow charge time, increase his ‘bow charging’ movement penalty.
Reduce Genji’s firerate, add a sound queue when deflect is cancelled, reduce his deflect duration back to 1.5 seconds; Remove dash reset on assists.
Revert Sym
Increase Ana’s Nade cooldown and decrease its damage
Revert Reaper’s spread and damage
Reduce Mcree/Cassidy’s bomb damage, remove his damage reduction from the ult
Reduce Pharah’s firerate
Revert Mercy
Revert Lucio
Nerf Souljurn’s mini grav
Nerf Zarya’s damage or increase her bubble cooldown
Decrease Junkrat’s damage and spam but make the projectile trajectory better, in way that it lands directly where the junkrat is aiming at close to medium range, but falls off greatly at longer ranges
Reduce Baptiste’s gun damage but increase healing slightly
Reduce Mei’s damage from primary and make her secondary less spammable (add higher ammo cost or lower fire rate)
Bring Ball’s infinite hook lock back, but reduce his gun damage
Reduce Sigma’s primary damage so it doesnt 1 shot literally every 200 hp hero
Reduce Ashe’s fire rate slightly
Lastly, Bring back the OW1 lobby UI in OW2, the new UI is sluggish and not responsive at all + i hate the colors
I just want them to revert that garbage Moira rework and make every one of those trash GA changes to Mercy toggleable. I want her OG superjump back.
If for some reason people are too dumb to click shift+ctrl and jump then make it a GA specific option.
I’ve been doing SJ with 4 inch nails, if you don’t have dextertity problems etc then you have no excuse because trashing a tech that a huge part of Mercy playerbase has utilized for years is really bad.
D.Va - Adjust her HP to 675, (300 health + 375 armor) In addition, D.Va armor could be recovered by pressing “R” for 5 sec, (similar to apex shield battery) and the armor could be upgraded by using DM. (similar to apex armor) The armor initially didn’t have headshot damage reduction and it would have 30% headshot damage reduction at final upgrade.
Junker Queen - Her bonus health from Commanding Shout also decays over its duration, and then adjust her health to 450 HP. (375 health + 75 shield)
Reinhardt - health adjust to 350 health + 300 armor.
Wreaking ball - Minefield damage reduce to 110 and stun enemy for 1.5 sec
Zarya - Bubble don’t share same CD, buff to 225 health; Zarya HP reduce to 450. (225 health + 225 shield)
Support:
Brigitte rally also reduce headshot damage by 30% in the duration.
Rework mercy GA to canceling the ability with jump would causing Mercy to levitate like Valkyrie for 4 sec.
2a. Moira:
Combines the effect of damage orb to biotic orb and cut the effect by half. Biotic orb can deal damage and heal at the same time and the max damage / healing reduce to 100 / 150.
Move fade to “R” and necrosis orb to “ L-shift”.
Fade will not have cooldown, last until Moira attack or heal but no longer immune to damage, it still makes Moira invisible, increase movement speed by 30% and have 30% damage reduction. it also can recover biotic energy as biotic orb cannot.
2b. Zenyatta option 1:
discord cause enemy to receive 20% more damage and it has 3 seconds duration. (if out of sight) In addition, increase Zen movement speed by 10%.
2c. Zenyatta option 2:
discord reduce enemy movement speed by 15% and Zen also increase 15% movement speed. it has 3 seconds duration. (if out of sight)
DPS:
DPS passive - When using ultimate, hero will have damage reduce of 30% for 6 sec. (Then remove Cassidy ultimate damage reduction)
3a. Niche - Torb:
Buff Overload duration to 10 sec, bonus armor to 150. When the duration ends, it goes into 15 sec cooldown.
Rework Turret health to 700 health, with 5 damage per bullet, enemy and barrier that being targeted will receive 25% more damage for 3 seconds.
Rework Molten Core to create an overload clone of yourself (the clone last for 15 sec and you control the clone now), it will drop 1 molten slag per every 3 sec and when it is destroyed or time up, it spill 10 molten slag to nearby ground and the damage of molten slag reduce to 120 per second.
3b. Niche - Symmetra(DPS)
Swap Photon Barrier and Teleporter, Photon barrier move to “E”, having 5 sec duration and 25 sec CD. (Keep the barrier health as 5000 will do)
Increase Sym HP to 250 (125 health + 125 shield)
Teleporter move to ultimate, remove the beta 2 rework and keep the teleporter same as OW1, with range increase to 40m and it give overhealth up to 150 when the ultimate is casted, the overhealth will be recovered when Sym use the teleporter and the overhealth is gone when the teleporter is destroyed.
3c. Niche - Symmetra(Support)
Increase turret number to 5 and damage reduce to 30; if the turret stick on wall, it will change to damage mode. If turret stick on ground, it change to healing mode which transform to a Biotic Field.
Allow players to change out what plates they show on the main menu, essentially altering what’s made a shortcut for them. Can adjust which plates are shown, plate size, and plate count.
Reduce pre-match time by 20 seconds. Have Defenders initially spawn at Objective A and make them able to change heroes from there until match starts.
Return post-match Cards.
Tanks
Expand the Role Passive up from 30% resistance to knockbacks to 30% resistance to most non-damage effects.
That means duration of full status effects like Stuns, Sleep, Trap, and Anti, potency of soft CC like Mei’s Endothermic Blaster, and even the effectiveness of Discord Orb.
Decrease their base HP.
Decrease the ult generation penalty to damage and healing dealt to tanks from 50% to 30%.
Cause healing Armor to generate 30% less ult charge. Given that it absorbs 42% more damage per point, that’s still a net bonus, just less cheesily so.
Overhealth
Remove it. Turn it back into Armor and Shields.
If people want to engage during bonus HP, so be it. But their face-tanking damage to pursue a pressure advantage while under the effect doesn’t warrant the other team getting no ult charge out of it.
Also, that green is fugly.
Mercy
Reverted mostly to OW1 functionality.
GA minimum range reduced by 2 meters.
GA now allows you to adjust angle to the destination leftward, rightward, or downward, via movement controls and crouch, to a maximum total effect (about 40 degrees bend off angle, though you can instead save this available influence to the last moment to offset, more than realign, your GA, potentially even shifting past your GA anchor and then launching yourself back the way you came).
During and at the end of GA, you may now use Space to kick off obstacles, allies, or enemies in your path, combining an early slingshot with that force. Additionally, after completing your GA, there is a brief moment of hang-time by which you may “kick off” of your GA anchor itself for additional height, lateral, or reversed movement.
Time spent in Damage Boost accumulates lingering duration to be used and drained after your ending Damage Boost; this is reset, however, with the recipient’s next damage-dealing attack used.
As such, this just adds a very brief moment of leniency. If you were to have held Boost for 0.2 seconds, then gone back to Healing within 0.2 seconds of a shot being fired, that shot would now be amplified while you would have instead narrowly missed it before. This would have no effect on optimized boosting, which prefers less frequent attacks and minimizes Damage Boost uptime consumed while still managing to affect every attack, but would make Mercy feel a bit less wasteful and her Boost, in more typical human hands, feel more fluidly weaveable.
Moira
Reverted to the live version.
Then, given the ability to Fade, for 0.25 seconds, the first ally she passes through while in Fade and the nearest ally within 4 meters when she comes out of Fade.
Note that this is a far shorter duration than the old Experimental effect, and would thus have negligible effect, on average, against damage unless it were done all at once and were incredibly telegraphed (say, Earthshatter, though you could only save one person from it).
Biotic Orb base movement speed increased by 25%, but now cumulatively slows from having dealt healing or damage, making it easier to escape (or keep up with) when it’s near depletion.
Alternatively, it could just have its effect/attachment range reduced to a minimum of 50% as its resource depletes.
Sojourn
In short: Make her more formation-punisher, less sniper.
Original fire rate restored.
Rail Gun now has a channeled element, which takes up half its damage. It will consume 10 Energy per 0.1 seconds to deal proportionate damage before, at end of charge, consuming another 50 Energy to deal the remaining half of the damage. Both pierce enemies and deal double-damage to shields and barriers, and maximum damage has been increased by 25. Projectile size now scales with this charge(-up time), not with energy.
Works like Apex Legends’ Charged Rifle, except you get to choose how long it charges for.
Gives more warning, and makes it harder to get an instant OHKO, as it’d deal only half damage without the earlier tracking. The compensation is that you could potentially get multiple OHKOs in a single shot, if enemies are lined up well enough (i.e., if they pull a large and simultaneous dumb).
Charge rate from hits decreased by 40%.
Now passively generates up to and drains down to 40 energy after 1 seconds of without shooting (up) or landing a hit (down). This rate of generation/decay increases the further you get from 40.
Essentially, it’s pretty well use-it-or-lose-it for a full-charged shot, as it will start decaying over your reload. Of course, you only need the full 100 if you can’t track over the lead-in time.
All in all, this puts the sweet spot nearer to 70-80 energy shots and makes her far less about OHKO flicks than cleave damage.
Disrupter Shot maximum damage decreased to 180, down from 200, and the radius shrinks over time (to a minimum of half).
Overclock, of course, removes Energy decay and halves the initial channel time.
Cassidy
Magnetic Grenade functionality adjusted. If no one enters the blast radius of Magnetic Grenade within 0.5 seconds of its being thrown onto terrain, it just remains stuck there, and can be shot to detonate it. Detonations done in this manner have 3 meters’ greater maximum falloff range.
Bastion
Converting to Configuration: Assault refreshes his Armor to full and converting back to Configuration: Recon returns the previous Armor value if it was higher than the value at which he ended Configuration: Assault.
Subtle ult functionality buffs, or revert it to back to the old Configuration: Tank, perhaps with the ability to hit Shift to change to Configuration: Artillery. While in C: Tank, he can use his secondary fire to lazer-dot up to 3 locations. When next using Configuration: Artillery, pressing Secondary Fire will snap to the (next) nearest of those locations and mortar rounds fired in this way have their firing and recovery time each reduced by a third.
Reaper
Notable functionality buffs to his abilities and the addition of a fitting Secondary Fire action to give him more outplay potential and make his niche a bit less finnicky.
I can give a link for the full details.
Doomfist
Likewise, fairly large changes focused on making him a bit more individually threatening and fluid.
May replace Power Block entirely. If it remains, however, it will be getting a very brief (0.25s) full projectile immunity (blocks effects of Biotic Grenade, Sleep Dart, Accretion) at its start and end.
Junkerqueen : shift nerf
Junkrat : primary fire nerf
bastion: the projectiles of his ult should arrive after 2 sek - 2,5 sek , so its litterly possible that opponents do not dodge fast enough !!! (actually 3 sek ,what a joke)
pls remove slow after using shift
symetra: rework !!! never seen a hero that is extrem weak AND extrem overpowert like her. i cant even tell how that is possible!
Yup. Disruptor shrinking over time wouldn’t really take out the playmaking potential that feels like playmaking potential, while also making it less annoying to face.
Give up. Add the ping system and new graphics engine and UI into OW1. Add a battle pass and make it free to play. Could have and should have been done years ago. Even now it’s the better choice between that and replacing OW with OW2.
Beta 3 to come out and exist. (Extra + if it lands on my B-day somewhere, which about a month away)
Fox Girl to be a character that I’ll enjoy playing, while not causing many problems balance-wise early on.
mostly small adjustments to different characters via balance, like small Cassidy nerf in 1 of 2 areas: Gun dmg (left click) or Magnetic Grenade, another small one could be Sombra, buffed speed time of Hack slightly, and one more example of a small one could be Bastion’s Basic Attack buffed in dmg output.
The next Map to be a Push map.
DPS Passive to not be terrible, like what we had in Beta 2.
To showcase difficulties of each character just like OW, just make the difficulties more accurate, or update em when u need to, so like after a mini-rework, or a full-rework, or something. So, like, right now, it says that Moira’s a 2 Star in normal OW, but in actuality, she’s probs the easiest Support to play in normal OW, and probs should’ve been 1 Star, meaning Easy. That’s just to prove my point of that needing updates. Ik Moira got a rework in OW2, so the difficulty is different, surely, but I needed to use Moira from OW to prove my point better.
For these specific Tanks I’ll name at the end, give them a better means of protecting their team. Like, for those Tanks, I do not see any way that they can realistically protect their team when they need to do their job, as Tanks. Like, it could even be a small something like what D.va or Zarya have, just something more meaningful that’ll protect an entire team. The Tanks: Doomfist, Wrecking Ball, Roadhog.
Symmetra to just generally be better overall. She arguably got worse than she was in OW, going into OW2. And she is already terrible in OW, so to make a bad character Even Worse…How does that make any sense? I already did a full-fledge forum response, and I mean, it’s massive as heck, Just Talking About How To Help Sym In Different Ways, mostly. It’ll be the very final response of said forum. Link to my Forum Response: #ReworkSymmetra - #48 by Marcane-11355
I wanna see more things done with Supports overall. Between the 2 Beta experiences we’ve had, they both heavily focused on DPS and Tanks, which is understandable, especially for the Tanks in the game. But, the Supports… Not all the Supports r perfect by any means. I mean, I’d say Zen, Brig and Lucio are perfectly fine, but the other Supports have room to tinker things around a bit. Moira already got a mini-rework, maybe buff her up a bit. Merci is not perfect by any means, doesn’t matter if u see her as Main Healz, like me, or Off Healz, like my little brother. Be it, Buffs or Nerfs, or maybe try out a mini-rework, doesn’t matter. There’s room to improve there, and I’d like to see more done, and if u do more for Supports, my best recommendation is to target the Main Healz, as I feel Zen, Brig and Lucio are just solid and can be left alone.
I’ll leave my list like that. I know, I could’ve made it look perfect by doing #10, but I have already typed enough of a list, personally. I could add more, but I think this will do fine to leave things as is. Don’t hard-criticize my Wishlist, as I don’t judge yours. Good day to you.
For Beta 3, a cohesive design approach to the support role, similar to what was done with tanks. Define clearly what you want the role to be. Pick a poster child to help people understand what you are aiming for, like you want supports to be more like Lucio or Zenyatta or Ana or Mercy.
Adjust and rework supports to fit this design goal. And no, this doesn’t mean simply nerf whichever support is being played the most. This modus operandi has led us to potentially disastrous queue times.
Yes, it probably too late to have this in place before October, but something needs to be done to show what’s coming. Otherwise the only people queuing for support will be the ultra diehards and those desperate to avoid long queues.