Keeping the commentary to a minimum.
Problems:
- Long queue times for many players
- Lacking fun for the necessary number of tank and support slots
- Reinhardt’s domination of the tank role and/or double shield
- Heroes who are chronically not competitive
- Reduced variety/diversity
Solutions:
- a) Allowing three damage heroes per team,
- b) without forcing a constant 1-3-2 composition
- Reducing the number of necessary tank and support slots by making some mutually exclusive heroes more effective and fun to play
- Limiting the number of shield tanks to one per team and giving Reinhardt competition
- Buffing, changing, and giving a competitive role to problematic heroes
- Through greater compositional variety, competition or rotation at calcified spots, and balance changes more possibilities will emerge
Matchmaking and Compositions
- The matchmaker looks to create games in the fastest way by choosing from seven role compositions on the condition both teams are of the same composition - 2-2-2, 3-2-1, 3-1-2, 1-3-2, 2-3-1, 1-2-3, 2-1-3
- Once everyone has selected a hero the hero roster is unlocked and players can pick from other roles
- There can be no fewer than one hero of each role and no greater than three heroes of each role
- There will be sub-groups of tanks and supports [with the ‘main’ prefix] limited to one hero per sub-group per team
- Role specific SR is gone unless there is to be no role switching [I do not favor the latter]
Main Tanks
Reinhardt
- Armor increased by 50
- Base movement speed increased by 0.5 m/s to 6 m/s (~10%)
- Rocket Hammer reduces movement speed by 0.5 m/s with a 1 second lingering effect
- Barrier Field shields increased by 400 to 2000
- 1.5 meter long perpendicular side sections attached to Barrier Field
- Fire Strike damage increased by 20 to 120
- Fire Strike cooldown increased by 1 second to 7 seconds
Orisa
- Armor increased by 50
- Fusion Driver movement speed penalty reduced to 10% from 30%
- Fusion Driver damage reduced by 1-2 to 9-8
- Fusion Driver ammo reduced by 50 to 100
- Fusion Driver reload time reduced by .55 seconds to 2 seconds
- Protective Barrier shields increased by 400 to 1000
- Protective Barrier cooldown reduced by 2 seconds to 8 seconds
- Fortify nerfs reverted
- Fortify blocks Reinhardt’s Earthshatter in a cone but has a casting time of .25 seconds
- Halt! nerf(s) reverted
Sigma
- Health increased by 100, shields by 50
- Experimental Barrier shields increased by 600 to 1500, regeneration increased by 80 per second to 200 per second after barrier being down for 2 seconds, cannot be removed by Sombra once moving or set
- Experimental Barrier 1 second when recalled cooldown is removed, only a .25 second delay before barrier starts to come out
- Accretion damage nerf reverted
- Graviton Flux impact slow duration nerf reverted
Winston
- Health increased by 50
- Tesla Cannon stuns any enemy damaged continuously over the course of 4 seconds for 0.5 seconds
- Jump Pack cooldown reduced by 1 second to 5 seconds
- Barrier Projector cooldown reduced by 5 seconds to 8 seconds
Main Supports
The pool for this sub-group has been expanded to include Ana and Moira. At the moment the target for active main supports is three, raising the possibility of rotation. I’ve further divided the choices into three groups with each to be represented.
Basic
Mercy
- Health increased by 50
- Regeneration gains a base constant passive of 10 health per second, to which the existing 20 health per second after not taking damage for 1 second is added
- Caduceus Staff healing increased by 20 health per second to 70 Hps
- Guardian Angel maximum range increased by 10 meters to 40 meters
- Guardian Angel cooldown reduced by 0.5 seconds to 1 second
- Valkyrie healing increased by 90 Hps to 150 Hps, self-healing increased by 30 Hps to 50 Hps, chain healing max range increased by 10 meters to 20 meters, duration reduced by 7 seconds to 8 seconds
Aim dependent
Ana
- Health increased by 50
- Biotic Rifle healing lingers for an additional 75 health over 4 seconds if Ana crits, which is not stackable but refreshable
- Biotic Grenade cooldown increased by 2 seconds to 12 seconds
- Biotic Grenade reduces enemy healing by 50% as opposed to blocking it
- Gains Steroid Injection on Weapon 2 with a 0.5 second cast time, a 5 second duration, and a 25 second cooldown - 50 Hps regeneration affected by Biotic Grenade, movement speed increased by 1 m/s to 6.5 m/s (~20%), 100% faster cooldown recovery, Biotic Rifle rate of fire quickened by 0.3 seconds to one shot per 0.5 seconds and reload time reduced by 0.5 seconds to 1 second
- Ultimate changes - Ana gains Nano Shot rounds she chambers by pressing R starting with 1 at 0% ultimate charge and gaining a round every 20% of ultimate charge excluding 100% with a maximum of two unused Nano Shot rounds
- Nano Boost is available at 100% ultimate charge after each available Nano Shot has been fired - every player who has received a Nano Shot is affected including Ana automatically, damage buff is reduced to 10% from 50%, healing is reduced by 150 to 100
Zenyatta
- Shields increased by 50
- Orb of Harmony healing increased by 10 Hps to 40 Hps
- Orb of Harmony returns after 7 seconds of not having Line of Sight as opposed to 3
- Gains a second Orb of Harmony assigned to E, Orb of Discord goes to Weapon 2 (his Secondary Fire volley remains)
- Gains Mind of Buddha ability on key 3 and a 15 second cooldown which is a 2.5 second state of invulnerability along with a 1 m/s movement speed increase and immediate commencement of shield regeneration but Orb of Destruction and Orb of Discord become unavailable, can be cancelled
- Orb of Destruction damage reduced by 8 to 40
Dive
Moira
- Health increased by 50
- Biotic Grasp Primary Fire maximum range increased by 10 meters to 25 meters
- Biotic Grasp Secondary Fire damage reduced by 10 to 40 per second, self-healing increased by 20 to 40 per second
- Fade maximum range increased by 25 meters to 40 meters, duration increased by 1.7 seconds to 2.5 seconds, vertical movement enabled by Jump for up and Crouch for down, can be cancelled
- Base movement speed increased by 0.5 m/s to 6 m/s
Lucio
- Health increased by 50
- Crossfade healing increased by 14 per second to 30 per second for allies and by ~7.7 per second to 20 per second for self
- Crossfade healing area of effect increased by 13 meters to 25 meters
- Crossfade movement speed area of effect increased by 3 meters to 15 meters
- Sonic Amplifier damage decreased by 2 per round to 18
- Soundwave gains a second effect either toggled or simply activated by Weapon 2 where as opposed to knocking back enemies Lucio knocks himself in the opposite direction
This post expands the pool to include all support heroes, suggests a different method of implementation as opposed to rotation and first come first serve selection, and discusses making off tank compositions more effective.
Control
Brigitte
- Inspire healing increased to 30 per second for allies and to 30 per second for self
- Repair Pack cooldown reduced by 1 second to 5 seconds
- Rally healing increased by 25 armor per 0.5 seconds to 40 armor per 0.5 seconds, up to 150 armor on self and allies as opposed to 100
- Rally area of effect radius increased by 1.5 meters to 10 meters
Baptiste
- Health increased by 50
- Biotic Launcher Secondary Fire self heals, slows enemies by 0.5 m/s for 0.8 seconds
- Regenerative Burst cooldown reduced by 3 seconds to 12 seconds
- Amplification Matrix becomes Baptiste Cage - area of effect 20x20x20 meter cube, damage amplification and healing amplification removed, allies and self within the Cage receive 50% less damage regardless of the location of the damage source
GOATS Busters
Bastion
- Configuration: Sentry spread tightening reverted
- Configuration: Sentry regains critical hits
- Configuration: Tank shots knock back.
Torbjorn
- Rivet Gun Secondary Fire gains Buckshot [or molten scraps something] - each pellet (10 total) inflicts an additional .3% - 1% damage of the victim’s maximum health with the critical hit and armor effects applying
- Rivet Gun Secondary Fire damage reduced to 2.25 - 7.5 per pellet or 22.5 - 75 per shot
- Rivet Gun Secondary Fire spread increased by 10%
- Deploy Turret damage reduced by 3 per round to 11 (12 per second reduction to 44)
- Deploy Turret gains AI Learning - After shooting 20 rounds (the equivalent to 5 seconds of uninterrupted shooting) its damage increases by 1 per round until it crits (over another ~3 seconds of uninterrupted shooting). The Turret will have to destroyed or redeployed for the damage to reset.
- Deploy Turret attack range decreased by 5 meters to 35 meters
Junkrat
- Frag Launcher projectiles deal 20 more damage in the first 1 second after being fired to total 150 damage on direct hits and 30-100 splash damage
Dive
Genji
- If Deflect deflects damage every 0.5 seconds its duration is increased by 0.5 seconds up to a maximum of 1 additional second (3 seconds overall)
Tracer
- Gains Time Incorporeality as an additional ability on a 15 second cooldown - after a 1.5 second wind-up every instance of damage is reduced by 7.5 for 2 seconds, but it cannot be reduced by more than 75%
Sombra
- Machine Pistol damage reduced by 0.6 at the low end up to 2 at the high end (25% damage reduction across her damage range)
- Gains Akimbo - 5 seconds after being out of Stealth a second Machine Pistol is automatically pulled out, doubling damage (50% damage increase relative to her current state), movement speed is increased by 1 m/s to 6.5 m/s; Translocating does not end Akimbo but entering Stealth does
- EMP deals 10,000 damage against barriers, 200 damage against temporary shields, and 100 damage against shields
This is the one hero whose changes, outside of EMP, can be tested. Generally speaking the Workshop is too limited to bother with everything else and the Sombra changes can be played courtesy of another poster. There is also a range of options that can be played including a reduced Machine Pistol damage by 33% as opposed to 25% and an increased movement speed of 6 m/s as opposed to 6.5 m/s. Lastly, her damage ratio can be changed from 1:2 by tightening the spread of the single-wield Machine Pistol.
With most of these heroes, especially the main tanks and supports, I’ve avoided the question of how their ultimate point totals might have to be adjusted.
Other
Widowmaker
- Widow’s Kiss charge time increased by 0.3 seconds to 1.2 seconds
- Widow’s Kiss power indicator is to have the three markers correspond to three significant damage values denoted by the damage values flanking the markers
Soldier: 76
- Helix Rockets projectile speed increased by 10 m/s to 60 m/s (not a fan of reducing the cooldown to 6)
- Tactical Visor inflicts critical hits when shooting at the head, critical hit multiplier reduced by 0.5 to 1.5 for its duration
Reaper
- Gains Satan’s Gift - a pair of shotguns on Weapon 2 and a 20 second cooldown with 6 ammo that deal 25% less damage but always unmitigated unless a target is invincible/invulnerable