PvE talent choices: DPS edition

This is my take on PvE talents for dps, in the “Choice A or Choice B” style showed early on and a continuation from my previous post

I tried to be clear and descriptive with talents, but if anything needs clarification, just ask. Exact tuning is up in the air and the given numbers mostly serve to show the intent of the talents or I just thought would be fun/cool/fitting. However, I don’t play nearly as much dps, so I’d like to hear from the mains/enthusiasts on what they’d actually like for talents.

Ashe

Summary

Coach gun talents

Custom shells- Coach gun AoE starts at maximum width. Coach gun width increased by 100%. Coach gun falloff removed. Coach gun damage increased by 200%.

Lightweight shells- Coach gun cooldown reduced by 3 seconds. Coach gun knockback increased by 100%. Enemies knocked into walls with coach gun will be stunned for 3 seconds.

Dynamite talents

Thermite additives- Dynamite DoT damage increased by 100%. Dynamite DoT duration is paused when damaging enemy armor.

Cluster dynamite- Dyanamite explosion damage and radius increased by 50%. Killing an enemy with dynamite’s explosion or DoT damage will cause them to explode as if they were dynamite, damaging enemies and setting them on fire as well.

B.O.B. talents

Bodyguard- B.O.B. duration increased by 5 seconds. B.O.B. will now follow Ashe around instead of charging and stopping when impacting an obstacle. Ashe can be revived by B.O.B. while he is active, which will cause B.O.B. to leave immediately.

Do something- B.O.B. damage reduced by 20%. B.O.B. now fires from both wrists, preferring to damage different targets. Ultimate cost reduced by 20%.

Bastion

Summary

A-36 Tactical grenade talents

Cluster grenade- Sticking a target will cause 10 more A-36 tactical grenades to shoot out in random directions, each dealing full damage.

Concussive grenade- Knockback increased by 100%. Cooldown decreased by 3 seconds. No longer deals self damage.

Reconfigure talents

Configuration: Sentry- Transforms bastion into a stationary turret for 6 seconds. Gain a 400 health shield that faces whatever direction you are looking. Damage per shot increased by 3.

Configuration: Tank- Transforms bastion into a slow-moving tank. Rate of fire reduced to 2. Hitscan bullets replaced with projectile rockets. Rockets deal 200 splash damage in a 5 meter radius with no falloff, plus 100 damage to targets impacted by the rocket.

Configuration: Artillery talents

Surplus shells- Configuration: Artillery no longer has a maximum duration and only ends when manually canceled. Killing at least 1 enemy with an artillery shell with grant an additional artillery shell to use.

Tank buster shells- Enemies damaged by Configuration: Artillery take 150% increased damage from it for 5 seconds, this effect can stack up to 2 times.

Cassidy

Summary

Combat roll talents

Rolling rolling rolling- Combat roll cooldown is reduced by 1 second per kill and 1 second per critical hit.

Waste not- Any ammo remaining is automatically fired when combat roll is used. Cooldown reduced by 1 second. Using combat roll grants 10% damage reduction for 5 seconds.

Flashbang talents

XL flashbang- Flashbang now blinds all enemies within a 15m radius from its explosion point for 3 seconds, preventing them from attacking and slowing their movement by 90%.

Brought a spare- Flashbang now stuns the target closest to the explosion for 3 seconds and causes them to take 100% increased damage. Killing the enemy during the stun will reset the cooldown of flashbang.

High noon talents

Gunslinger- During high noon, targets that become fully locked onto are automatically fired at, without interrupting high noon’s channel.

The last word- During high noon, the nearest enemy within 15 meters is automatically locked onto. During high noon, you will automatically fan the hammer at whatever enemy is currently locked onto. High noon grants infinite ammo and 100% reduced spread to fan the hammer for its duration.

Echo

Summary

Flight talents

Energy efficient flight- Flight no longer has a cooldown or maximum duration, but you cannot shoot, use abilities, or use your ultimate while it is active.

Emergency flight- Flight can be used while stunned or downed and removes all slows, roots, and stuns.

Sticky bombs talents

Adaptive bombs- Sticky bombs are now manually fired after activation instead of being automatically fired. Sticky bombs will now all detonate at the same time, dealing 50% increased damage for every bomb past the first that was stuck to them with 100% increased splash radius per total number of unique targets stuck.

Mines- Sticky bombs that impact surfaces will turn into mines. Enemies that come within 3 meters of the mines will cause them to detonate for 200% increased damage.

Focusing beam talents

Steady beam- Focusing beam now deals 200% increased damage. Focusing beam no longer deals bonus damage to targets below 50% health.

Precision beam- Focusing beam now deals 700% increased damage to targets below 50% health, but now no longer damages targets above 50% health.

Duplicate talents

Extra RAM- Duplicate can now be used at 65% ultimate charge, if used on the target of the previous duplicate.

Perfect copy- When duplicating a target, you will start with that target’s ultimate already charged. The target will receive any remaining ultimate charge when copy ends.

Genji

Summary

Deflect talents

The best offense- Deflected damage is increased by 100%. Cooldown reduced by 2 seconds.

Deflection- Deflect can now reflect beams. Deflect gains a 2nd hitbox that is 100% larger but only deflects projectiles which explode.

Swift strike talents

Honed edge- Swift strike damage increased by 25% for every enemy that was hit by its previous use.

Practiced use- Swift strike now has 2 charges. Swift strike cooldown reduced by 2 seconds.

Dragonblade talents

Supernatural sharpness- Dragonblade deals 200% increased damage to armor and destructibles, including enemy parts such as weapons or legs.

Master swordsman- Dragonblade duration increased by 2 seconds. Kills extend Dragonblade’s duration by 0.5 seconds each.

Hanzo

Summary

Lunge talents

Long jump- Lunge distance increased by 50%. Lunge cooldown reduced by 1 second.

Spirit arrow- Using lunge fires an extra arrow at full charge.

Storm arrows talents

Loaded quiver- Storm arrow count increased to 6. Storm arrow critical damage multiplier increased to 2.5. Every 2 critical hits with storm arrow will grant an extra storm arrow.

Double arrows- Critical hits with storm arrow will launch an extra arrow at a nearby target, which will automatically be a critical hit. Storm arrow cooldown reduced by 2 seconds.

Sonic arrow talents

Expose weakness- Enemies revealed by sonic arrow will take 50% increased critical damage from Hanzo.

Lasting arrow- Sonic arrow maximum duration removed. Sonic arrow reveal radius increased by 100%. Enemies revealed by Sonic arrow deal 10% less damage.

Dragonstrike talents

Hungry hungry dragons- Kill with dragonstrike grant 4% ultimate charge each.

Split dragons- If the Dragonstrike arrow critically hits a target, it will additionally send 1 dragon in each perpendicular direction.

Junkrat

Summary

Concussion mine talents

This situation call for more mines- Concussion mine cooldown reduced by 2 seconds. Maximum amount of concussion mines that can be placed at once is now infinite. Concussion mines will now detonate automatically when an enemy comes within 3 meters, and will have their falloff removed. Concussion mine can longer be destroyed.

Everyone gets a mine- Getting a kill with concussion mine will refund 1 charge. Concussion mine can now be stuck to enemies. Concussion mine does 100% increased damage to splicers. Concussion mine can no longer be destroyed.

Steel trap talents

Massive trap- Steel trap size increased by 200%. Steel trap now persists for up to 20 seconds after activating. Steel trap can now trap any number of enemies at once and can continue to trap additional enemies after activating.

Reinforced trap- Steel trap duration after activation increased by 100%. Maximum amount of steel traps that can be placed at once is now infinite. Enemies trapped within steel trap will take 20% increased damage and deal 20% less damage.

Rip-tire talents

Good day for some mayhem- Rip-tire damage reduced to 300. Using rip-tire now send out 10 additional rip-tires which will seek out enemies, preferring nearby enemies not already targeted by another tire.

The big one- Rip-tire damage increased to 2500. Rip-tire deals 50% increased damage to bosses. Rip-tire can now only damage 1 target. Rip-tire can no longer be destroyed.

Mei

Summary

Cryo-freeze talents

Ice cold- Cryo-freeze no longer prevents movement, grants invulnerability, or encases you in ice. Cryo-freeze now grants 80% damage reduction, immunity to negative effects, and restores 60 health per second while active. Cryo-freeze duration increased by 1.

Snowball- Activating cryo-freeze while moving forward will instead turn you into a giant snowball that will continue rolling forwards. Enemies that come into contact with the snowball will receive 150 damage, be frozen, and be knocked back. Cryo-freeze cooldown reduced by 2 seconds. Activating cryo-freeze during snowball will revert you to an ice block.

Ice wall talent

Encased in ice- When ice wall is placed, enemies inside the area of the ice wall will no longer be displaced, but frozen instead. All damage to enemies frozen in ice wall will count as critical damage.

Great ice wall- Ice wall now has no maximum duration. Health of each ice pillar in ice wall increased by 200%. When an ice pillar is destroyed, it will shoot out 10 shards of ice at nearby enemies, dealing 50 damage each, knocking them back, and freezing them for 3 seconds.

Blizzard talents

Do you want to build a snowman- Enemies that die in blizzard will leave behind a snowman. Enemies will prefer to target the snowmen and will prefer to use melee, if possible. When a snowman is destroyed, it will explode, dealing 100 damage to all enemies within 5 meters and shooting out 10 ice shards at nearby enemies, dealing 50 damage each, knocking them back, and freezing them for 3 seconds.

Deep freeze- Enemies that are frozen in blizzard permanently deal 20% reduced damage. Enemies frozen in blizzard permanently become vulnerable to being frozen by endothermic blaster’s short range spray, taking 4 seconds for bosses and 2 seconds for all other enemies.

Pharah

Summary

Jet dash talents

Second wind- Jet dash now has 2 charges. Jet dash restores 50 health when used.

Sorry, but I need to jet- Jet dash cooldown reduced by 4 seconds. Jet dash grants 25% fuel.

Jump jet talents

Takeoff- Jump jet cooldown reduced by 4 seconds. Jump jet acceleration scalar increased by 50%.

Emergency refueling- Fuel is automatically fully restored when it runs out, this may occur no more than once every 20 seconds. Movement gravity reduced by 15% while jump jet is on cooldown.

Concussive blast talents

Implosive blast- Concussive blast radius increased by 50%. Concussive blast now pulls enemies in its area of effect towards its center, rooting them for 2 seconds afterwards.

Extreme force- Concussive blast direct damage increased by 900% against enemies immune to knockback and 400% against all other enemies. Concussive blast knockback increased by 50%. Enemies that impact walls will take 150 damage.

Barrage talents

Death from above- Barrage deals 50% increased damage to enemies directly below you and causes them to deal 50% less damage to you. After barrage ends, gain 1% ultimate charge for every 150 damage it dealt.

Fire everything- Barrage no longer prevents movement while active. Barrage duration increased by 60%. Barrage rockets are no longer manually aimed but will instead automatically seek out random targets, preferring nearby targets with the fewest currently locked rockets.

Reaper

Summary

Wraith form talents

For whom the bell tolls- Wraith form now grants invisibility while active. When exiting wraith form behind an enemy, you will attempt to execute them, rapidly firing your shotguns until they are empty or the enemy is dead. Successfully executing the enemy will fully reload your shotguns and reduce the remaining cooldown of wraith form by 2 seconds. The targeted enemy is stunned for the duration of the execute. (A bell sound will play at the start of the execution sequence OR upon sucessfully executing the target)

Draining presence- When wraith form ends, enemies that came into contact with wraith form will have 80 health drained from them over 4 seconds and will deal 25% reduced damage to reaper for 4 seconds.

Shadow step talents

Darkness comes- When exiting shadow step, a cloud of darkness with a 5 meter radius will appear at the exit location for 4 seconds. Enemies cannot see or shoot into or out of the darkness cloud.

Death grip- Shadow step can now optionally target an enemy and will bring them to Reaper’s location. Shadow step can now be used while downed. Shadow step cooldown reduced by 2 seconds.

Death blossom talents

The reaping- Kills during death blossom extend its duration by 0.5 seconds, grant 10% more movement speed, and increases damage dealt by 10%, and increased the radius of death blossom by 5% per kill until death blossom ends.

Grim harvest- Enemies killed by death blossom will leave behind soul orbs. Picking up soul orbs permanently increases maximum health by 2 and lifesteal by 0.2% per soul orb, stacking up to 50 times.

Sojourn

Summary

Power slide talents

Energy conversion- During power slide, railgun energy gain is doubled and railgun is automatically fired at 100% energy.

Efficient cooling- Power slide cooldown is reduced by 3 seconds. Grants 15% damage reduction during power slide.

Disruptor shot talents

Area denial- Disruptor shot can now stick to enemies if it directly impacts them. Disruptor shot area of effect size will be increased by 50% and duration increased by 100% if it sticks to an enemy. If the stuck enemy dies, the disruptor shot will remain in place for the remainder of its duration.

Corrosive energy- Enemies hit by disruptor shot take 50% increased critical damage from railgun and provide 40% more energy when damaged.

Overclock talents

Energy diffraction- Kills with railgun during overclock will cause 5 additional railgun shots to shoot out from the enemy that was hit. 1 of these beams will target the center mass of the nearest enemy, while the other 4 will fire in semi-random directions. When hitting multiple enemies with a single railgun shot, this effect will also occur with every enemy past the first.

Ramping overclock- Maximum charge critical hits with railgun with extend the duration of overclock by 0.5 seconds and will multiply the damage by 1.2 per consecutive critical hit at maximum charge.

Soldier: 76

Summary

Sprint talents

Comfortable pace- Sprint movement speed bonus reduced to 30%. Sprint no longer prevents weapon firing, ability usage, or ult usage while active and is not interrupted by them.

Push through- Sprint movement speed bonus increased to 60%. Sprint prevents all stuns, roots, slows, and knockbacks while active.

Helix rockets talents

Secondary payload- Helix rockets will leave behind a large explosive when impacting an enemy or surface. Shooting the payload will detonate it. If helix rockets were embedded into an enemy, the payload will detonate, dealing 250 damage to the target, doubled against destructible parts. If helix rockets were embedded into a surface, the payload will detonate, dealing 150 damage to all enemies within 5 meters.

Automatic firing system- Helix rockets cooldown reduced by 1 second. Helix rockets are now homing will automatically fire at a nearby target when the cooldown is ready. Helix rockets grant an additional 1% ultimate charge when they impact an enemy.

Biotic field talents

Combat zone treatment kit- Biotic field increases revive speed by 100% and Grants 50% damage reduction while reviving allies while within its area of effect. Biotic field can now be used while downed.

Biotic backpack- Biotic field now follows soldier. Biotic field healing per second increased to 50. Biotic field cooldown reduced by 3 seconds. Biotic field area of effect increased by 50%.

Tactical visor talents

Double barrels- Tactical visor damage reduced by 30%. Tactical visor can now target 2 targets at once. Critically hitting one target cause the other target to also be critically hit.

Rapid recharge visor- Tactical visor ultimate cost reduced by 20%. Tactical visor is now instant cast. Activating tactical visor will reset all cooldowns. Tactical visor duration increased by 1 second.

Sombra

Summary

Hack talents

IFF rewrite- Hack now permanently converts an enemy into an ally. You may have up to 3 standard enemies or 1 elite as an ally. Bosses will randomly target anything in range, friend or foe, for 3 seconds. Splicers gain the ability to repair objectives and will prioritize repairing the defense objective, if it exists and is damaged.

Overwrite safety protocols- Hack can now be used on allies, speeding up their cooldown recovery rate by 30% for 60 seconds.

Virus talents

Bloatware- Virus duration increased by 50%. Enemies affected by virus have 25% reduced movement speed, 25% slower attack speed, and reduced accuracy. Enemies affected by virus take 100% increased damage to their shields and shield health.

Malware- Enemies that die while afflicted with virus will spread the virus to all enemies within 15 meters. Viruses spread this way can continue to spread in the same way.

Translocator talents

Just in case- Translocator is now placeable object. Activating translocator again will teleport you to its location and cleanse all negative effects. If you would die while a translocator is active, you will instead automatically teleport to your translocator and be healed to full health. This effect can occur no more than once every 60 seconds.

Distraction- When teleporting to your translocator, you will create 3 fake holograms of yourself. These holograms have 300 health each and will reflect a portion of the damage they take back to their attackers. You gain 5% damage reduction for every hologram currently active. Only 3 holograms may be active at once.

EMP talents

Turning out the lights- EMP now permanently removes all shields, shield health, and destroys deployables. Enemies that explode can no longer detonate. If only a single target is hit, EMP will deal double damage to them and stun them for 5 seconds. All splicers hit become allies for up to 30 seconds, seeking out and attacking enemies and exploding when they expire.

Temporary link- Enemies hacked by EMP and reduced to 1 health will not die, but will have all damage dealt to them distributed amongst other enemies hacked by emp whose health is above 1. Enemies in this state will die when EMP’s hack ends. EMP radius and effect duration increased by 50%. EMP no longer requires line of sight to hit targets.

Symmetra

Summary

Sentry turret talents

Lockdown turrets- Sentry turrets are no longer able to be destroyed by enemies. Sentry turret damage increased to 60 damage per second. Multiple sentry turrets can no longer lock onto the same target. Normal enemies under attack by a sentry turret will be stunned, elites and bosses will instead have their movement speed reduced by 60%.

Car wash- Sentry turrets are no longer able to be destroyed by enemies. Maximum sentry turrets that can be placed at once increased to 6. Sentry turret attack range increased by 50%. Sentry turret damage per second increased by 5 for every turret attacking the same target.

Teleporter talents

Mandatory detour- Teleporter now has no maximum duration. Teleporter can now teleport enemies. Enemies cannot destroy the teleporter. Enemies that step onto the “Start” portal placed at symmetra’s location will be teleported to the “End” portal placed at the targeted location. Enemies cannot take the “End” portal back to the “Start” portal.

Thinking with portals- Teleporters can now be shot through, have abilities and ultimates sent through, and enemies pushed or pulled through them. Teleporter can now also be placed on ceilings or walls. Enemies cannot destroy the teleporter. Teleporter can now be placed while downed.

Photon barrier talents

Mirrored barrier- Photon barrier’s shapes are changed from “lines” to “plus” or “X” shapes. Photon barrier health is increased by 100%.

Mass barrier- Photon barrier is replaced by Mass barrier. Mass barrier adds 200 additional shield health to Symmetra and her allies for 30 seconds and reduces the delay before shield health begins recharging by 50%.

Torbjorn

Summary

Deploy turret talents

Expert craftsmanship- The turret now starts at level 1 and gains levels, xp is gained slowly over time as the turret deals damage and can be expedited by repeatedly hitting it with the forge hammer. Level 1 is a single barreled turret with 150 health and half the damage of the standard turret. Level 2 is the standard turret with 250 health and deals 60 damage per second. Level 3 turret is the old level 3 turret, has 800 health, and deals 90 dps with the bullets and 90 dps to the primary target with the rockets.

Theres more where that came from- You can now place up to 3 turrets. Turrets will now slowly repair themselves, restoring 15 health per second. You can assign priority targets to each turret by interacting with them, otherwise they will behave normally.

Overload talents

Hear me, baby? Hold together- Overload now fully repairs all turrets when used and grants them 100 temporary overhealth and increases their damage dealt by 20% until overload ends.

Riveting experience- Overload cooldown reduced by 2 seconds. Kills and critical hits with rivet gun extend Overload’s duration by 0.5 seconds and grants 10 additional overhealth until overload ends.

(BONUS!)Forge hammer talents

Someone call for the repairman?- Forge hammer can now repair armor health for allies and repair defense objectives, restoring 25 per hit.

Just start hammering- Forge hammer now deals double damage to armor and destructibles and grants 30% damage reduction for 1 second when hitting them.

Molten core talents

Melted down- Deals 200% increased damage to armor. Enemies that die to the molten slag pools of molten core will leave behind armor remnants. Collecting these will permanently grant Torbjorn and his allies 1 armor health, which can stack up to 100 times. Anyone can collect the scrap remnants and everyone will gain a stack when an armor remnant is collected.

Short temper- Molten core ultimate cost reduced by 20%. Enemies that die to an original molten slag puddle will spawn another molten slag puddle.

Tracer

Summary

Blink talents

Gradual rematerialization- Blink causes you to become untargetable by enemies for 1 second after using it.

Wanna see me do it again?- Blinking through an enemy will cause all damage you deal over the next 3 seconds to be dealt again to them.

Recall talents

Paradox- Recall will cause a duplicate tracer to appear for 5 seconds. The duplicate tracer will mirror your actions for 5 seconds before disappearing.

Second chance- If you would die, recall is automatically used, restoring all health and resetting all cooldowns. This effect may occur no more than once every 60 seconds.

Pulse bomb talents

Chain reaction- Pulse bomb damage increased to 400. Pulse bomb area of effect radius increased by 25%. Enemies hit by pulse bomb’s explosion will detonate again.

Express delivery- Pulse bomb ultimate cost reduced by 10%. Pulse bomb damage increased to 800. Enemies damaged by pulse bomb will permanently take 50% more damage from pulse bomb, this effect can stack without limit.

Venture

Summary

Burrow talents

Lucky find- When using burrow, there is a 25% chance you will find a minor archeological artifact, increasing by 15% every time you fail to find one. There is 1 minor archeological artifact each for venture and their allies, each providing a choice between 3 minor buffs. There is also 1 major archeological artifact for venture hidden within the map, which can only be retrieved while burrowed and will have its location narrowed down over time, and will provide venture with a choice between 3 major buffs.

Sorry to bore you- Landing on top of an enemy with burrow will cause you to attach and begin drilling them, dealing 150 damage per second for 4 seconds while also stunning them for the duration. Damage dealt to you during this time will instead be dealt to the enemy you are currently attached to. If the enemy dies during this time, you will automatically finish burrowing.

Drill dash talents

Rapid cooling- If drill dash does not hit an enemy, the cooldown is reduced by 5 seconds and it will grant double the normal amount of shields. Drill dash grants 50% damage reduction while active.

Reinforced drill bits- Drill dash damage increased by 50%. Drill dash does 50% increased damage to armor and destructibles. Getting a kill or destroying a destructible with drill dash will reduce the cooldown of drill dash by 2 seconds.

Tectonic shock talents

Localized shocks- Tectonic shock damage increased to 600, but the damage is split between all targets hit, up to their maximum health. Tectonic shock charges increased to 5.

Earthquake- Tectonic shock range increased to 30 meters. Tectonic shock now targets all enemies within range instead of within a frontal cone, and do not require line of sight to hit.

Widowmaker

Summary

Grappling hook talents

Hanging around- Grapple can now be used as an anchor, which can be retracted or extended at will and has no maximum duration. While suspended on a grapple, enemies are much less likely to target you and will be less accurate if they do.

Quick escape- Grapple cooldown reduced by 4 seconds. Grapple range increased by 50%. Grapple movement speed increased by 100%. After using grapple, your next scoped shot will start at 100% charge.

Venom mine talents

Contagious poison- Venom mine poison duration removed and is now a permanent debuff. When an afflicted enemy dies, the posion will spread to up to 3 more enemies within 20 meters. Critical kills by widow will cause the poison spread from it to deal double damage and have no range limit. Allies can now also see the enemies revealed by the poison.

Debilitating poison- Venom mine poison now causes all damage against the enemy to count as critical damage. Critically striking a target affliced with the poison will count as a “double critical”, multiplying the damage by the critical damage modifier twice.

Infra-sight talents

Reveal weakness- Infra-sight now increases the critical modifier of Widowmaker and her allies by 50% for its duration.

Better to be lucky AND good- While infra-sight is active, hits have a 50% chance to ricochet and critically hit the nearest target. Critical hits have a 100% chance to ricochet and critically hit the nearest target and a 50% chance to hit a 3rd target.

Hope you liked at least some of these talents and if you have suggestions for talents for any heroes, I’d like to hear them, even if it’s just names for talent, as I struggled a bit with that. I do plan on doing the talent trees in the expanded 3 trees style that was shown for as many heroes as I can, but those will be a lot harder to do.

3 Likes

Some of these sound neat but I would probably still play brig for like 90% of games. When you do Brigs talents could you have lots of options to make her tank and deal good damage?

2 Likes

One of the 3 talent trees for Brig will probably focus on sustain/survivability, yes. I hadn’t really thought about a damage focused tree for her though.

I’m not sure if a tree specifically focused on damage will happen, but there will definitely be at least a few talents that increase damage output in some way.

What about a tree that focuses partly on gaining extra benefit from high uptime on inspire?

I’d prefer an entire tree that focuses on smacking things with Brigs mace and shield but I can settle for having lots of talents that do that across all the trees

I’ll see what I can do when I get around to doing all the talents, but don’t expect a dedicated damage tree for Brig. Although, I have had an idea or two thinking about the request for damage focused talents.

Cool. I specifically want to request something like that reaper talent where a bell rings but whatever talent it is for Brig makes her say MACE TO THE FACE multiple times if possible

I can probably do something like that, but only you will hear it as Brig and there will be an option to toggle it off.

Personally, I’d leave it toggled on, but some people just don’t like hearing voicelines, so it’s best to include that toggle option.

I would like it better if everyone could hear it but as long as I can hear it I guess it will do…

Give echo the option to immediately have an ult when she copies. Balanced by if she dies in copy then she legit dies lol.

Echo basically already has a talent option for that

Unless you meant you wanted a downgraded version for some reason? I could add in the part about dying when copy dies if you really want it.

Edit: Actually, a downgraded version gives me an idea for a potential “points modifier” system for some talents that would be relevant for improving scores for a leaderboard.

I’ll keep thinking on that while figuring out how I want to do the first talent trees.

Symmetra (all abilities)

Beam

  • Leech Lasso: Will always drain energy to replenish Shield HP regardless of target. Damage caps at 120 DPS. Locks on, infinite ammo.
  • Refraction Beam: extends beam range to 20 meters. Damage remains at 80 DPS. Beam will hit additional targets up to 8 meters away from initial target with no damage penalty. Passives from default beam apply.

Orb

  • Shield Charge: While charging Orb, a front facing shield will deploy blocking Damage. Orb will continue to block attacks after fired, piercing Targets and Barriers. Orb velocity reduced.
  • Fast Ball: Orb no longer charges and fires rapidly (Zenyatta primary fire rate) when holding secondary. Remains at “mid charge” size and damage (50 DPS). Orb pierces enemies and Barriers. Will bounce off surfaces up to 3 times. Increased velocity to 80 meters/second.

Turrets

  • Exceed Orbit: Becomes a Toggle ability. All three Turrets are instantly deployed and will now follow Symmetra as they hover near her upon activation. They now fire small projectiles each dealing 20 damage. Will target the nearest enemy within 30 meters or prioritize whatever target Symmetra is attacking. They run on a resource and cannot be destroyed.
  • Sentinel Turret: One big Turret (Torbjorn sized Turret). Same stats as Torbjorn’s but can be recalled and deployed at will with no consequences and sticks to surfaces. But it does run on energy and will need time to recharge. If energy guage empties, then it goes on a 15 second cooldown. Guage also empties when attacked.

Teleporter

  • Remote Teleporter: Can chose where the Exit appears (think Dr. Strange in Marvel Rivals) but only on legal surfaces and has to be on solid ground maximum 50 meter distance. Symmetra can attack enemies through the Teleporter. Roots Symmetra when casting.
  • Shield Generator: Teleporter grants up to 20 temporary HP a second to allies within 15 meters of either pad, caps at 200 HP. Can still Teleport allies. Longer cooldown time.

Ultimate

  • Personal Barrier: creates an 8 Meter wide bubble that moves with Symmetra. Same durability and stats as default.
  • Damage Barrier: Harms enemies that touch Barrier for 40 DPS. Can redeploy at anytime within Ultimate Duration. Reduced Durability.

How do you mean? :thinking:

Hey, thanks for proposing your own talents as well, it’s always fun to see what talents other people come up with, and will help with making that hero’s talent trees.

I didn’t do talents for weapons, besides torb’s hammer for fun, because I felt like most weapons couldn’t really get interesting talents that weren’t basically flat improvements to their stats, such as damage/reload speed/range/crit damage and stuff like that.

However, symmetra definitely seems like a hero where talents for their weapon could work. I definitely like the intent behind each of the weapon talents, especially the refraction beam and shield charge talents. Microwaving all the grunt bots at the same time while attacking the big elite that dropped with them sounds satisfying, and basically putting sym’s old photon barrier ability onto her alt fire is cool too.

I have not played MR, but “remote teleporter” sounds very similar to the “thinking with portals” talent I made, just with the addition of it rooting Sym and it doesn’t specify whether allies can attack through it or not or whether abilities, ultimates, and pull/knockback effects can work with it. Could you elaborate on it a bit further please?

Also, shield generator sounds like an alternative to the “mass barrier” talent I proposed that would replace photon barrier. Out of curiosity, if both talents were able to be taken in a talent trees system, would you take them both, or only one? Cool idea though, bringing back Sym’s old shield generator, though 15 meters feels a bit short for it imo, even with 2 generators.

I also like both of these, but 8 meters seems a bit large for a personal barrier, as it may be difficult to fight enemies while keeping them outside the barrier, assuming they could pass into it and it did not work like a Zarya bubble.

If you mean that when Echo copies someone, she should start that copy with that character’s ult already fully charged, then I mean that I already made that talent, it just doesn’t have the downside of dying if you die in copy form.

Unless I am misunderstanding?