The suggestion is to have a group of tanks and supports that feel more comfortable to play solo. The emphasis is on improving tanking or healing with increased survivability but a few changes are intended to make the heroes more fun in a broader sense. The tank group is incidentally barrier/shield focused as these have proven indispensable and are difficult to balance in combination. The selected main tanks and supports will become mutually exclusive, meaning only one main tank and only one main support is allowed per team at a particular time (switching of course being allowed). Get rid of role queue, implement restrictions at the hero selection screen of at minimum one of each role and at maximum three of a role.
Reinhardt
- Armor increased by 50
- Base movement speed increased by 10%
- Barrier Field shields increased by 400
- 1.5 meter long perpendicular side sections attached to Barrier Field
- Fire Strike damage increased by 25
Orisa
- Armor increased by 50
- Fusion Driver movement speed penalty reduced to 10%
- Fusion Driver damage reduced by 2-3
- Fusion Driver ammo reduced by 50
- Fusion Driver reload time reduced by .55 seconds
- Protective Barrier shields increased by 400, cannot be removed by Sombra once thrown or set
- Fortify blocks Reinhardt’s Earthshatter in a cone but has a casting time of .25 seconds
Winston
- Health increased by 50
- Tesla Cannon stuns any enemy damaged continuously over the course of 4 seconds for .75 seconds
- Jump Pack cooldown reduced by 1 second
- Barrier Projector cooldown reduced by 5 seconds
Sigma
- Health increased by 100, shields by 50
- Experimental Barrier shields increased by 600, regeneration increased by 80 per second after being down for 2 seconds, cannot be removed by Sombra once moving or set
- Reversion of the nerf to the redeployment speed of Experimental Barrier
- Kinetic Grasp blocks Reinhardt’s Earthshatter in a cone but has a casting time of .25 seconds
Mercy
- Health increased by 50
- Regeneration gains a base constant passive of 5 health per second, to which the bigger value is added
- Caduceus Staff healing increased by 10 per second
- Guardian Angel maximum range increased by 10 meters, cooldown reduced by .5 seconds
- Valkyrie healing increased by 90 HPs/s per target, self-healing increased by 30 HPs/s, chain healing max range increased by 10 meters, duration reduced by 7 seconds
Lucio
- Health increased by 50
- Crossfade healing increased by 14 per second for allies and by ~2.7 per second for self, area of effect increased by 13 meters but stays at its current value when movement speed is toggled
- Sonic Amplifier damage decreased by 2 per round
- Soundwave gains a second effect toggled by Weapon 2 where as opposed to knocking back enemies Lucio knocks himself in the opposite direction
- Unsure what to do about Sombra entirely negating Sonic Barrier
Ana OR Zenyatta
- Ana’s health is increased by 50
- Biotic Rifle healing headshots are critical hits
- Biotic Rifle ammo reduced by 2-4
- Weapon 2 is a self-injection with a 10 second cooldown that restores 150 health over 3 seconds, cast time of .75 seconds
- Zenyatta’s shields are increased by 50
- Gains a second Orb of Harmony assigned to E, Orb of Discord goes to Weapon 2
- Gains Mind of Buddha ability on key 3 which is a 2 second state of invulnerability along with a 20% movement boost but shooting and Orb of Discord are disabled
Ult adjustments for these heroes may be a case by case matter, with ult point totals being a convenient tool.
Anti-“GOATS”
With buffing a group of tanks and supports and loosening selection restrictions the specter of GOATS makes a terrifying return. Plug in a Mei, for instance, and hold a couple of buttons in a general direction to win. Let’s give a few of our neglected “defense” heroes a buff or two to hold our basest instincts in check.
- Bastion’s Configuration: Sentry regains critical hits/headshots. His spread in this Configuration makes him bad at long range but at closer ranges he can return to being deadly.
- Bastion’s Configuration: Tank gains a knock-back.
- Torbjorn’s Rivet Gun on Weapon 1 (Secondary Fire) becomes a buckshot shotgun. Meaning, one, its spread can be made more conish and to become even less effective at medium to long range, but can be tighter at short range. And/or it would gain a separate damage bonus based on number of pellets impacting a target, either as some sort of multiplier at and after a particular number of pellets or even as a % based effect of the target’s health. The “flavor” premise is that more wounds hurt. This provides tricky competition for Reaper.
- Torbjorn’s Turret gains AI Learning. After shooting 20 rounds (which is 5 seconds of uninterrupted shooting, to give an impression of the time involved) its damage increases by 1 per round until it crits (over another 3.5 seconds of uninterrupted shooting). The Turret will have to destroyed or redeployed for the damage to reset.
- Junkrat’s Frag Launcher projectiles are more energetic in the first 1-2 seconds of being shot. Damage on direct hit is increased by 50 and splash damage is increased by 20.
- Believe it or not Symmetra actually seems like an option. Photon Projector gains damage, although I’m not sure why the source I’m looking at specifies against barriers, and her Teleporter can be very useful against compositions with lesser reach.
The trick is what to do with dive. I think Tracer can be given say a 3 second Evasion on Weapon 2 and her blinks could disjoint Torb’s Turret. Her Evasion would reduce incoming damage by say 75%, either in general or more specifically against rooted entities like Torb’s Turret or Sentry Bastion. There are a good deal of options for the developers to curb certain compositions while keeping the game relatively balanced. It’s almost as if they ran out of creativity. Literally speaking balance changes are not nearly as time-consuming to apply as this game gives the impression. Whatever has been holding Overwatch back in balance is a cultural matter, and the results have made a poor argument for it. I don’t know if Blizzard plays smart in the background or if their developers are just incompetent but there is a total disconnect in what is being done versus what could be done. It’s possible certain encumbering methods and tools are being employed that only slow things down as opposed to provide solutions. There are years and multiple games of evidence that the results are mediocre at best.
I just played this game for the first time in several months over 4-6 hours. Aside from sitting in queue for close to 10 minutes per game at 3000 SR, albeit in off hours, I found the experience not very fun and tolerable only in moderation (hey, maybe this is their goal, to make the self-sacrifice in improving society, making us do other things). There is not enough damage to deter Hammond or deal with double shield. As a DPS you can often feel like you’re lashing stuff with wet noodles. Playing Mei and Reaper predominantly is what people struggling with mania should be doing in that dopamine activity in the brain is dramatically reduced over time. This is not what game design aims for generally. Games are supposed to be stimulating. On the other hand, buffing DPS or nerfing say tanks in 2-2-2 will only aggravate matchmaking issues. There are already too many queuing for DPS and too few for tank.
I think if dramatic changes aren’t pursued - and hero bans are not it - this game will only serve to scratch a casual itch for some and be a niche choice for others. If that is the extent of the Overwatch developers’ ambition, so be it. They have made enough money personally and for their employer to resist pressure.