Hello, thank you for taking the time to analyze my Fantasy Patch notes!
This is in no way meant to be offensive to Overwatch Balance team, this is just my opinion on how i wish the game was balanced. The balance team has full permission to use any balance idea i suggest.
Let me know what you think! I wanted to take time to think of every characters weaknesses and strengths. I like characters to have downsides or setbacks to go along with their advantages.
A thumbs up means they are currently ok in my eyes.
Tank
Dva:
Orisa:
- Barrier starts rapidly degrading after 3 seconds
Thoughts: Barrier meta is stale. These changes are across the board except for rein. Will allow for more counterplay
Reinhardt:
- HP increase
- Has lower movement speed while swinging hammer
- Earth Shatter doesnt climb up payloads anymore. Enemy can now jump from ground to avoid earth shatter, Can be cast through barriers to compensate.
Thoughts: This change puts reinhardt more into the tank category and less out of the DPS category.
Roadhog:
- Hit box for Hook reduced to the size of Ana’s sleep dart.
- Reduced hook range
Sigma:
- Barrier rapidly degrades after 3 seconds
- Kinetic Grasp shields give burst of healing after depleted.
Winston:
- Shield rapidly degrades after 3 seconds
- Auto locking Beam arc range reduced to 4 metres compared to 8
Ball:
Zarya:
- Cooldown for projected barrier reduced to 6 seconds and duration reduced to 1.5 second
Damage
Ashe:
- TNT explosion now gives healing debuff along with burn
Bastion:
- Spread increased for gun while not in sentry mode (reverted buffs)
- Healing rate increased and hp lowered to 150 (Shield value 100)
Doomfist:
- Wall impact damage capped at 50 damage
- After casting direction of rocket punch, doomfist is unable to change directions while holding charge. Cooldown reduced to 3 seconds if cancelled early. Normal cooldown increased from 4 seconds to 8
Echo:
- Flight ability changed into a toggle button. Echo can now stay in air hovering for as long as she wants
- Falling speed greatly increased
- Glide changed into Swoop- holding jump while airborne now dives down and creates wind gale to damage enemies in area for 50 damage (like melee) Range is 10 metres below Echo
Thoughts: Seperating her more from Pharahs identity or purpose.
Genji:
- While he uses ult, Green Energy dragons appear from his limbs, extending hit box. Duration extended 1 second.
Hanzo:
- Arrow projectile reverted back to have a travelling arc in order to compensate for his ability to oneshot in the snap of a finger
(storm arrows uneffected)
Junkrat:
- Bombs removed upon taking death
- Concussion mine damage reduced to 75
- Overhaul for gun frag launcher - Reticle for aiming changed into an aoe indicator. Grenade now always lands and explodes in centre of aoe indicator. The grenade will bounce on ground like before and can still be detonated if it comes in contact with enemy
Thoughts: This will make junkrat more viable to balance if he is not centred around spamming grenade and make him more consistent in landing shots.
Mcree:
- Flash Bang stun reduced to 0.4 seconds from 0.8
Mei:
- Frozen enemies increase damage of icicle by 100
Pharah:
Reaper:
- Reduced size of spread and number of pellets.
- Movespeed while in wraithform is reduced to normal. Duration extended by 1 second.
Thoughts: this will give Reaper players a chance to use his guns to aim
Soldier 76:
- Recoil buff reverted to original gun with spread.
Thoughts: Spread was necessary to emphasize the aim-bot ultimate
Sombra:
- Hacking enemy will now hack shields and armor to be depleted instantly
Symmetra:
- Beam now slows enemy.
- Photon barrier now casts in 4 quadrants, instead of selecting whether to cast forward or sideways. Can still be placed where desired
- Photon Barrier now damages and slows enemies who pass through
Thoughts: This gives symmetra the necessary changes to compete with other dps characters. The extra power given to Symmetra was long deserved and it is power she should have had already after still being considered troll pick to this day.
Torb:
- Turret attack range reduced to 25 metres from 40
- Turret will now burrow in the ground being untargetable and pops up when enemy is in area
Thoughts: Shifting power to make torbs turret less oppressive in lower ranks and more dependent in higher ranks
Tracer:
Widow:
- Can now hold onto grappling hook and hang… like an actual spider…
Healers
Ana:
- Healing per shot increased from 70 to 100
- Nano no longer heals for 250, instead the nano target is unable to go below 1 hp while active
- Shots no longer go through targets, instead they go through barriers
Thoughts: Ana’s healing shots should be rewarded for landing instead of being outshined by a targeted healing beam or healing mist spray 
Baptiste:
- Increased width of ultimate (actually already being implemented, but this was a change i advocated for)
Brig:
- Repair pack no longer healing over time, and is reverted back to a large burst heal, keeping the 3 charges.
Thoughts: Changes to her healing over time and armor pack hurt her supportive ability. Buffing repair pack will allow brig to have a calmer playstyle instead of erratic.
Lucio:
- Healing circle doubled in size.
Mercy:
- When mercy shoots her gun and lands shots, a healing burst will home in on an ally , healing for 20 hp each shot
- Increased flight speed in valkyrie
- Guardian Angel no longer casts on ally, can be cast without ally. Mercy now flies forward in any direction in the same fashion as old guardian angel. Hold to channel and let go to cancel travel
Thoughts: Guardian angel change can give mercy more safety. This eliminates the in-game option to cast GA on ally being targeted or ally being targeted by beam and streamlines it into one. This also eliminates the mercy jump and allows it to be cast in air for same purpose as the janky unofficial mercy jump, which also makes this more consistent
Moira:
- Moira now gains healing juice from targeting barriers
Zenyatta:
- After target with healing orb takes damage, it gives burst healing then bounces to closest nearby ally in range. Can only bounce once after being cast. After second proc, it dissipates. No cooldown. Target with the orb that bounced can still be targeted by first healing orb. Only one main healing orb at a time like on live patch.

why would Orisa receive any sort of nerf other than accompanying a huge buff to her damage or some other thing… 
