Hello!
(( NOTE: I MADE CHANGES TO THIS LIST ACCORDING TO FEEDBACK FROM THE FORUMS ))
If you have any suggestions please feel free to add them
I’m making this post because I’ve seen a few others post their patch notes and I wanted to give my take on what would be great to address damage and healing creep.
Let’s Start with Tanks!
I wanna preface this by stating Tank is my least played role so please take these changes with a grain of salt as they are just a regurgitation of what I’ve seen other tank players requesting!
Reinhardt
Hammer Swing: Dmg 85–>75
Shield: 1600 HP–> 2000 HP
Earthshatter: Stun time 2.5 seconds --> 3.0 Seconds
Orisa
Health: 450 --> 400
Fusion Driver: Projectile Speed 120 --> 90 / Move-speed Penalty while Firing 30% --> 40%
Protective Barrier: 600 HP --> 800 HP
Sigma
Experimental Barrier: 700 HP --> 900 HP / Cooldown - 2.5sec CD --> 2.0 sec CD
Accretion: DMG - 70 --> 35 DMG
Kinetic Grasp: Shield %DMG Conversion Rate 60%–> 50%
Wrecking Ball
Grappling Claw: Grapple Claw now breaks after 2.5 seconds of consecutive use
Adaptive Shields: 100 + 75 shields per enemy hero --> 100 + 100 shields per enemy hero
Those are my ideas for tank changes. They are geared towards lowering their overall DPS output while increasing their tanking abilities / shields. While I am buffing shields here, those shield tanks are also facing massive damage nerfs which were never given as an alternative to nerfing their shields. In my opinion, shields were not a problem until Orisa/Sigma were abused in combination together due to Sigma’s egregious amount of damage and Orisa’s buff to her movement speed penalty while firing.
Here are my ideas for Damage Hero Changes!
Ashe
Ashe no longer gains ultimate charge while B.O.B is deployed.
Coach Gun: No Longer does DMG to Enemies
Ultimate Cost: Reduced by 10%
Bastion
Please rework this poor guy. Personally, I think he’s rather underrated but he is in dire need of a complete overhaul as he is a hero that only provides damage while being stuck in a stagnant position. Perhaps give him an E ability that gives him utility or rework his entire kit Idk.
Doomfist
I know absolutely nothing about this hero and loathe him BUT he needs severe changes but I’m not quite sure what exactly those changes would be.
Echo
Sticky Bombs: CD 6 seconds --> 8 Seconds
Focusing Beam: CD 8 seconds --> 10 Seconds
Genji
Genji is also in need of dire changes, however, I really do not know what to change about him so i’m open to suggestions!
Hanzo
Storm Arrow Fire Rate: 1 shot per 0.25 seconds --> 1 shot per 0.3 seconds
Dragon
Ultimate Charge Cost: Reduced by 10%
Mei
Mei can now be healed while in Ice Block.
Pharah
Health: 200 HP --> 175 HP + 25 armor
Hover Jets: Deacceleration while in air no longer costs fuel
Barrage: Duration - 2.5 Seconds --> 3 Seconds / Pharah can now manually cancel Barrage.
Reaper
Hellfire Shotguns: Spread reduced by 10%
Passive: The Reapening - In addition to granting Reaper 30% Lifesteal, killing enemies drops health orbs that Reaper can pick up.
Soldier: 76
Helix Rockets CD: 6 Seconds --> 8 seconds
Biotic Field Range: 4.5M --> 5.5 M
Tactical Visor: Helix Rockets now lock-on to selected target.
Sombra
NEW: Killing Enemies affected by Hack or EMP Refunds the Cooldown of Translocator and Stealth
Hack: Enemies affected by hack take 10% increased damage from Sombra
Symmetra
Health: 175 HP + 50 Shields --> 125 HP + 125 Shield
Photon Projector: 60/120/180 --> 80/120/160 / Beam Range 12m --> 15m / Beam Level-up time: 1.33 seconds --> 2 seconds from Beam Level 1 -> 2 & 1.33 seconds from Beam Level 2 -> 3
Photon Barrier 4000 HP --> 3000 HP / Duration 12 sec --> 15 sec
Tracer
Weapon DMG Fall-off 13m --> 10m
Widowmaker
Health - 175 HP --> 200 HP
Total Ammo Mag Count: 35 --> 25
RMB - (Widow’s Kiss Scope) - Widowmaker can now only see within the vision of her Scope while scoped into her Rifle. (Meaning when Scoped in you cannot see your surroundings like you currently can)
Grapplehook - Maximum Range - 20 m --> 15 m
Venom Mine - CD 15 sec --> 10 sec / Maximum Charge 1 --> 2 / Maximum Amount of Mines allowed on Map at a time 1 --> 2
This was a … lot so I apologize for how convoluted this all was but my intended changes for all of these heroes was to either buff those who are struggling, nerf those who are affected by powercreep, and shift the power of certain heroes to make them less annoying to fight.
Now, Let’s get to support, the role that I main (hehehehe)
Ana
I actually find Ana to be pretty balanced and not in need of many changes. Sure, her nade is incredibly powerful but I don’t think that it’s a problem as there are plenty of abilities that counter it completely.
Baptiste
Exo-Boots: Charge time --> Max time to full charge - 0.7 sec --> 1.2 seconds / Height of maximum jump - 9.1 M --> 8.5 M
Biotic Launcher: Ammo count - 45 Bullets --> 25 Bullets / 10 healing nades --> 7 healing nades.
Immortality Field: Duration 5 seconds --> 8 seconds / Health 150 --> 100 / Can now be absorbed by defense matrix and Kinetic Grasp / Cooldown 25 seconds --> 30 seconds after ability is depleted or destroyed.
Ultimate cost: Decreased by 10%
Brigitte
Health Pool: 150 HP + 50 Armor --> 200 HP + 50 armor
Inspire: Healing - 15 per second --> 25 per second / Cooldown 1 second --> 5 seconds --> Duration 6 seconds --> 3 seconds. Cooldown for passive begins after duration finishes / Radius - 20 m --> 15 M
Repair Pack: 3 Charges --> 2 Charges / Range 30 M --> 15 M / Healing - 110 over 2 seconds --> 25 health + 50 armor upon contact with ally. If ally is at full health, grants 50 armor for 2.5 seconds. Armor packs do not stack.
Whip shot: Damage - 70 --> 50 / If the Whip shot misses, takes 0.3 seconds to retract --> If the whip shop misses, takes 0.75 seconds to retract.
Shield bash - Damage - 5 --> 25 / Stun duration 0.75 seconds --> 0.5 seconds.
Lucio
Cross-fade: Range 12m --> 20m
Amp-it Up!: Range (Same as Crossfade) --> 12m
Ultimate cost: Reduced by 10%
Mercy
No changes. I actually believe Mercy is like Ana is completely balanced. While Ana is pretty bad in this meta, I only believe that is because the current meta favors mid-range damage spam (meaning Mercy can benefit those Heroes greatly)
Moira
Biotic Orb - Damage - 50 DPS Up to 200 DPS --> 30 DPS up to 200 damage / Purple Orb now inflicts a 50% healing reduction while the enemy hero is taking damage + 2 seconds afterwards. Enemy heroes can only be effected by this once per orb.
Zenyatta
Orb of Discord - 30% DMG increase --> 25% DMG increase
These support changes help shift power from certain heroes and completely negate certain comps from being run. For example, with these changes, Mercy Zen / Brig Zen become comps that are much harder to run as they lack strong healers. The Brig changes completely shifts her power into a more armor providing off-support instead of being a main-healer/dps dealer/tank. The Bap Changes rebalance him as well by limiting his overall output and allowing for more counterplay towards his immofield.
Alright well this was an incredibly long post but I feel like these changes will help rebalance and stabilize a lot of these heroes and make the game feel less explosive and extremely chaotic. Please feel free to tell me how you feel about certain changes as I’d love to see how y’all feel about my changes