Intro:
The core values of Overwatch, a mix of FPS and MOBA, hero flexibility, focus on teamwork, simple to understand-hard to execute gameplay, and the basic three comp archetypes of dive, rush/brawl, poke/bunker. These are the core values of what makes Overwatch fun, these values are no longer present. These solutions I propose aim to keep the inital core values of Overwatch we all knew and love, while also addressing the issues we had while we had those values.
Role changes
3-3 split
1 Main Tank (barrier tank)
1 DPS (Glass Cannons, low hp, high damage)
1 Main Support (A lot of raw healing)
3 Flex Players
These 3 flex players can pick interchangeably
Off Tank (Zarya, Hog, D.V.A)
Utility/Pick DPS (Sombra, Mei, Genji, Widow, Sym)
Flex Support (Low healing, high utility, Lucio, Zen, Brig)
These changes accomplish two things. It creates a ton more dynamic comp variety, something cherished in Overwatch. It also allows comps like GOATS and Multi DPS to be played, but in a less exaggerated state. This middle ground of no- limit roles and 2-2-2 is the best of both worlds. You can not abuse sustain in the case of playing pure GOATS, since the team is forced to play with one glass cannon, which makes the comp much less oppressively. On the other hand, Multi DPS comps can only have one DPS that has a lot of damage.
Barrier changes
Barriers no longer have health, but durations.
Rein, Monkey, and Sig all have 4 second duration. The most frustrating aspect of a tank player is dying instantly to insane amounts of damage, even though they usually have high sustain themselves, and even in this state of reverse power creep, tank barriers like Rein, Orisa, and Sig are not being used to reliably protect and defend their team, and so are balanced to become more bruisers and not tanks, which destroys the appeal of the role altogether. Having barriers balanced around durations instead of stats allow for tanks to use barriers in a way that can reliably create space for their team, without fear of being one-shot peaking little to far past a corner.
Orisa rework
Orisaās fortify is removed
Barrier is on a higher cooldown.
All heroās are except Orisa is slowed while inside her barrier.
Pull has the current velocity and old grab range.
Orisa was used a lot in the past because other tanks were simply unable to play the game due to power creep. Now in a reverse power creep state, she is rather obsolete in creating space or in offensive power. These changes align with Orisaās character, and intended strengthās and weakness. She is a righteous hero that protects people and catches the bad guys.
This makes Orisa have clear strengths and weaknesses. She has a very good barrier HOWEVER, it is on a long cd. Her pull is very good HOWEVER, she gets dove easily.
This line of though is also well translated to other tanks:
Rein has good damage output, but has no utility. Has a lot of damage, but is short range.
Winston has bubble, but itās rather inflexible. He has mobility, but lacks range.
You get the pattern, durations make these statements easier to achieve, so it becomes becomes about different heroās having clear strengths and weaknesses instead of one having better numbers.
Sig rework
Sig can jump in the air an infinite amount of times in the air(effectively flying).
Kinetic Grasp is removed
I get Blizzards approach to designing Sig, having a movable shield and a cool weapon. Make up a ultimate that makes sense, grasp because your a tank, and tanks need to have some sort of sustain. But the end product is lackluster, his character and gameplay donāt align. He is a gravity scientist, who is also a Talon warrior. Sure his ult has gravity, but doesnāt do a major part of his identity justice, he has a rock and grasp that is under the science archetype umbrella, isnāt enough, the warrior part is there, but really doesnāt shine like other Overwatch heros. Making him fly shows more of gravity side, with his ult making it faster and more fluid. With this new found mobility. Rock and his weapon have new types of interaction, which makes players think about rock and his weapon as him using his gravity and science together to in the end. It makes more sense, itās more subjective of course, but from what I have heard from other people I talked to, itās a better representation of who Sigma is. Gameplay wise Sigma turns from a generic brusier, to a hero that specializes in the poke playstyle, with his use of flying a good option to pick over other heros.
Moria rework
Entirely new kit
Moria Has two augmentation patches
She can give these pathces to any player before a game starts
These patches give DPS lower cooldowns, tanks more ult charge rate, and supports heath regen.
Moria has a latch ability with her doctor oct looking eggs shown in one of her developmental photos. She can latch onto a ally and go where they go.
Moira has a smoke bomb that she tps and become invis for 1.5 seconds. Any attack or ability cancels the invisibility.
She can copy another heroāa weapon for a certain amount of time. The healing/damage output has a life steal effect towards the people she patches. Her ultimate allows her to evolve one of her abilites. One more patch, lower latch cooldown, one more smoke bomb. Higher duration on weapon copy.
Similar to Sig, Moiraās character and gameplay do not fit. She does experiments that augment people and is evil and menacing. Nothing about her kit says that, she has similar gameplay to zen if that says anything. In my eyes she she should be a dive support. How is a good question, but I think this rework does just that. The patches bring out her augmentation character out. She isnāt giving DPS more heath and damage, but cd reduction, so it isnāt super frustrating, balancing through durations and cooldowns, not numbers. Tanks have more ult charge rate, not frustrating, but still valuable. Supports get health regen, helpful when they are not going to have much peel unless another flex support is in the comp. being able to latch on a Winston diving is an interesting interaction that can be used to get away from pressure and then at the same time join a dive. smoke bombs is a way to sustain a rather immobile hero in the middle of a dive. Copying a weapon gives Moria a choice, copy a Ana and heal tanks for a short time, or switch to a a Cree and deal damage for a short amount of time. This is a rework that is complicated and something I come back to find a way to make Moira a dive hero that is easy to understand-hard to execute.
Brig changes
Inspire is reduces the cooldown of
Brig bash is on lower cd, but merely interrupts the target in that moment, and then bashes the target away, they can still use any movement cooldown after the bash interruption. Brig bash has a longer cast time (so it has less of an effect for mobile skirmishers like Tracer, Genji, Doom).
Flail is on a lower cool down.
These changes accomplish her role has an anti dive while also not being frustrating to play against. Bash wonāt cc which is hell, armor packs donāt over heal, and rally numbers are finally balanced in this point of time.
Hog rework
Hog can hook through shields
Hog doesnāt have a lot of play in competitive play when their are a lot of shields. When shields have durations, it will become hard for him to get any value, especially in multi tank comps when sustain and utility is prioritized. Allowing him to hook through shields will create the interaction between brawl and dive comps very interesting. If this change isnāt enough, having hook cd being refreshed on kill would be another interesting buff.
Reaper rework
Lower duration of fade, but lower cooldown.
Lower time to tp, lower range and much higher noise.
These changes aim at making Reaper more of a glass cannon.
Doom rework
Punch no longer one shots.
No more shield on ability damage.
Doom has two charges of every ability.
2cp rework
2cp. Speed run of first and last. 2 minute for first. 3 minute for second. Time does not go over, no time bank. Whoever has fastest time, wins. It makes games faster and less frustrating. Simply, whichever team caps fastest, wins. No overtime, no 5 minute holds.