Thoughts on swapping out fortify for a different ability

Personally I feel that orisa should have fortify be swapped out for a different tool. Possibly splitting spear spin between it’s mobility and DM like properties.

As in spin on a resource like d.va, while hero it’s mobility gets put on a second cooldown. Where it’s just a raw speed boost, that maybe maintains the CC resistance of fortify and nothing else. Or possibly give her team a slight speed boost while she is using it.

Moving playstyle from less of a stationary bullet sponge and more of aggressive attacker. That cycles in and out of a fight playing into that calvery style of combat.

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Yeah I think that would be cool.

Something maybe like, remove speed boost from spinny spear and put it on shift. Call it Trample, Orisa gains even more movement speed than spinny spear currently gives, and makes her trample the ground around her so she deals melee damage repetitively. Lasts 3 seconds, in the final bit of damage she does a bigger stomp that knocks back in a radius. Or maybe does a horse kick behind her which boops pretty far and deals say 100 damage, so you have to turn around at the right moment and guess where the enemy is. Hurtbox would be somewhat forgiving.

So in trample you can try run in circles around your enemy or something.

Thing is she probably needs fortify. She doesn’t self heal and doesn’t have a barrier. Without fortify she probably dies instantly. So… maybe let Trample still have 20% dmg resistance and no headshot damage?

Just spitballing here. No idea if it would be balanced at all. Just sounds fun to me and much more engaging than her current playstyle.

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They should just let her gallop and jump to high ground when fortified.

May be even allows others to ride her :face_holding_back_tears:

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This is why I would suggest having spin on a resouces like d.va less of a one and done, and more so something she can turn on and off to help reposition or eat the occasional big cooldown.

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That sounds fine. They would have to remove spinny’s resistance to melee damage then (is that a thing? I’m pretty sure that’s a thing).

And stop spinny from booping/kidnapping. Assuming they rework shift to be more offensive/less defensive.

I think it eating melee is fine, because unlike d.va she won’t be able to chase/escape to the highground. The knock back would be a little odd, because by it’s it won’t have the mobility to just kidnap the enemy rien or something.

So it can be something that still exists as part a two cooldown combo. It’s a little odd as she losing a major aspect of her kit in the process. But I can also see the issue with how it would interact with rien and the like.

I think Fortify is too iconic and replacing it would mean something of equal or similar value. Her javelin isn’t the same value as a 50% total damage reduction.

So eh I recommended keeping a bit of fortify in the mobility tool in it’s CC immunity.

But at the same time, a hard 50% damage immunity isn’t exactly eye catching or really notable as a mechanic.

it’s not like blade or rez where it has this hard visual identity. Like keep the color change on the mobility tool if you want to keep the look.

If 50% damage reduction wasn’t noticeable, then Nano would have never been a popular ultimate

Like as in gameplay fights ya, you can feel it. But like as a notable part of her identity not so much. Like it’s not popping up in her highlight real that she is taking less damage, more so she is blocking a rien charge.

Also like ana lost 30~50% ish speed boost on nano a while back.

I think it will be challenging for sure to replace an ability like Fortify that’s all. I can’t even think of one that would help a low mobility tank like Orisa who has to shoot at the other team to get value. Mauga can heal himself, Ball can create shields, D.va has defense matrix… they all have their own iconic ways of mitigating damage.

That being said… parts of Orisa’s identity has changed over time. The whole reason she even needed Fortify in her original kit was because she used to suffer from the old D.va main gun problem where she slowed down when firing her gun. That was by far the biggest drawback of her kit, and I believe it was all but removed except when using Fortify.

I get that Orisa may not be very exciting game-play for some people, but I do believe removing Fortify will gut her as a character in this game. Not to mention with the armor nerfs coming in the mid-season… now that I think about it, I wonder if the armor nerfs were intended for Orisa without changing her image. She is practically all armor health.

Being able to run into the enemy team at will, and even ignore CC, is not going to be enough for Orisa to make due with the other options she has left. She will charge in, take too much damage, be forced to use another cooldown to live, and be caught in the open. Not every hero needs mobility just because it looks fun. In fact, removing fortify for mobility would mean Orisa would need health buffs to compensate… and I don’t think many people want to see a 600 HP Orisa charging into their team

So Iv’e seen this exact line when talking about every rework that has ever happen, including the rework into her current state.

If anything as I mention the other half of fortify the CC immunity can still part of the mobility tool. And combine that with d.va like spear spin. We have a strong character on are hands that plays more like how classical Calvery strat.

I mean for sure their are other changes in tow, most likely having her gun range get pulled back and some bits and bobs of spins current functionality.

but like this isn’t a bad design to play off of.