Tweaks for each hero to a greater impact than lastet patch

I know how the general perception is usually and simply against everything being negative or even toxic about it, regardless it’s a good or bad idea, but im gonna post it anyway… In this forum everyone (me included) is the supreme authority in every aspect of the game, so i will be just as humble showing my reasoning why each change is at least a valid option to be tested out on a experimental card or something (or not, we all know the devs can’t even bother at this point).

Starting with the TANK role, the stapple and base of every comp. The characters should synergize against eachother better so that their pick are a more reliable and easy counter to themselfs with more especific purposes aswell like, for example:

Enable D.VA to soar with a secondary or hold jump button so she can more easily deal with aerial threats.
DOOMFIST’s POWER BLOCK should actually reflect projectiles, but leave his feet/head exposed, so critical hits (and good play) can still do high damage to him but shots on the foot takes that 80% dmg reduction + power up.
ORISA is too opressive cuz she has too many abilities that negates everything. period. Specially JAVELIN SPIN. It should not increase mov. speed, but she still needs this little mobility so adjust it into a forward-only passive boost.
If JUNKER QUEEN had CARNAGE doing anti-heal, she would force Roadhog out more often making her the BRAWLER she should be.
ROADHOG does need the 1 shot ko combo, otherwise he is pointless. So, balance his high dmg output with lower resistences, for example remove TAKE A BREATHER’s dmg reduction effect.
RAMATTRA requires a BARRIER composed HP increasing his much needed survability thus allowing forward push attack tank playstyle he commands.
REINHARDT doing burning with FIRE STRIKE gives him a little more power where he needs.
Make SIGMA’s ACCRETION do big damage against barriers (like 2-3x or simply half -50% hp) so that enables him a solid counter pick to himself and any shield META. Also, a higher jump wouldn’t hurt.
Give WINSTON’s Tesla Cannon shoot a zap-to-nearby condition or actual big damage to justify holding to charge and using his cool secondary fire option.
WRECKING BALL grappled highest speed should stun or stagger (-mov. speed) for a short period. Also, the hammster should have a increased critical hitbox multiplyer (2.5 or 3x) as the wreckingball, where he stays in it most of his time, has no critical box, so balance it out to have a drawback.
ZARYA having her PARTICLE BARRIER reduced to 100ish hp but +1 charge is much more versatile and less opressive in a 1v1.

As for the SUPPORT, really, all of them needs some extra juice. Especially in the offensive deppartment. And regardless your opnion on my take these are simple increments and honestly fair game for the most hunted role.

ANA is the most well rounded characther in this list, so actually just give some free passive ability or be bold and make her critical hits do instant damage instead of damage-overtime.
BAPTISTE needs to able to utilize his exo boots jump into every direction instead of only upwards. Dynamic and playmake positioning
Allow BRIGITTE’s WHIPSHOT critical hits to do stun. CC is bad i know, but cc under mechanical prowess is actually good. We all accept being slept for that many seconds, why not something even more difficult and rewarding? Also, increse cooldown if necessary.
KIRIKO on the other hand is by far the strongest one, specially since she is so offensivly oriented. So what would be nice for her is to split the SUZU into 2 abilities (kinda of a nerf) and make her SWIFT STEP a secondary jump (like hanzo/genji) so this opens up a slot in the ability section for a more offensive one. Like invunerability+knockback in one side and heal+cleanse in the second one. A ninja smoke bomb would serve her and the game very well. (later on why)
LUCIO is another character that should have a bit more CC, but also under critical hits only. Like his primary could give a little stagger or something. Nothing to fancy but a slight increment.
I am byass for hitscan bullets MERCY, but if not that at least a faster travel speed to her so weak bullets. Like, i get it she is a support with a pistol but when she is battlemercying she is not healing nor amplifying anything so make it usefull outside her ultimate. The staff having unlimited ammo is what make her so free and feel overpowered to most cases and the latest changes actually enhances this feeling.
BIOTIC GRAP sap should increase if MOIRA is closer to the target. Also, COALESCENCE doing cleanse sounds about right.
ZENYATTA’s orb of destruction volley (the hold secondary option) doesn’t have to consume ammo and have a proper release button instead of quick melee. The primary base can be adjusted, maybe the total 9 on his neck?

At last, the polemic DPS role…

increase ASHE’s primary fallof range damage to around 60m or so (this will pay of i promise)
did you know that BASTION SMG has a better range than the Viper? His primary, should be about close-range encounters with fast rate of fire and little to none spread (as smgs are known for) and his A-36 TACTICAL GRENADE is great for a secondary option, but not as good enough to call an ability. You know what would be a great ability? Self-healing. Also, call me crazy but his CONFIGURATION: TANK (the old ult) would serve him much better in this new 5v5 format, just saying.
Like it or not, stun aint comming back, but COLE CASSIDY traded his utility for raw damage and that’s not what he needed. Sure 130 dmg is strong and can secure kills easily but he always had damage, he actually needs utilitary instead… So maybe not stun but multiple grenades on his belt for swaping effects? Like smokes or actual flashbangs? circle through options with E press MOUSE1 to throw.
ECHO needs to be airborn more freely maybe propper a passive ability that allows more fluidity to her movimentation? Also, is it just me or shouldn’t the sticky bombs from the observing & learning & adapting robot counter Genji’s deflect nature…
Can we just admit that GENJI not doing damage makes him a throw pick? Revert (for the 4th time) that shuriken tweaks and compensate for a -25 or -50 total hp. Just like widow, he is a glass cannon assassin let him be played the way he should as a fast sweeper that dies easily if you don’t connect the hits.
HANZO’s riccocheting arrows should bounce up to 5 times of walls but lose power each time so, for example, 65-15-15-15-15-15 or 65/2/2/2/2/2
JUNKRAT’ pasive TOTAL MAYHEM could also release his entire ability kit if not under cooldown alongside the grenades when he dies. A buff to some sort more powerfull and crazy in a own unique way.
give MEI a passive that makes snowball creates an ice pathway for her to have a little mobility. Destroyable, activating after X time moving forward… that kinda specifics i leave for the dev team but would be aMEIzing.
25 armor to PHARAH. that’s all she needs. Even at the cost of total hp like 175 total (150+25) is still superior than what it is today
WRAITH FORM in a gauge meter (like d.va’s matrix) and cooldown equal to reload time for REAPER cuz he desperitly wants a movimentation that is not lika a bot walking around the map. The ability to fly while under it from a few experimental cards ago also dramatically improves his mobility to such a fluid point that could also mean -total hp making him not so strong to compensate
SOLDIER 76 & TRACER I actually can’t thik of any. They are in a really balanced place.
If anything, their passive should allow them to walk a little faster to keep up with the still not well balanced 5v5 scenario. But just a slight increment though like +5% or so
SOJOURN is simply strong and meta cuz her kit and primary are so consistently good, but her DISRUPTOR SHOT should at least deal self damage too.
Opponents hacked by SOMBRA need to appears in the map for everyone to see like widow’s infrared for a longer period of time (15ish seconds). Allowing her to a supportive playstyle and easier to punish these marked targets with the increased damage.
let SYMMETRA’s portal last indefinnetly, but as soon as she places the second, the first ONE gets destroyed (just like placing a 4th turret)
why? can’t? TORBJORN? heal? allied? armor? with? his? hammer?! it’s niche but it suits him perfectly. Also, if torb had the opportunity to deploy 1/2 or 1/3 of his turrets each time he could build 1, 2 or 3 turrets adjusting the turret dmg/hp depending on how many parts of it you throwed at that location. Nearby parts join eachother into one big (as big as current 225 one) and possibly healling the turret as well.
Now the hottest topic: 150 hp WIDOWMAKER. Long-range snipers, mostly Lacroix, will always be a force to be recon with and a stapple to the fps genre. Her 1 shoot is what it is and should stay that way, but the game with 33+ heroes needs to have at least 1-3 solid counter pick options each role for her (and every other sniper) not to feel so broken or unstoppable…
So first, just admit she does not need 200 HP. In fact, a 1HITKO hero still is as strong as ever far away in the backline untouchable with red health bars. But for the sake of balance, let’s imagine a world where Widowmaker has 150 hp, a magic number that Ana now can 2shoot from afar, a real and fair sniper duel. Also, if Ashe had a longer Fallof Range as said (currently 20-40m while widow has 70-100) she could enter this battle aswell killing 150 hp widow with ease thus leveing the plain field.
And last but not least, it is time for SMOKE GRENADE heroes. New ones or new abilities in some kits like Cassidy & Moira are totally plausible cuz that’s how every other FPS game deals with undeniable positioning snipers can achieve.

  • side note: how is that zenyatta has the strongest damage in quick melee (45 dmg) and we have mercy and any other skinny hero doing the same 30 as the bulky tanks is beyond me.