Yea… I read some of them
I really do like Bastion also with his little companion. They are jus so adorable. I wish I could make him my 2goPick if Im flexing as DPS but there are jus so many downsides playing him that it jus isnt worth it
If they keep up their current balancing method he might see an old E soon at least… and a new ult
They messed up really badly with Mercys rework and Brig is also causing a lot of frustration. They should focus more on the games balance/general content than QoL changes. Theres no point in decorating a sinking ship. Yea OW isnt directly “sinking” but I still…
Other than Sombra, Hammond getting buffs.
-Ammo increased from 80 to 90
-Fire rate increased from 25 to 30.
-Hammond cannot be body blocked in ball form. He will pass through enemies. He will do this also with his grappling claw and still get momentum to hit enemies.
-Shields can activate in ball form.
Oh, they definitely need to address those problems, you’re right. I’m just talking about general development of the game and what they should focus on in the future.
A list of ideas I’ve had for a while and I would love to try when the devs get around to releasing the Game editor. For those who aren’t aware it’s something they want to release and the custom games settings was supposed to be a temporary placeholder. Imagine custom games settings but like 20 times more powerful in terms of options to customize heroes and their abilities.
Mercy
Resurrect
Removed as normal ability restored as an ultimate
Resurrect Ultimate
Nerfs so it’s not as strong and has counterplay
give it a Line of Sight checker like D.Va bomb or Lucio Sound Barrier no more rezzing through walls, floors, ceilings, and the payload
remove the invulnerability during rez buff they gave her that sent her down the road to this garbage rework
Buffs so it’s not completely useless
increase mass resurrect range to 30 meters from 15 meters (original range during Beta was 40 meters with no LOS check)
Living allies within range/LOS get an instant full health heal to keep them alive while bringing back dead teammates. Which should get rid of the hide & rez and die on point mentality/Play Style. This also gives Resurrect another use.
Caduceus Staff
Increased healing to 60 heallth per second from 50 hps
Guardian Angel
Keep the changes to guardian angel
Valkyrie ultimate
Removed as an ultimate turned into an ability
Valkyrie
Grants 8 seconds of flight 2x healing range and the ability to heal/damage boost one additional target
Cooldown is 30 seconds
Reaper
Hellfire Shotguns
Damage increased to 4-8 damage per pellet from 2-7 damage per pellet
Damage falloff reduced to 12 to 24 meters from 11 to 20 meters (does more damage from farther away)
The Reaping
Healing from damage dealt increased to 40% from 20%
Wraith Form
Cooldown reduced to 6 seconds from 8 seconds
Shadow Step
Remove the crossing arms animation it just wastes time
Cast time reduced to 0.9 seconds from 2.5 seconds
Cooldown reduced to 8 seconds from 10 seconds
Sound effect and voice over distance reduced to 10 meters from 15 meters
Death Blossom
Damage per second increased to 234 from 170
Max damage per enemy increased to 702 from 510 (DB duration is 3 seconds that’s where this number comes from)
Range increased to 10 meters from 8 meters
Sombra
Machine pistol
damage increased to 4-8 from 2.4-8
Hack
cooldown reduced to 6 seconds from 8
Interruption cooldown now has a damage threshold of 10 damage
Junkrat
Frag Launcher
Projectile size reverted to 0.3 from the the current 0.2
Concussion mine
Cooldown reduced to 7 seconds for one charge from 8 seconds for one charge
Maximum splash damage reduced to 100 from 120
Minimum splash damage increased to 80 from 50
Steel Trap
Damage increased to 100 from 80
Gains an additional charge and can have two traps deployed at the same time
Cooldown reduced to 8 seconds from 10 seconds
RIP-tire
5% increase in ultimate charge requirement
Bastion
Remove ironclad
give back his shield from beta but only 500 hp instead of 1000 HP
Self-Repair
keep the current version
Recon configuration
Keep his buffs to his primary fire (ammo count and weapon spread)
Tank configuration
regains armor from transformation 100 instead of the previous 150
Sentry configuration
revert his damage and spread changes meaning he can be accurate and do head shot damage again
revert ammo count back to 200 from the current 300
Zenyatta
Orb of Harmony
Can now place two orbs of harmony at the same time
Orb of Discord
Can now place two orbs of discord at the same time
damage amplified on a target with Orb of Discord has been decreased to 25% from 30%
Reinhardt
New Passive ability added: Gravity guard (name optional)
Gravity guard
Grants 75% resistance to knockback
Barrier Field
Increased health to 2,500 from 2,000
Regenerates at 150 per second while deployed if it has not taken damage for 2 seconds
Healing increased to 300 per second after being down for 1 second from 195 per second after being down for 2 seconds
Cooldown after being broken removed
Increased movement speed while deployed to 3.75 meters per second from 2.75 meters per second
Charge
cooldown reduced to 8 seconds from 10
Roadhog
New Passive ability added: Hefty Bacon (name not optional)
Hefty Bacon
Grants 50% resistance to knockback
Scrap gun
Restore his damage to his original amount
Chain Hook
cooldown resets on kill
Widowmaker
Venom Mine
Damage increased to 20 per second and 100 total from 15 per second and 75 total
cooldown reduced to 10 seconds from 15
Zarya
New Passive ability added: Russian Muscle (name optional)
Russian Muscle
Grants 50% resistance to knockback
Particle Cannon Primary fire
rate of fire reduced to 10 rounds per second from 20 rounds per second damage remains the same
Secondary fire
Ammo consumed per shot reduced to 10 per shot from 25 per shot damage remains the same
Particle Barrier
Barrier no longer has health it just blocks all damage for 2 seconds
Projected barrier
Barrier health increased to 300 from 200
Gains an additional charge allowing you to deploy up to two barriers at once cooldown remains the same
Orisa
New Passive ability added: Solid stance (name optional)
Solid stance
Grants 75% resistance to knockback
Fusion Driver
revert the 9% damage nerf to her primary
Halt
reduce the cooldown on halt by 1-2 seconds
Protective Barrier
Duration timer removed (can stay deployed if not destroyed)
Gains an additional charge
two barriers can be deployed at the same time
Fortify
Made into a toggle ability with a resource meter it lasts for 2.5 seconds
Ana
Biotic Rifle
Self heal for 10 health every time you heal an ally (actual healing not just shooting an ally)
Unscoped fire changed to hitscan from projectile
Symmetra
Sentry turrets
count increased to 4 from 3
cooldown reduced to 7 seconds per charge from 10 seconds per charge
turret beam range increased to 12 meters from 10 meters
Photon Projector
charge time reduced to 1 second from 2 seconds
charge decay time increased to 3 seconds from 2 seconds
range increased to 15 meters from 12 meters
Ammo count increased to 80 from 70
Teleporter
Duration time increased to 20 seconds from 10 (Orisa barrier duration is 20 seconds)
deployment time reduced to 1 second from 2 seconds
Teleporter placement range increased to 35 meters from 25 meters (same as Reaper’s shadow step)
Moira
Biotic Grasp
can heal through barriers again
Biotic Orb
cooldown reduced to 8 seconds from 10 seconds
Fade
duration increased to 1 second from 0.8 second
Wrecking ball
Quad Cannons
ammo count increased to 100 from 80
reload time reduced to 1.5 seconds from 2 seconds
Adaptive Shield
no longer forces you out of ball mode
Area of effect increased to 10 meters from 7 meters (can detect enemies from further away)
cooldown reduced to 14 seconds from 15 seconds
Minefield
mine health reduced to 30 hp from 50 hp
damage lowered to 100 from 130
minimum area of effect increased to 12 meters from 6
Moira’s orbs last 10 seconds, they will not be 8 second cooldowns. Because her last orbs thrown will still be up for 2 more seconds unless it was depleted
well great, i remember the last time roadhog got a big change, don’t repeat history, but i hope they buff junk a bit, he went from being very eh, to op, to decently good, to useless now.
make her m1 deal 2X damage against barrier or any target with shield hp, this will allow her to be a good niche anti barrier/shielded hero.
photon barrier is now an opaque solid red to the enemy and transparent to the ally, this will make her Ult more impactful and will force the enemy to either wait/hide or go thru the barrier to see the other side.
TP animation is now 1 from 2 second
Turret cooldown decrease from 10 to 6 and can stack 6 of them but can only use 3.
Mercy’s Healing Rate ramps up the longer its focused on a target that isn’t taking damage. The heal rate resets back to 50hps when the target takes damage.
Whole Hog can be canceled with TAB.
Damage Falloff on Roadhog’s Alt-Fire reduced.
New Bastion Passive - Sentry Mode deals increasing damage against a single target.
Bastion’s Sentry/Recon transformation can be “rolled” in and out of instead of locking him in place during the transformation.
Reinhardt New Passive - Stun immunity when he has Armor Health, either his Natural or Provided.
Symmetra’s Beam Attack ramps up to the second stage faster.
Symmetra’s Beam Attack has a wider hitbox at the origin of the beam, tapering down to its current size at the end of the beam.
New General Tank Class Passive - Splash effects (Flashbang, Self-Destruct, etc) does not travel through their hitbox.
A biotic orb that has been around for more then 6-7 seconds has usually taken orbit by then. Unless deployed in a small room with no one inside it’s never around for the full 10 seconds.
Wouldn’t be a problem if it just caused the old one to disappear… Typically by then it has already traveled well outside of the intended range, and if it IS still in range, it’s likely depleted to the point of being the size of a marble.
I don’t think it would be out of bounds to make this request, so long as the first orb is dismissed upon the casting of the second. (this would break her in Total Mayhem, however)