There are multiple ways to do damage in Overwatch as all of us know. So what if a some heroes got something like a 10% or 20% increase in damage taken by a specific type of damage?
Or some other type of trade-off? Conversely, some could get 10% or 20% damage resistance
Edit: Changed title and post for more clarity.
Edit 2: This is not about the usual overall nerfs or buffs we are used to, to expand a bit:
As someone who has played Team Fortress 2 for a very long time, these sort of trade-offs are extremely common for balance. It creates a lot of small and interesting intricacies that give depth to gameplay.
These passives don’t have to be permanently active, they can be situational. Junkrat for example already has one of sorts, being completely vulnerable during the entire duration of his Ult, while other heroes Ults happen instantaneously. Albeit, in this case, it’s a mechanical design choice that makes him vulnerable.
So these passive nerfs or buffs can be used in creative ways and subtlety help balance without outright changing directly heroes to counter other heroes.
For example, instead of Hero A getting more damage overall because he is meant to counter Hero B and can’t do it as well now, maybe Hero B takes a tiny bit more damage from Hero A’s type of damage. This way all other heroes don’t have to deal with Hero A’s damage buff overall, perhaps slowing the never ending power creep.
Another quick example and the last one. A lot of people don’t like Moira’s Ult in casual and lower levels, so maybe she could lose the ability to be healed while performing her Ult (not meant to be an actual suggestion, just an example). You know, there’s a lot of creative ways to tweak the game besides the usual more or less damage overall to Hero “X”. Maybe a more surgical approach to some characters could work better in certain instances.