Update on 4/17/2022 Moved Doomfist to tank
Updated on 2/20/22! moved Sym to support and separated heroes by role
Updated on 8/30/2021! Removed Echo (from list, not from the game lol), added Sigma!
Welcome!
This is the second time I make a thread like this but this time there’s no holding back… heroes I won’t be touching are Ashe and Tracer, these two I feel are already balanced and distinct enough. I would advice to just scroll down to the hero of your choice since this whole thread is ridiculously long
First are the soft reworks, maybe adding one skill or tweaking numbers around
Tanks
Winston
Added new skill that gives Winston an interesting tanking option
Cover: Winston will raise his arm to his face in order to prevent damage
- Grants 50% dmg reduction (75% if nanoboosted)
- Reduces speed by 30%
- Can be used while attacking but melee is disabled for the duration
- Cooldown is 8 seconds
- Duration is 2 seconds
- Animation blocks winston’s critbox from the front
Zarya
Energy system adjusted, increased defenses for teammates
Energy
- Energy decay starts after not dealing damage for 2 seconds
- Energy decay changed from 1.8% to 2 Energy/s
- Primary consumes 20 energy/s
- Secondary consumes 15 energy/shot
- Energy adds it’s current value to Zarya’s barriers
- Maximum Energy gained remains at 40 per barrier regardless of barrier’s hp
Particle Barrier
- Maximum damage absorbed increased from 200 to 250 plus current energy value
- Cooldown reduced to from 10 to 8 seconds
Projected Barrier
- Maximum damage absorbed increased from 200 to 250 plus current energy value
- Cooldown reduced to 6 from 8 seconds
- Can now hold 2 charges
Reinhardt
Reinhardt Attack speed will go down after swinging his hammer too much
Rocket Hammer
- Attack speed returns to normal (0.96 hit/s) immediately after 1.5 secs
- At 5 swings his attack speed is reduced by 10%
- At 10 swings his attack speed is reduced by 25%
- At 15 swings his attack speed is reduced by 40%
- Attack speed won’t go lower than 40%
Charge
- OW2 change
- turning speed increased
Firestrike
- OW2 changes applied
- Can hold 2 charges now
Earthshatter
- Upon completion, resets attack speed to normal
Wrecking Ball
No more infinite Rolling without input
Grappling Claw
- After 5 seconds of rolling, WB’s hook will release
- Reset coincides with grappling hook’s cd meaning that you could roll infinitely IF you re-grapple periodically
D.va
Increased interaction for baby D.va and bomb, possible escape tool or kill self button to prevent griefing of D.va players
Self Destruct
- Deals 50 dmg to D.va
- Knockbacks D.va a LOT as long as bomb is in LoS to her model
- Range for both effects is effectively infinite
Defense Matrix
- Cooldown reduced from 1s to 0.75s
Light gun
- Ammo increased from 20 to infinite
DPS
Junkrat
Trap is such an unique skill, we need more of that
Steel Trap
- Can hold 2 charges
- Enemies trapped cannot be trapped again for 2 seconds
Genji
Damage relocated to his autoattacks, dragonblade remains at 110 dmg
Swift Strike
- Damage reduced from 50 to 40
- Cooldown reduced from 8 to 6 seconds
Shuriken
- Damage increased from 29 to 30
- Missile speed increased from 60 to 65 m/s
- Primary recovery speed increased from 0.75 to 0.65
Bastion
Added a passive that helps bastion deal with flankers a bit better and gave the ability to move slightly while in sentry mode
Ganymede: Detects invisible or flanking units outside of Bastion’s screen
- Detection radius is 10m in a semicircle behind Bastion
- Ganimede chirps in the direction of the attacker
- No animation for the Bastion player but enemies can see ganimede chirping at them
Sentry Mode
- Left and right directional arrows produce a small spark explosion on either side of bastion
- Bastion moves in the opposite direction of the spark
- Each spark moves bastion 2.5m
- Ammo reduced from 300 to 250
Hanzo
Storm Arrow changed into an attack animation reset, Hanzo can fire the arrow without affecting his normal arrow draw
Storm Arrow
- Amount of arrows reduced from 5 to 1
- Duration removed, arrow fires instantly when E is pressed
- Can be fired while bow is charged to full without spending the current arrow
- Arrow leaves a blue trail and is now way more visible
- Damage increased to 125
- Cooldown reduced from 10 to 4s
Widowmaker
Venom mine is almost useless, giving it a bit of utility could help less skilled widows set up interesting plays
Widow’s kiss (Machine gun)
- Damage increased from 13 to 15 per bullet
Venom Mine
- Upon explosion releases a smoke cloud that reveals enemies inside
- If widow is inside the cloud she’ll see enemies in red but not through walls
- Purple smoke AoE is 2m on an slowly expanding sphere
- Widow can punch venom mine to detonate it
- Duration reduced from 5 to 2.5 seconds
- Maximum amount of venom mines active increased from 1 to 3
Pharah
Barrage now pushes pharah backwards
Barrage
- Moves pharah backwards at a constant 10 m/s
- Moving the camera around will modify pharah’s path
Soldier 76
Biotic field swapped with Baptiste’s Regenerative burst
Regenerative Burst
- Healing is 50 hp/s
- Area of effect is 3m
- Duration is 3 seconds
- Cooldown is 10 seconds
- Can’t be activated while sprinting
Sombra
Reduced hack duration to avoid 15 second chain hacking
Stats
- Movement Speed increased from 5.5 to 6 m/s
Hack
- Duration reduced from 5 to 4s
Support
Ana
Nade has been too powerful for too long
Biotic Grenade
- Debuff duration reduced from 4 to 2 seconds
- No longer applies a Healing buff for allies
Mercy
Valkyrie changed to cover a few of her weaknesses and added a bit of variability to rez
Ressurect
- Vertical range limitation after initial cast removed
- While channeling Mercy gains free flight
- Speed penalty is still applicable while channeling (She flies slow)
- After a succesful rez Mercy’s speed is doubled and free flight extends for 1 second
Valkyrie
- Emits an expanding healing wave (30m/s max range: 30m)
- Allies touched by the wave are healed for 100 hp at a rate of 300 hp/s
- Heals Mercy instantaneously for 25 hp when activated
- Pushes Mercy up 5m into the air when activated
- Chains removed now single target healing/boosting
- Healing increased from 65 to 70
- Damage boost increases attack and reload speed by 20% on top of dmg amp
Zennyatta
Added a new skill that helps zen be more of a healer circumstantially and takes away a bit of his vulnerability
Stats
- Hp changed to have no shields, total hp remains 200
Orb of peace (crouch): Zen enters a meditative state and reduces damage taken in exchange for less movement speed
- Damage reduction is 20%
- Casting time is 0.2s
- No cooldown, he can go in and out of meditation by pressing crouch
- All crouch restrictions apply while meditating
- While active harmony orb’s healing is increased to 50 hp/s
- While active orbs stay on targets without LoS required
- While active volley (secondary fire) is disabled
- While active both harmony and discord orbs have their initial range cut in half
- Meditating regenerates Zen’s HP at a rate of 30 hp/s
Now Heavy reworks that change almost the entire gameplay of a hero
Tank
Roadhog
Goal here is to give him a tanking ability but removing his mid to long range damage, he’s still very dangerous in melee range given that his hook is unchanged plus his new Take a Breather finally allows Roadhog to be a true tank
Scrap Gun (secondary, right click)
- Removed and replaced with Slam
Slam: Roadhog jumps forward 2.5m and boops the enemy away with his belly
- AoE is restricted to Roadhog model’s front
- Deals 30 dmg and knockbacks 5m
- Cooldown is 2 seconds
- Roadhog rebounds back if he hits an enemy with Slam
Take a Breather
- healing and damage reduction removed, instead grants Roadhog 600 decaying shields
- Increases roadhog hitbox to double the size (rough radius is 6m), projectiles that wouldn’t hit him normally are now caught in this huge hitbox
- His hitbox can be hit “from the inside” this means that he can “envelop” bomb like ults/skills
- Removes roadhog’s critbox for the duration
- Shields decay completely in 2 seconds
- Ends prematurely when there’s no more decaying shields
- Animation is a huge blueish roadhog chibi with no legs that envelops him entirely
Orisa
Goal for Orisa is to make her more of a tank while keeping the threat of double barrier at bay by modifying the way her barrier works. After these changes she wouldn’t be the squishiest tank anymore and barrier would need to be strategized more around uptime as opposed to cooldown
Stats
- Hp increased from 200 to 300
- Armor increased from 250 to 300
- Total hp pool increased from 450 to 600
Protective Barrier
- HP increased from 600 to 1000
- Duration reduced to from 20 to 8 seconds
- No longer deployed at full HP every time, Hp is static and must regenerate while the barrier isn’t deployed
- Barrier regenerates at a rate of 150 hp/s when it’s not deployed
- Barrier regen begins inmediately after it disappears
- Cooldown removed, as long as the barrier has hp it can be deployed
- Cannot be recalled, the only method of bringing it in is waiting for the timer to run out (8 seconds)
- When the barrier breaks it enters a 5 second cooldown, aftwerwards barrier is at full HP
Supercharger
- Now heals Orisa’s barrier at a rate of 150 hp/s even when deployed
- No line of Sight needed but restricted to 15m AoE
Sigma
I really REALLY loved the april’s fool version of Sigma and I think we could try and make it work for the game, the only difference being that I’ll be keeping experimental barrier because being far away from the fight would leave Sigma’s team defenseless
Stats
- Movement Speed reduced from 5.5 to 5 m/s (Slowest in the game)
New passive: Anti-Gravity
- Sigma has free flight at all times
- Stepping further than 10m out of bounds will have him fall down slowly
- He can recover anti gravity if he gets within 10m of the map “floor” bound
- Vertical inputs (jump and crouch) are faster than his movement speed (6 m/s)
- CC doesn’t disable anti-gravity
Experimental Barrier
- Projectile speed increased from 16.5 to 35 m/s
- Barrier is now deployed 5m ahead of Sigma
Kinetic Grasp (Reworked)
- Upon activation Sigma will enter a defensive stance, if he’s attacked during this time, the source of the attack is pushed 10m away in the opposite direction of their shot, melee attacks are considered a shot as well
- Duration reduced from 2 to 0.5s
- Cooldown reduced from 12 to 6s
- Shield generation increased from 60% to 100% max shields remains at 400
- it is possible to parry several attacks at the same time for the duration
DPS
McCree
Goal for McCree is to target frustration from two fronts, first is fan the hammer’s lack of depth and second is his ult being a glorified reload button for high ranks. These changes increase McCree’s skill ceiling ten fold all the while keeping him pretty simple to use
Peacemaker
- Reload increased from 1.2 to 1.75 seconds
Fan the Hammer
- Removed and replaced with Holster
Holster: McCree holsters his gun down (right click)
- When McCree exits holster he gains 100% attack speed for 1 second or 2 bullets max
- Holstering down reloads all ammo immediately
- When Holstered steps become quieter
- Holster’s animation speed is 0.35 seconds going in and 0.15 going out
- Holster can be deactivated by pressing left click (no need to press right click to go in and out)
- When Holstered Deadeye changes to Deadshot
Deadshot: If McCree is holstered instead of deadeye his shots are enhanced, visual is the same as deadeye’s, bright red aura around him and “It’s high noon line” (If he isn’t holstered, his ult is the same deadeye we all know)
- Damage is increased to 150 per bullet without falloff (snipercree)
- Buff’s duration is 8 seconds or 6 bullet max
- When activated Deadshot forces McCree out of holster
- If Holster is activated during deadshot the buffed bullets are lost
Reaper
The goal for Reaper is to give him a bit more agency on his kit in order for players to be able to show more skill expression as well as bringing him closer to what we’ve seen on the shorts at least visually
Hellfire Shotguns
- Each shotgun is assigned a separate button press, right click fires right shotgun, left click fires left shotgun
- Ammo is 5 shots per shotgun (increased to 10 from 8 in total)
- Attack speed for each reduced from 2 to 1 shot per second
- Spread reduced from 20 to 17.5 degrees
- Amount of pellets per shot reduced from 20 to 10
- Maximum possible damage per pellet increased from 7 to 10 (100 dmg if all pellet hit, 200 from a full headshot)
- Firing both shotguns at the same time is possible (200 dmg, 400 dmg from a full headshot) but consider the new attack speed paradigm
- Reload duration increased from 1.5 to 2 seconds
- Reloading applies for both shotguns at the same time
- Automatic Reload won’t happen until players tries to fire with 0 ammo
Shadow step
- Replaced with Shadow ascent
Shadow ascent: Reaper becomes invulnerable and floats upwards for the duration leaving a dark trail on his path that sort of blocks vision
- Duration is 1 second, vertical speed is 15m/s, cannot be cancelled
- Cooldown is 6 seconds
- Reaper gains free flight if Shadow ascent is used during wraith form (15m/s)
Wraith form:
- Cooldown increased to 10 from 8 seconds
- Duration increased from 3 to 4 seconds
- Reaper gains free flight if Wraith is used during Shadow ascent (15m/s)
- Free flight is over when wraith form’s cooldown begins regardless of when both skills were activated
Support
Baptiste
Goal Here is to make bap a true Gadget support, he does gain a new weakness though he could get caught outside of his zones and be incredibly vulnerable, because of this managing his cooldowns becomes key to his character
Biotic Field
- Healing is 40 hp/s
- Is throwable and follows the same arc as his healing grenades, 0.3s deploy time
- Duration is 10 seconds
- Area of effect is 8m, vertical range of the AoE is infinite
- Sits on the ground but is also destroyable, 150 hp
Inmortality field
- Doesn’t prevent death anymore, instead grants 50% dmg reduction to everyone in the field (75% with Ana’s nanoboost)
- Damage reduction applies for Biotic field’s deployable
- Area of effect increased from 6.5 to 8m, vertical range is now infinite
Moira
Goal for Moira is to make her into a zoning healer and rewarding her for playing more as a support, I didn’t want to give her CC or straight up utility (like a slow) and instead I chose to focus on giving her the power to increase her heals on command as well as giving her ult a very very powerful tool that will make her more than just a healer
Biotic Grasp
- Self heal removed
- Kills and assists recharge 25% healing meter
- Kills and assists near Moira heals her for 25 hp
- Range increased from 20 to 25
Biotic Orb (both)
- Amount of possible bounces reduced from infinite to 1
- After bouncing once the orb will stick to the next surface it hits
- AoE increased to 8m on both orbs at all times
- Damage/Healing cap removed
- Healing reduced from 65 to 50 hps
Fade
- Duration increased from 0.8 to 1.5s
- Upon using fade Moira gains 25 hps for 3s
- Allies that Moira fades through receive 50% increased healing for 3s
Coalescence
- Movement speed increase removed
- Healing reduced from 140 to 100 hps
- Allies hit by Coalescence have CC inmunity
- CC inmunity is constant when the beam is hitting allies and lingers for 1s
- Enemy shields now receive damage from the beam even though they still don’t block it
- Can be cancelled by fade
Brigitte
Goal for Brig is to remove that whole deal damage to heal thing, this is achieved by merging inspire with repair pack which means that brig can fight normally as long as she has an ally next to her
Rocket Flail
- The more swings brig does the more crooked the flail looks
- After 15 swings flail needs to be recalibrated (reload)
- Reloading animation is brig flicking the flail back in place
- Reloading duration is 0.75s (slightly longer than a single swing)
- Can reload with shield up
- Obviously can be manually activated with the reload button
Whip Shot
- Costs 1 swing
Inspire
- No longer brig’s passive, now a passive for repair pack
Repair pack
- Amount of charges reduced from 3 to 2
- Cooldown reduced from 6 to 5s
- Range reduced from 30 to 20m
- Target becomes “inspired” and receive 20 hps
- Inspired targets spread healing around them at a rate of 20 hps (total 40 hps for main target)
- Inspire auras can stack, main target total healing received would be 60 hps, allies and brig total healing received would be 40 hps
Barrier shield
- When deployed brig heals herself at a rate of 20 hps
Shield bash
- A succesful stun calibrates rocket flail
and last but not least the heroes that I feel should be role swapped, naturally their kits will be changed even more than previous ones
TorbJorn
The Problem
his real value depends on a turret that takes a long time to deploy, the turret itself does quite a bit of damage but it’s very, very squishy considering it’s not moving. He barely has much agency by himself and his damage depends on outlasting the enemy with his skills… just like a tank would except he’s no tank, he has been made squishier on purpose to make him fit as a dps
Tank torb
I know it’s weird to think about torb as a tank, his size doesn’t seem to fit the mold but his muscular build definitely does, his critbox also makes him an attractive target to hit and with these changes his hitbox becomes sort of longer horizontally which allows him to soak some damage.
Stats
- Role changed from DPS to Tank
- Health increased from 200 to 300 (plus turret)
- Armor removed
Rivet gun
- Renamed Forge Claw
- Replaced visually by his claw, torbjorn now fires directly from it
- Secondary replaced by forge hammer
- Damage reduced from 70 to 45
Forge Hammer
- Heal on turret reduced from 50 to 25
Deploy Turret
- Turned into a passive, torb spawns with a turret deployed
- Hp changed to 200 armor
- Turret follows Torb around, distance between them is less than 1m at all times
- Turret fires when Torb fires, projectile speed is slightly faster than torb’s (80 m/s)
- Turret’s HP is part of Torb’s HP pool, hitting torb directly deals damage to the turret instead (it literally moves to intercept hits), hitting the turret itself is possible
- Once the turret is killed, it will respawn on its own after 10 seconds
- When a hit is intercepted by the turret there is a very specific “klonk” noise
Overload
- Now gives 100 armor only to the turret
- Increases movement speed for both Torb and the turret
- Sets turret on automatic mode (auto aim, no need for left click input)
- If turret is dead reduces redeployment by 3 seconds
- If turret is summoned by overload it spawns without the bonus armor
- Duration reduced from 5 seconds to 3
Deploy shield (new shift)
- Torbjorn deploys a cylindrical shield twice his height (shorter than rein’s shield)
- AoE is 10m diameter
- Shield follows torb’s position
- Duration is 4s
- Cooldown is 12s, starts when shield is deployed
- Shield hp is 600
Mei
The problem
She’s the only dps who depends on CC to do her job, this means that when she’s strong she’s incredibly oppresive and when she’s weak she barely brings any value. Her CC centric kit seems perfect for a tank or a support, however her model and demeanor have always screamed support to me
Support Mei
I always thought of Mei as a sort of reverse lucio, instead of speeding up her allies she slows down her enemies, this would mean that a lot of her value is focused on her primery ability to freeze (albeit tweaked) while her healing would come from her abilities.
Endothermic blast
- Stun removed
- Maximum slow increased from 70 to 75%
- Initial slow reduced from 20 to 0%
- Ammo usage reduced from 20 to 10
- Range increased from 10 to 15m
- As long as the enemy is being hit they’ll be increasingly slowed
- Enemies recover full speed in 2 seconds after not being hit
Endothermic blast (secondary)
- Shape changed from icicle to an iceball
- Projectile is aim assisted
- Iceballs don’t use ammo
- Iceball speed is 100 m/s max range is 20m
- Allies hit receive a buff that makes them inmune to one shots instead their hp remains at 50 after they receive a single instance of fatal damage
- Sources of damage below 50 count the buff as regular hp
- Buff duration is 1 second (can be extended)
- Cooldown is 1.5 seconds
Cryofreeze
- Can now be destroyed, 200 hp pool
- Heals allies around the cocoon at a rate of 50 hps in a 10m AoE
- Duration reduced from 4.25 to 4s
- Iceball buff is extended for the duration if ally is within the AoE
Ice Wall
- Now summons pillars individually, can summon several in a row by pressing the button again
- Holds 3 charges, 5s cooldown between charges
- Each pillar heals allies around them at a rate of 20 hp/s (stackable) in a 5m AoE
- Pillar maximum hp reduced from 400 to 100
- Duration increased from 5 to infinite
- Maximum amount of pillars on the field is 4
- Iceball buff is extended for the duration if ally is within the AoE
Blizzard
- Follows the same rules as endothermic blast therefore stun is removed
- Slow for enemies caught in the AoE starts at 40%
- Allies caught in the AoE are healed at a rate of 50 hp/s
- AoE increased from 10m to 15m
- Blizzard heals ice walls inside the AoE
- Applies iceball on all allies in the AoE
- Iceball buff is extended for the duration if ally is within the AoE
Symmetra
The problem
There’s not really a problem with sym being a dps but the truth is that currently she’s more of a hybrid dps/support hero, this is an exploration of her support side since the exp card showed there was some potential there
Support Symmetra
Current sym has a lot of stuff built into her kit, this iteration focuses on stripping away some dps elements to bring her support side into the light, that said, healing turrets that auto target allies is a bad idea since it subtracts control from the sym player
Photon Projector
- Damage reduced by 30% for both inputs
- Beam can carry one sentry turret at a time
- Carrying a turret for more than 2 seconds makes it disappear but refunds 1 charge to sym
Sentry Turrets
- Damage removed
- Health increased from 30 to 75
- Turrets heal each other at a rate of 50 hps
- Upon placement turrets emit a healing wave (5m aoe) that heals 25 hp instantly
- Projectile speed increased from 15 m/s to 20 m/s
- Deploy time reduced from 1 to 0.3s
- Allies who stand on the beam between turrets are healed at 65 hps
- Maximum amount of turrets increased from 3 to 6
- Healing beams don’t stack healing, being hit by 2 beams grants the same 65 hps
- Range increased to 12m
Teleporter
- Entry point removed
- Deploy time reduced from 2 to 1s
- Sym’s model becomes the actual entry point
- Both ends are visible by all allies through walls
- End point can be placed on any wall except out of bounds or inside the point/payload
- Allies can use the end point in order to tp back to sym’s CURRENT position or viceversa
- Effective range is still 40m, if sym walks out of range, tp breaks
- Sym can only TP one way but for every press of the interact button she can TP into the endpoint
- Model hitbox changed from ground based to wall, there’s 2 breakpoints on each side of the tp, breaking one breaks the tp
- Each breakpoint has 100 hp and they heal each others at a rate of 50 hps
- Breakpoints connect with Sentry turrets producing a healing beam
- Duration is still infinite
- Cooldown is 5s but upon pressing the button TP counts down to 5 and breaks after (total cooldown is 10s)
Photon Barrier
- Default orientation option added to hero options
- When cast a small generator forms at sym’s current position
- Sentry turrets and TP connects to generator
- Connected entities have shield hp added equal to 50 hp
- Generator can’t be broken
Doomfist
The Problem
A tanky assassin is a character without real weaknesses, currently Doomfist’s only counter is burst damage which makes his gameplay particularly binary plus they’re switching his role to tank and I’m trying to nostradamus this thing lol
Tank Doomfist
The goal would be to lower his damage while focusing on the fact that he has a mechanic arm, I’d love to see Doomfist become a grappler type of character as opposed to a crazy damage oriented brawler
Stats
- HP pool increased to 250
- Shield HP increased to 250
The best defense… (passive)
- In addition to temporary shield generation it now reduces all cooldowns by 1s when any ability or quick melee hits enemies
Uppercut (moved to right click)
- No longer propels doomfist up in the air
- Enemies are now thrown 10m away instead of up
- Enemies’ trajectory is an arc but closer to a parabole shape (steep upwards curve)
- Range and dmg remain the same
- Cooldown is 5s
Seismic Slam
- Removed and replaced with Leap
Leap (E)
- Doomfist leaps with full force forward and grabs enemies on his path
- Grabbed enemies are dealt 25 damage and remain pinned until the skill ends
- Minimum angle of leap is 30 degrees forward
- Maximum distance is 30m
- Speed while leaping is 35 m/s
- leaping against a wall allows doomfist to grab onto it indifinitely (press jump to cancel)
- if an enemy is grabbed doomfist cannot grab onto a wall but deals double damage upon impact
- Cooldown is 5s
Meteor Strike (Shift)
- Moved to shift key (ult is now Rocket punch)
- Doomfist hits the ground and deals 50 damage in an 8m AoE
- Enemies caught in the AoE are slowed by 50% for 1 second
- When airborne meteor strike will accelerate doomfist downwards
- Meteor strike can cancel Leap’s trajectory
- If an enemy is grabbed Doomfist can throw them down by activating meteor strike, they become a projectile and deal damage around them when hitting the ground
- Cooldown is 5s
Rocket Punch (ult): after a brief channel, Doomfist dashes forward until he hits a wall or a shield, the impact has such force that everything around the point of impact is thrown away
- Channel is 0.5s, animation is current DF rocket punch charge up
- Movement speed reduced from 45 to 35 m/s and you can maneuver while active
- While RP is active Doomfist isn’t affected by gravity, he is however propelled forward by the fist and turning speed is slow
- Duration is 5 seconds
- Upon hitting a wall, shield or enemy, DF deals 100 damage in a 10m circle AoE and knockbacks enemies away from the impact
- Shields behave like walls but rocket punch breaks them no matter how much HP they have
- Knockback is 10m
- Can’t be activated while grabbing an enemy
The end!
I want to finish this post by saying that I understand if a lot of these changes don’t make heroes better but a lot of them were thought as a way to make them closer to their archetype, furthermore this is but my opinion and I’m open to discussing each and every single change proposed so feel free to comment!