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Hello! I was bored so i decided to re-balance the current tank heroes since many of the tank heroes feel unimpactful and clunky. Enjoy!


General

  • Decreased Assembling Heroes timer from 30 to 20 seconds.
  • All heroes no longer keep ultimate charge upon swapping heroes.

Changes

Heroes

D.Va
D.Va is a strong tank right now, however Defense Matrix needs a little bit of tuning for it to feel better for both the player and enemy perspective. My goal with these Defense Matrix changes are to decrease the duration of the ability so the player has to use it more wisely, but in favor of having it recharge faster than before so the player is able to use it more often and capitalize its power more efficently.
Defense Matrix
  • Maximum duration decreased from 3 to 2 seconds
  • Recharge rate decreased from 6 to 4 seconds
Doomfist
Doomfist feels better after the season 9 patch dropped, but Power Block objectively feels out of place and needs tuning desperately. I am decreasing its speed penalty as 35% feels way too harsh, and I am increasing its damage resistance as the ability is supposed to make you tank tons of damage, but in a lot of cases it feels like he dies very easy even while using the ability. These changes to Power Block should overall make the ability and his gameplay feel much more fluid and enforce his defense as a tank hero. The Meteor Strike change is to make Meteor Strike less of an annoyance for enemies as with the new Power Block buffs, he can end up being too strong since hes already quite strong as is. This should objectively make Doomfist feel better to play against and as.
Power Block
  • Damage reduction increased from 80 to 90%
  • Movement penalty decreased from 35 to 25%
Meteor Strike
  • Healing per second decreased from 75 to 50
Mauga
Mauga is a very controversal hero, and probably for good reasons too. Cardiac Overdrive is incredibly strong at the moment, so decreasing the damage resistance he receives while keeping it the same original value for his allies should help make it feel better to play against him and make facing him less annoying.
Cardiac Overdrive
  • Self damage resistance decreased from 30 to 15%
Orisa
Orisa usually sees a low winrate, which is understandable because she is surprisingly weak. I chose to nerf her Energy Javelin cooldown as she feels incredibly frustrating to go against because of her CC and the fact that she can just become a brick wall with the press of a button. The Javelin change should hopefully help facing Orisa feel better while still leaving her impactful. While cancelling Fortify early sounds like a nice change on paper, in some cases you can be spamming the button for Fortify to activate the ability, just for it to end right away because you self cancelled on accident. Being able to cancel Fortify doesn't do much besides start the cooldown early, and with how the cooldown works in the live game, it would only make it go from 12 to 16.5 seconds which feels awkward unless your in Kitsune Rush. The Fortify changes should just make her feel less awkward for both sides and force the player to capitalize on pushing forward or defending with Fortify active.
Energy Javelin
  • Cooldown increased from 6 to 7 seconds
Fortify
  • Can no longer be cancelled manually
  • Cooldown now starts as soon as the ability is over
  • Cooldown decreased from 16.5 to 12 seconds
Ramattra
Ramattra almost never is seen using his barrier, which sucks because every hero should be able to use each ability equally as often in-order to keep up with Overwatch 2's fast-pace motion gameplay. I changed his Barrier to work more towards using it offensively and defensively instead of just only defensively. Annihilation has always been very strong, and when used right, it basically guarantees a team fight win. Making it have a strict maximum duration should make it more easily balanceable by number tuning along with allowing players to predict when its going to end. Void Accelerator feels a little lackluster as its not that great at poking, so increasing the projectile speed along with reducing the damage should help just incase the speed is too unbearable to go against.
Void Accelerator
  • Damage decreased from 5 to 4.5
  • Projectile speed increased from 80 to 100m/s
Void Barrier
  • Health decreased from 1000 to 600
  • Cooldown decreased from 13 to 6 seconds
Nemesis Form
  • Now goes on cooldown after using Annihilation
  • Cooldown decreased from 7 to 6 seconds
Annihilation
  • Now has a strict set duration of 10 seconds
Reinhardt
Reinhardt is certainly not the greatest and he has needed some retuning in his kit to bring back damage breakpoints against certain heroes and overall just some Quality of Life changes. Firestrike still doesn't have its old breakpoint against squishies, so I am slightly increasing its damage to return its 2 strike breakpoint. Charge has felt pretty terrible as 300 HP heroes are able to essentially have a second chance to escape from him after being pinned to a wall, so I increased the damage of the ability to return its original breakpoint. I also wanted to add on to the "memey" changes, and I think that reducing the crit damage of Earthshatter to 170 was a little much as it wasn't even that bad to begin with, but I increased it back to 250 so it is able to kill squishies again, just not 300 hp heroes.
Firestrike
  • Damage increased from 120 to 125
Charge
  • Damage increased from 275 to 300
Earthshatter
  • Critical damage increased from 170 to 250
Roadhog
Roadhog is definitely a hero thats very flawed design wise, but I believe theres ways to fix that without needing to rework him further. I reduced the damage resistance of Take a Breather to make it less of an annoyance to go against but reduced the recharge rate so the ability feels nicer to use, along with reducing its actual cooldown should open up more opportunities to use the ability.
Take a Breather
  • Damage resistance decreased from 50% to 40%
  • Recharge rate decreased from 10 to 8 seconds
  • Cooldown decreased from 1.5 to 1 second
Sigma
Sigma has been an incredibly powerful hero ever since Overwatch 2's release. He needs to be toned down a bit because he is a jack of all trades. I increased Kinetic Grasp's cooldown so enemies have a chance to kill him as his shield and Kinetic grasp together in one kit essentially gives him too much defense while having great poking potential. Tuning down his defense, I chose to increase Accretion's damage but reducing the stun duration as the stun never needed to be increased. These changes should help bring Sigma in line with the other tank heroes.
Kinetic Grasp
  • Cooldown increased from 12 to 13 seconds
Accretion
  • Cooldown now starts when the cast time ends instead of at the ability's activation
  • Impact damage increased from 40 to 50 (90 damage total with explosion)
  • Knockdown duration decreased from 1.1 to 0.8 seconds
Wrecking Ball
Wrecking Ball's rework has helped quite a bit, but I do feel like there are some touch-ups in his kit that are very much needed. I disabled the collison he has with enemies while in ball form because it is very ridiculous how a large robotic mech can be stopped by a short 80 pound british girl. This is a very nice Quality of Life change that has been needed for awhile. Minefield on the other hand, I wanted to powershift it into being more effective but at the cost of a shorter duration. The fact his mines last so much has always irked me, and so I decided to reduce it in favor of more knockback on each mine so if enemies get hit by it, they run a risk of dying more.
Roll
  • No longer has collision with enemy players (can still knockback players with Grappling Claw)
Minefield
  • Maximum duration decreased from 20 to 15 seconds
  • Knockback strength increased by 10%
Zarya
Zarya is a fairely strong hero, but her alt fire often feels lackluster. Reducing the consumption should help make her feel better in a fun way, while the increased knockback allows her to boost herself to more places and displace enemies away from their team. Her primary fire damage feels a little too strong in most occasions so I am toning it down a little bit so its midway between too weak and too strong.
Particle Cannon
  • Primary fire minimum damage decreased from 95 to 90 damage per second
  • Primary fire maximum damage decreased from 190 to 180 damage per second
  • Secondary fire ammo consumption decreased from 25 to 20
  • Secondary fire knockback strength increased by 50%

Players | 1 - 10
Categories: Hero Adjustments
Heroes: D.va, Doomfist, Junker Queen, Mauga, Orisa, and 34 more...
Maps: Circuit Royal, Dorado, Havana, Junkertown, Rialto, and 23 more...
Created at:
Last updated:
Current version: 1.2.6

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