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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.
  • All maps with a weather or time alternative are all now in the map cycle rotation

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
Cardiac Overdrive is what mainly makes Mauga such a nightmare to balance, so I decided to effectively rework it into something both less boring and more achieving. This revamp allows Mauga to capitalize on eliminations better and faster, while keeping his sustainability during it still effective. I also noticed that Cardiac Overdrive's cooldown is, well, unneccessarily overcomplicated. The way the cooldown actually works is that the cooldown begins the moment the ability is pressed, similar to how Orisa's Fortify works in the live game. The cooldown displayed shows 12 seconds, but in reality, the actual cooldown of the ability is 17 seconds due to the ability lasting 5 seconds. This honestly has no real effect in-game besides with one other hero which is Kiriko. If Kitsune Rush is used, Cardiac Overdrive's cooldown can skip its intended cooldown to 8.5 seconds instead of its supposed 12. The cooldown changes effectively help fix that and make the ability less confusing.
Cardiac Overdrive
  • Cooldown now starts after the ability ends
  • Cooldown decreased from 17 to 12 seconds
  • No longer heals Mauga or his allies
  • Upon activation, enemies within 10 meters of Mauga will be given the Burning status effect for 5 seconds for a total of 50 damage and a bonus impact damage of 25
Orisa
After Orisa's recent changes, her nerfs reasonably pushed her overall effectiveness into the dumpster, which honestly I seriously am glad that happened but I still want all heroes to feel good to play no matter how much I hate them. These changes I am giving Orisa are to kind of shift her main playstyle a bit, if she has long range then I feel like decreasing her actual health is deserved so shes not the monster she was before. I wanted to give more power into her sustainability outside of Fortify though, so I increased her armor to allow her to survive more often without the need of Fortify. Energy Javelin's cooldown was mistakenly increased as I didn't know why Orisa was such a big deal so I just nerfed one of her abilities, so instead of making it feel more clunkier, I am reverting that change. I redistributed power in Fortify to make its damage resistance weaker obviously because of the armor change, but I also removed the speed penalty it puts on Orisa because it just makes her feel very slow and clunky. I gave her a bit more overhealth during Fortify as a "just in case" change if Fortify ends up being too weak. 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 cooldown changes should make the ability feel better and simpler. Since I made Fortify a bit better overall, I increased her Javelin Spin cooldown to further encourage the player to think about using the ability in the right moments, which should allow enemies to capitalize on the mistake of it being used wrong. I'll keep Orisa on my radar just in case these changes don't work out well.
General
  • Health decreased from 275 to 200
  • Armor increased from 350 to 400
Energy Javelin
  • Cooldown decreased from 7 to 6 seconds
Fortify
  • No longer has a speed penalty
  • Bonus overhealth increased from 100 to 125
  • Damage resistance decreased from 45 to 40%
  • Can no longer be cancelled manually
  • Cooldown now starts as soon as the ability is over
  • Cooldown decreased from 16.5 to 12 seconds
Javelin Spin
  • Cooldown increased from 9 to 10 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. The Quad Cannon buff is to allow him to capitalize on eliminations better since he kind of lacks in that department. 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.
Quad Cannons
  • Damage increased from 5 to 5.5
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: 1.2.7

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