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Parawatch - A Twist on Traditional Overwatch

Parawatch

Parawatch is a new form of Overwatch's 5v5 format that aims to rebalance the power of some of the stronger and weaker members of the Overwatch roster, as well as readjust the distribution of Hero Roles. All Hero changes are listed below, including any numerical changes, as well as any abilities that have been altered or replaced.

Gameplay Notes

It is recommended that you play this game mode with a full lobby of 10 players for the full experience.

This game mode follows a Role Queue format. The role you play is decided by your player slot in your team.

  • Players in the first slot of their team will play as a Tank Hero.
  • Players in the second or third slot of thier team will play as a Damage Hero.
  • Players in the fourth or fifth slot of thier team will play as a Support Hero.

Hero Roles

Some Heros within the Overwatch Roster have had their roles changed to move evenly distribute the roles of the roster. The following list contains all Heroes who have had thier roles changed, as well as the roles they have now become.

Tank Heroes

  • Bastion: Damage --> Tank
  • Cassidy: Damage --> Tank
  • Echo: Damage --> Tank
  • Reaper: Damage --> Tank
  • Vendetta: Damage --> Tank

Damage Heroes

  • Moira: Support --> Damage

Support Heroes

  • Sigma: Tank --> Support
  • Sombra: Damage --> Support
  • Roadhog: Tank --> Support

General Changes

  • Role Passives have been removed. (Tanks still retain their additional 150 Health.)

Hero Balance & Adjustments

Tank Adjustments

Bastion

Bastion takes on the role of Tank, much like his appearance, trading his extremely high damage for more survivability and movement options.

A-36 Tactical Grenade's cooldown has been reduced, its knockback has been increased and it no longer deals damage to Bastion. The increased mobility provided by the new version of this ability should allow Bastion to maintain some survivability despite his generally lower Tank health pool while in Configuration: Recon.

Configuration: Assault has been converted into Configuration: Fortress. This version of the ability increases Bastion's size while giving him additional Armor while cutting damage, making the ability more defensive by nature. The ability can now also be used to support your team by providing Overarmor to anyone nearby.

Configuration: Artillery returns with a new effect: setting players on fire and temporarily increasing the damage they take. Furthermore, before Bastion fires off his Ultimate, he grows dramatically and gains a large pool of Overarmor, allowing his allies to evade attacks by standing behind him.

  • Size increased by 10%.

  • Base Health increased to 400.

  • Base Armor increased to 150.

Configuration: Recon
  • Damage reduced from 23 to 18.4.

  • Ammo count increased from 25 to 40.

A-36 Tactical Grenade
  • Direct hit damage reduced from 15 to 12.

  • Splash damage reduced from 100-50 to 80-40.

  • A-36 Tactical Grenade no longer deals damage to Bastion.

  • Cooldown reduced from 8 seconds to 6 seconds.

  • Knockback increased by 25%.

Reconfigure
  • Cooldown increased from 12 seconds to 16 seconds.

Configuration: Assault
  • Replaced by Configuration: Fortress.

  • Damage reduced from 12 to 6.

  • Bastion increases in size while Configuration: Fortress is active.

  • Now grants Bastion an additional 200 Armor while active.

  • Creates an aura around Bastion, granting 25 Overarmor to all allies within 8 meters of him every second while Configuration: Fortress is active.

Configuration: Artillery
  • Center damage reduced from 550 to 440.

  • Center damage reduced from 250-50 to 200-40.

  • Bastion dramatically increases in size while Configuration: Artillery is active.

  • Now grants Bastion an additional 650 Overarmor while active.

  • Players damaged by Configuration: Artillery are set on fire and take an addtitional 25% more damage for 4 seconds.

Cassidy

Cassidy now falls into the Tank role, trading his explosive damage for more utility, support and survivability.

Peacekeeper's damage and fire rate have been slightly reduced, making Cassidy fit more into the Tank role with lower sustained damage.

Fan the Hammer as seen a sizable change to its functionality, being replaced by Triple Hammer. Triple Hammer fires a maximum of three shots, each applying a small bleed effect and knocking back enemies based on how close they are to Cassidy, allowing him to create space and fight in his optimal range.

Combat roll now provides a small amount of Overhealth to Cassidy, giving him a quick, repeatable source of temporary sustain while his team works to get him back into fighting condition.

Flashbang is replaced by Armor Field, periodically granting Cassidy and his allies a small amount of Overhealth while they're within its area of effect.

Deadeye trades lethal combat power and space control for survivability, allowing Cassidy to more easily oppress his opponents into giving up their space without massive risk.

  • Size increased by 20%.

  • Base Health increased to 400.

  • Base Armor increased to 150.

Peacekeeper
  • Damage decreased from 70 to 56.

  • Fire rate reduced from 2 shots per second to 1.67 shots per second.

Fan the Hammer
  • Replaced by Triple Hammer.

  • Damage decreased from 50 to 40.

  • Now applies a minor bleed effect, dealing 10 damage over 1 second.

  • Now applies a knockback effect that becomes stronger the closer the target is to Cassidy.

Combat Roll
  • Cooldown reduced from 6 seconds to 3 seconds.

  • Now grants Cassidy 25 Overhealth, capping at 700.

Flashbang
  • Replaced by Armor Field.

  • Cooldown increased from 12 seconds to 16 seconds

  • Now creates a 5 meter radius effect in impact with a surface that remains on the ground for 5 seconds.

  • Cassidy gains 25 Overhealth every 0.625 seconds while inside Armor Field's area of effect, capping at 700.

  • Allies gain 10 Overhealth every 0.625 seconds while inside Armor Field's area of effect.

Deadeye
  • Damage reduced by 60%.

  • Movement speed increased by 20% while active.

  • Damage reduction increased from 40% to 80%, decaying to 50% over 3.4 seconds.

  • Cassidy gains 50 Overhealth every 0.5 seconds while active, capping at 700.

D.Va

D.Va felt very oppressive due to her ability to frequently use Defense Matrix, an ability that mitigates almost all forms of offense. To amend this issue, Defense Matrix's maximum duration has been slightly reduced to allow more chances for her opponents to break through her defenses.

Defense Matrix
  • Maximum Duration reduced from 3 seconds to 2.5 seconds.

Domina

Domina's ability to create large barriers with high amounts of health per panel using Barrier Array often created difficult scenarios when attempting to take or hold space. Barrier Array's unique, multi-panel system often lead to situations where the destruction of one or more panels often proved insignificant when trying to combat Domina. In order to mitigate this, the cooldown of Barrier Array has been increased, allowing Domina to still take advantage of her incredible barrier while giving her opponents a fighting chance during its downtime.

Additionally, Domina's self-sustaining passive, Reconstruction, allowed her to stay alive for extremely long periods of time when combined with support from her allies. The healing received from her passive has been reduced in order to keep her more in line with the other Tank Heroes' power levels.

Barrier Array
  • Cooldown increased from 14 seconds to 16 seconds.

Reconstruction
  • Healing received reduced from 75% to 50% of damage dealt.

Doomfist

Doomfist has overall performed well when in the right hands, utilising his strong mobility and oppressive knockback on Rocket Punch to allow him to push other players around and get quick kills on squishier targets. His ability to deal damage over a wider area, as well as his ability to cooldown cycle has been improved by decreasing the amount of charge required to fully charge is Rocket Punch using Power Block.

Power Block
  • Charge rate increased by 11%.

Echo

Echo has borrowed some abilities from other Heroes, allowing her to better fit the Tank role. Her damage and mobility have been decreased while her defensive options have been increased.

Sticky Bombs have received a significant alteration to their functionality. Instead of firing a set number of projectiles and being tied to a cooldown, it now fires fewer projectiles, but is attached to her ammo, allowing her to use the ability more frequently in tandem with Tri-Shot.

Echo takes a page from Cassidy's book, swapping Flight for Combat Strafe. This new ability allows Echo to become temporarily invulnerable to all forms of damage. potentially allowing her to escape lethal hits.

Echo has also borrowed some tech from Winston, allowing her to create a larger barrier that can protect her and her allies from incoming attack.

Duplicate has now been optimised for survivability instead of destruction, increasing Echo's health pool while reducing her damage and healing and preventing her from using ultimates.

  • Size increased by 20%.

  • Base Health increased to 300.

  • Base Shields increased to 250.

Tri-Shot
  • Damage decreased from 51 to 33.2.

  • Ammo count increased from 12 to 24.

Sticky Bombs
  • Direct hit damage decreased from 5 to 3.3.

  • Explosion damage decreased from 25 to 16.3.

  • No longer has a cooldown.

  • Consumes 3 ammo on use and cannot be used while Echo has less than 3 ammo.

Flight
  • Replaced by Combat Strafe.

  • Cooldown decreased from 6 seconds to 4 seconds.

  • Now restores up to 12 ammo.

  • No longer allows for substantial vertical movement.

  • No longer enters flight after the inital dash.

  • Echo becomes invulnerable to damage during the inital dash.

Focusing Beam
  • Replaced by Barrier Replicator.

  • Cooldown increased from 8 seconds to 16 seconds.

  • Produces a spherical barrier with 750 Health that lasts for a maximum of 8 seconds.

Duplicate
  • Ultimate Cost decreased by 40%.

  • Max Health increases while using Duplicate.

  • Damage and Healing decreased by 55% during Duplicate.

  • Echo can no longer use Ultimates during Duplicate.

Reaper

Reaper now sees use in working in a team, causing him to adopt the Tank role to lead his allies across a path of death and destruction. His enhanced kit allows him to enable his allies to deal devastating damage with strong self-sustain and devastating flanks.

Wraith Form becomes Wraith Cloak, an ability that allows Reaper to protect nearby allies by granting them damage reduction and slight lifesteal. The ability also leaves behind a Shroud after use, providing a weaker version of Wraith Cloak's effect to those who stand in its area.

Shadow Step now acts as a team repositioning tool, allowing Reaper to take his allies with him to flank or regroup.

Death Blossom gives Reaper and his allies increased survivability, allowing them to effectively take space using its high damage without putting Reaper at too much risk.

  • Size increased by 20%.

  • Base Health increased to 600.

  • Base Armor increased to 100.

Hellfire Shotguns
  • Damage decreased from 115 to 80.5.

Dire Triggers
  • Damage decreased from 138 to 96.6.

Wraith Form
  • Replaced by Wraith Cloak.

  • Now emits an effect that grants all allies within 5 meters of Reaper 20% damage reduction and 15% lifesteal.

  • After Wraith Form has ended, Reaper leaves behind a Shroud that lasts for 4 seconds.

  • Allies within the Shroud's area of effect gain 20% damage reduction and 10% lifesteal.

Shadow Step
  • Cooldown increased from 10 seconds to 14 seconds.

  • Creates a purple sphere around Reaper before use, allowing allies to recognise that Reaper is about to use Shadow Step.

  • Transports all allies within the purple sphere to Reaper's destination.

  • Teleporting destroys Shrouds created by Wraith Cloak.

Death Blossom
  • Damage decreased from 185 per second to 129.5 per second.

  • Now grants Reaper a 50% damage reduction.

  • Now emits an effect that grants all allies within 8 meters of Reaper 35% damage reduction and 15% lifesteal.

Wrecking Ball

Wrecking Ball has become a rather large nuisance to backline fighters and supports due to his high health, survivability and movement options. This has been combated by making a slight reduction to his health and ability cooldowns, toning his dive capabilities and survivability down while keeping his identity intact.

  • Base Health increased to 424.

  • Base Armor increased to 114.

  • Base Shields increased to 137.

  • Note: Wrecking Ball's irregular Health is caused by the hard wired relationship between Max Health and the Overhealth gained from Adaptive Shield.

Grappling Claw
  • Cooldown increased from 5 seconds to 7 seconds.

Adaptive Shield
  • Cooldown increased from 15 seconds to 17 seconds.

  • Overhealth received reduced by roughly 9%.

Vendetta

After the fall of Doomfist, Vendetta claims the mantle of Talon's previous leader, both in his role of authority and command, as well as his Hero role. Vendetta's kit now puts less focus on mobility and damage while putting more on survivability and sustain.

Palatine Fang's overhead strike has been removed, allowing Vendetta to deal strong, consistant damage while removing the brutal burst damage of the third strike of Palentine Fang.

Warding Stance now gives Vendetta an additonal strong damage reduction from all angles, as well as no longer reducing her movement speed, allowing her to walk into her optimal range with minimal risk. This, combined with the drastically increased energy regeneration rate allows her to confidently move into her preferred attack range with ease.

Projected Edge now travels faster and strikes Vendetta's foes down from the skies, closing the distance between them and Vendetta, allowing her to strike.

Whirlwind Dash now travels a shorter distance, but its cooldown has been reduced and no applies an upward force to Vendetta's enemies that keeps them from moving, giving her more chances to open up her opponent and attack.

Soaring Slice has been replaced with Siphoning Slice, a piercing sword throw that deals damage over time to enemies hit by it and healing Vendetta in the process. After throwing the sword, Vendetta cannot attack for a short time, but gains a heavy damage reduction and movement speed boost.

Sundering Blade has received a slight cut to its damage and its versatility has been reduced due to Vendetta's lack of vertical mobility after her change of role. To compensate, Vendetta now gains a surplus of Overarmor to protect her while she uses her Ultimate.

  • Size increased by 25%.

  • Base Health increased to 325.

  • Base Armor increased to 225.

Palatine Fang
  • Damage decreased from 45 to 36.

  • Overhead strike removed.

Warding Stance
  • Damage taken decreased by a further 35% from all angles while active.

  • No longer decreases movement speed.

  • Energy regeneration increased from 9% per second to 45% per second.

Projected Edge
  • Projectile speed increased from 37 meters per second to 92.5 meters per second.

  • Now applies a strong downward effect to aerial targets.

Whirlwind Dash
  • Cooldown decreased from 10 seconds to 6 seconds.

  • Damage decreased from 70-35 to 56-28.

  • Maximum distance decreased from 11.4 meters to 5.7 meters.

  • Now knocks enemies upwards and prevents movement for 0.5 seconds upon hit.

Soaring Slice
  • Replaced by Siphoning Slice.

  • Cooldown increased from 7 seconds to 10 seconds.

  • Damage increased from 50 to 100.

  • Applies an effect that deals 60 damage over 4 seconds, healing Vendetta for half the damage dealt.

  • Projectile speed increased from 50 meters per second to 75 meters per second.

  • Now pierces enemies.

  • No longer causes Vendetta to jump after her Palatine Fang.

  • Vendetta now becomes unable to attack for 1.5 seconds after using Siphoning Slice. During this time, her movement speed is increased by 50% and she gains an 80% damage reduction.

Sundering Blade
  • Direct hit damage at level 1 decreased from 100 to 80.

  • Indirect hit damage at level 1 decreased from 50 to 40.

  • Direct hit damage at level 2 decreased from 200 to 160.

  • Indirect hit damage at level 2 decreased from 100 to 80.

  • Direct hit damage at level 3 decreased from 400 to 360.

  • Indirect hit damage at level 3 decreased from 200 to 160.

  • Now grants Vendetta a 60% damage reduction.

  • Now grants Vendetta an additional 200 Armor.

Relentless
  • Now requires players to hold crouch, melee and reload for 1.5 seconds upon selecting the Relentless Major Perk or after switching back to Vendetta after selecting the Relentless Major Perk.

  • Note: Attacking with Palatine Fang with more than 5 stacks of Onslaught without enabling Relentless in this way causes animations to break and a slower attack speed. Enabling Relentless in this way without the perk leads to the same result.

Zarya

Zarya made use of her Particle Barrier in order to protect herself and her allies from damage while harshly punishing enemies for their mistakes, allowing her to deal absurd amounts of damage while keeping her team protected. A side product of heavily rewarding successful Particle Barriers has resulted in Zarya becoming very oppressive in two ways. The first consists of her primarily using her bubbles on herself in order to further increase her charge, leading to exposive damage output when combined with the rest of her team. The other relates to how strong her ability to enable certain allies, primarily dive and brawl Heroes, while still reaping the benefits of Particle Barrier.

Particle Barrier and Projected Barrier have been effectively placed on individual cooldowns, incentivising a mix of both abilities in order to achieve optimal gameplay, preventing Zarya from gaining excessive benefits from the current situation by effectively cutting her resources in half.

Particle Cannon
  • Minimum damage decreased from 95 per second to 76 per second.

  • Maximum damage decreased from 175 per second to 140 per second.

Particle Barrier
  • Cooldown decreased from 11 seconds to 9 seconds.

  • Becomes disabled for 9 seconds after use.

Projected Barrier
  • Becomes disabled for 9 seconds after use.

Damage Adjustments

Anran

Anran's ability to store two charges of Inferno Rush, combined with the invulnerability of Dancing Blaze as well as the frequency of which she can use it allowed her to execute a threatening and hard to counter playstyle that often overwhelmed squishier targets. This, combined with her ability to frequently escape after poor decision making by saving one charge of Inferno Rush to disengage gave her a playstyle that was quite difficult to punish. To resolve this issue, Inferno Rush has effectively been set to a single charge while the ability as a whole has been improved to compensate. Furthermore, the cooldown of Dancing Blaze has been increased to prevent situations where Anran is capable of becoming invulnerable and dealing damage over a wide area several times per fight.

Inferno Rush
  • Cooldown decreased from 8 seconds to 7 seconds.

  • Becomes disabled for 7 seconds after use.

  • Increased movement speed by 25% while active.

  • Decreased gravity by 30% while active.

Dancing Blaze
  • Cooldown increased from 8 seconds to 10 seconds.

Ashe

Ashe was capable of outputting high amounts of damage from a very safe distance due to the damage and fire rate of The Viper during Take Aim. Ashe often had the support of her team from this distance, making her very hard to counter using the Heroes designated to defeating her. These factors led to Ashe becoming a very disruptive and powerful Hero that has become heavily dominant in mid to high levels of play. To mitigate this, the overall damage of The Viper during Take Aim has been reduced, which will make Ashe less threatening as such a long range.

The Viper
  • Scoped damage decreased from 75 to 50.

Emre

Emre possessed a strong kit that functioned well from almost any range and allowed him to dominate opponents with bursts of high damage. This, combined with his ease of use as a hitscan Hero, led to his kit being very effective for the amount of effort required to utilise his abilities. His damage has been toned down slightly to encourage a more focused approach to his game plan.

Synthetic Burst Rifle
  • Damage decreased from 66 to 52.8.

Siphon Blaster
  • Direct hit damage decreased from 25 to 20.

  • Area of effect damage decreased from 15-5 to 12-4.

Cyber Frag
  • Area of effect damage decreased from 110-55 to 88-44.

Override Protocol
  • Light round direct hit damage decreased from 45 to 36.

  • Light round area of effect damage decreased from 30-9 to 24-7.2.

  • Heavy round direct hit damage decreased from 175 to 140.

  • Heavy round area of effect damage decreased from 140-70 to 112-56.

Freja

Freja's kit allowed her to deal high amounts of damage with a high degree of accuracy at a low risk due to her lack of damage falloff and high projectile speed. Additionally, her Take Aim allowed her to deal excessive amounts of damage with the same afformentioned properties. To combat this issue, her damage has been lowered slightly and her projectile speed has been heavily cut in order to make her feel more like a projectile-based Hero and encouraging the use of her mobility to take unexpected off-angles or engage in close to mid-range combat.

Revdraw Crossbow
  • Damage decreased from 30 to 28.5.

  • Projectile speed decreased from 125 meters per second to 90 meters per second.

Take Aim
  • Direct hit damage decreased from 35 to 33.3.

  • Explosion damage decreased from 80-30 to 76-28.5.

  • Projectile speed decreased from 125 meters per second to 90 meters per second.

Bola Shot
  • Direct hit damage decreased from 25 to 23.8.

  • Damage over time decreased from 75 to 71.3.

  • Explosion damage decreased from 100-60 to 95-57.

  • Projectile speed decreased from 125 meters per second to 90 meters per second.

Moira

Moira has discarded her healing capabilities in order to strive for even greater biotic power for herself, adopting the Damage role as a result. Her new kit focuses on siphoning life from her opponents to fuel her new attack.

Biotic Grasp's primary fire has been replaced by Biotic Pulse which consumes some of Moira's healing resourse to fire a projectile at Moira's foes.

Fade has received an increase to its cooldown to reduce Moira's opportunities to escape given her higher offensive value.

Biotic Orb has traded its healing option to bolster its damaging one, opting for a slower, longer lasting damage orb to help moira build up her healing resourse to use Biotic Pulse more often.

Coalescence now allows Moira to deal extreme amounts of damage while forfeiting its ability to support her allies with healing.

Biotic Grasp
  • Primary fire replaced by Biotic Pulse.

  • Primary fire now consumes 20% of Moira's healing resource to fire a small projectile that travels at 80 meters per second and deals 50 damage with a 2x headshot multiplier.

Fade
  • Cooldown increased from 6 seconds to 9 seconds.

Biotic Orb
  • Healing orb removed.

  • Damage orb maximum damage increased from 200 to 300.

  • Projectile speed decreased from 20 meters per second to 15 meters per second.

  • Projectile speed while tethered decreased from 5.5 meters per second to 4.13 meters per second.

Coalescence
  • Damage increased from 85 per second to 170 per second.

  • No longer heals allies.

Sierra

Sierra, after making her debut in Overwatch, was introduced with a highly volatile kit that consists of oppressively high damage, great mobility and a strong secondary effect tied to her Tracking Shot. Her damage has been reduced across the board, being further reduced against targets that she is tracking. To compensate, the cooldown of Tracking Shot has been reduced.

Helix Rifle
  • Damage decreased from 18 to 16.6.

  • Damage dealt to Tracked opponents decreased from 18 to 10.

Tracking Shot
  • Cooldown decreased from 10 seconds to 6 seconds.

  • Damage decreased from 35 to 31.5.

Tremor Charge
  • Inner Shockwave damage decreased from 100 to 90.

  • Outer Shockwave damage decreased from 60 to 54.

  • Inner Shockwave damage against Tracked opponents decreased from 100 to 55.6.

  • Outer Shockwave damage against Tracked opponents decreased from 60 to 33.3.

Trailblazer
  • Damage decreased from 190-72 to 171-64.8.

  • Damage dealt to Tracked opponents decreased from 190-72 to 105.6-40.

Sojourn

Sojourn possessed an aggressive presence during games due to her high damage, fast projectile speed and lack of damage falloff. Additionally, the high burst damage of her Charged Shot would heavily cripple or pick up quick eliminations on anyone she hit at full charge. These factors combined with her strong space control using Disruptor Shot and her powerful movement, both horizontal and vertical, using Power Slide gave her an extremely well-rounded kit that made her an easy pick in many teams. Her damage output has been decreased across the board, making her gameplan less oppressive while maintaining her core features and gameplay loop.

Railgun
  • Damage decreased from 9 to 8.1.

  • Projectile speed decreased from 150 meters per second to 125 meters per second.

  • Ammo count increased from 45 to 55.

Charged Shot
  • Damage at minimum charge decreased from 21 to 18.9.

  • Damage at maximum charge decreased from 120 to 108.

  • Energy charge rate decreased by 10%.

Disruptor Shot
  • Damage decreased from 90 per second to 81 per second.

Soldier: 76

Soldier's high damage and hitscan primary fire allowed him to play very opportunistically, punishing opponents for minor mistakes using his Heavy Pulse Rifle's high damage per second and the extreme burst damage of his Helix Rockets. Soldier: 76's damage has been cut to make his kit a little less rewarding to mitigate the high punishment of making mistakes against him.

Heavy Pulse Rifle
  • Damage reduced from 19 to 15.2.

Helix Rockets
  • Direct hit damage decreased from 40 to 32.

  • Explosion damage decreased from 80-40 to 64-32.

Widowmaker

Widowmaker posed an incredibly high threat due to her ability to one-shot her opponents using a well-timed headshot. Her kit, focusing on long range, high burst damage, sculpted her playstyle into something that was very uninteractive and unenjoyable to play against. Her scoped damage has received a large reduction to its damage, preventing it from one-shotting squishier targets. However, her high-damage headshot still heavily enables her team to pick off the weakened target while still giving that player a chance to recover. To compensate for her reduced power, the other aspects of her kit have received cooldown reductions in order to aid in close-range interactions. Widowmaker's Widow's Bite Major Perk allows her to one-shot her opponents again, restoring her scoped damage to an amount that is very similar to her original Widow's Bite scoped damage without the perk, enabling Widowmaker during later periods of a match.

Widow's Kiss
  • Scoped damage at 0% charge decreased from 12 to 8.8.

  • Scoped damage at 100% charge decreased from 120 to 88.

Grappling Hook
  • Cooldown decreased from 10 to 7 seconds.

Venom Mine
  • Cooldown decreased from 15 to 10 seconds.

  • New effect: Dealing damage with Venom Mine now sets its cooldown to 3 seconds if it is longer than 3 seconds at the time of damage.

Widow's Bite
  • Scoped damage at 125% charge decreased from 150 to 110.

Support Adjustments

Jetpack Cat

Jetpack Cat proved to be a decent but annoying Hero due to her permanent flight, high mobility, high-value Ultimate ability when used on Tanks and her general ability to ignore the use of good positioning. Her health has been cut slightly in order to reduce situations where Jetpack Cat could avoid punishment using her high mobility, encouraging more thoughtful and strategic plays and positioning.

  • Base Health decreased from 225 to 200.

Kiriko

Kiriko was widely perceived as an dominant support with an extremely well-rounded kit that allowed her to provide value in every situation, using her strong healing output using Healing Ofuda, high damage using her Kunai and tide-turning invulnerability and cleansing effects provided by Protection Suzu. These aspects of her kit alongside her ability to escape dire situations using Swift Step, led to her functionality being very frustrating and hard to deal with for many players at all skill levels. Her damage and cooldowns have been adjusted to force her to make more calculated decisions regarding her tools.

Kunai
  • Damage decreased from 60 to 40.

Swift Step
  • Cooldown increased from 7 seconds to 10 seconds.

  • Maximum distance increased from 35 meters to 40 meters.

Protection Suzu
  • Cooldown increased from 14 seconds to 16 seconds.

Mercy

Mercy's tools allowed her to be a very frustrating Hero due to the extremely low cooldown of Guardian Angel and Resurrect proportional to their utility. Mercy could easily evade incoming attacks due to the high movement speed of Guardian Angel and its low cooldown, as well as mitigate many kills with the use of Resurrect. The cooldown of these tools have been increased in order to encourage them to be used more strategically, while her healing has been increased to compensate for her reduced mobility and utility and to improve her ability to heal a large group of weakened targets. The damage and projectile speed of Caduceus Blaster has also been increased to make Mercy use a wider collection of her abilities more often, creating more varied and tactical playstyles.

Caduceus Staff
  • Healing increased from 60 per second to 90 per second.

Caduceus Blaster
  • Damage increased from 20 to 25.

  • Projectile speed increased from 50 meters per second to 70 meters per second.

Guardian Angel
  • Cooldown increased from 1.5 seconds to 6 seconds.

Resurrect
  • Cooldown increased from 30 seconds to 60 seconds.

Valkyrie
  • Healing increased from 65 per second to 97.5 per second.

Roadhog

Roadhog now shares his healing with his allies now that he has taken on the role of Support, his previous greed replaced by generosity... for now. His abilities have been completely reworked to focus on targeting and sustaining his allies.

Chain Hook now targets allies, instantly healing them and pulling them to Roadhog's location.

Take a Breather allows Roadhog to emit a chemical cloud, healing his allies while his own healing is heavily reduced.

Whole Hog no longer deals knockback. Instead, it keeps Roadhog alive while he uses it by granting him a healing over time while it's active, as well as healing nearby allies when Roadhog deals damage using it.

  • Size decreased by 20%.

  • Base Health decreased to 300.

Scrap Gun
  • Primary fire damage decreased from 175 to 87.5.

  • Secondary fire pre-detonation damage decreased from 50 to 25.

  • Secondary fire post-detonation damage decreased from 175 to 87.5.

Chain Hook
  • Now targets allies.

  • Instantly heals allies for 120 over 1 second upon contact.

  • No longer hooks enemies, but still deals 12.5 damage and puts Chain Hook on a 1 second cooldown.

Take a Breather
  • Now requires being held to be used, instead of being a toggleable ability.

  • Self-healing reduced from 150 per second to 45 per second.

  • Now emits a chemical cloud that heals all allies within 10 meters of Roadhog by 75 per second.

  • Recharge rate increased from 12.5% per second to 18.75% per second.

Whole Hog
  • Damage decreased from 7 to 3.5.

  • No longer deals knockback.

  • Now heals Roadhog by 50 per second while active.

  • Roadhog now emits healing rings when dealing damage during Whole Hog, healing all allies within 15 meters of him for half of the damage dealt.

Sigma

Sigma has found some resolve within his broken mind, causing him to focus more on aiding his allies with his strange powers instead of destroying his foes, causing him to fall under the Support role. His kit remains heavily defensive to stay aligned with his previous identity, while his damage has been reduced and many of his tools have been adapted to support those around him.

Hyperspheres now cause Sigma and his enemies to emit healing rings that heal nearby enemies when dealing damage.

Experimental Barrier's health and recharge rate have been cut significantly, preventing Sigma from mitigating damage in the same manner as when he was a Tank.

Kinetic Grasp takes on a new form: Symphonic Grasp, allowing him to heal nearby allies and keep them safe from harm if they stand near him.

Accretion's damage has been halved to mitigate its offensive prowess, focusing more on allowing Sigma to escape using its knockdown effect.

Gravitic Flux has been massively overhauled, becoming Harmonic Flux, a large, spherical area of effect that pulls enemies to its center while healing and reducing the gravity of allies.

  • Size decreased by 30%.

  • Base Health reduced to 110.

  • Base Shields reduced to 140.

  • Note: Much like Wrecking Ball, Sigma's irregular Health is caused by the hard wired relationship between Max Health and Barrier Health.

Hyperspheres
  • Direct hit damage decreased from 20 to 10.

  • Splash damage decreased from 40-12 to 20-6.

  • Dealing damage now creates small rings of healing that emit from the damaged Hero and creates smaller rings around Sigma, healing all allies within their range equal to 75% of the damage dealt when near the damaged Hero, or 50% when near Sigma. Sigma's allies can benefit from both healing rings if they overlap.

Experimental Barrier
  • Barrier Health reduced from 650 to 342.

  • Recharge rate decreased from 85.4 per second to 64.1 per second.

  • Note: Once again, Sigma's irregular Barrier Health is caused by the hard wired relationship between Max Health and Barrier Health.

Kinetic Grasp
  • Replaced by Symphonic Grasp.

  • Now makes allies within 8 meters of Sigma invulnerable to damage while active.

  • Now heals allies within 8 meters of Sigma and Sigma himself at a rate of 75 per second while active.

Accretion
  • Direct hit damage decreased from 80 to 40.

  • Splash damage decreased from 40-12 to 20-6.

Gravitic Flux
  • Replaced by Harmonic Flux.

  • Creates a preview before placing. Can be confirmed by pressing primary fire or cancelled by pressing secondary fire. Harmonic Flux can be placed mid-air.

  • Upon confirmation, places a large orb that lasts for 8 seconds.

  • Enemies within Harmonic Flux become rooted and are dragged towards its center.

  • Allies within Harmonic Flux have their gravity reduced by 90% and jump height reduced by 50% and are healed at a rate of 50 per second.

Sombra

Sombra has tweaked her own abilites to better suit improving the protection and security of her allies. Her tools become entirely focused on healing and bolstering her allies' defenses.

Hack now becomes Firewall, an ability that grants overhealth and a slow healing over time effect.

Virus has been reworked into Antivirus, a homing projectile that provides great burst healing for Sombra's allies.

Translocator now grants healing over time to any allies that stand near Sombra. Its cooldown has been cut to discourage stealthy plays while encouraging Sombra to stick close to her team.

EMP has taken on the form of Reboot, no longer hacking enemies but still dealing a small amount of damage and providing a big burst of healing, combined with extra healing over time afterwards to all allies near Sombra.

Machine Pistol
  • Damage decreased from 8 to 6.4.

Hack
  • Replaced by Firewall.

  • Cooldown decreased from 6 seconds to 4 seconds.

  • Now targets allies and shows a purple ring while looking at a valid target.

  • Using Firewall on an ally grants them 50 Overhealth and heals them by 150 over 5 seconds.

Virus
  • Replaced by Antivirus.

  • Now creates a homing projectile that locks onto the closest ally to your reticle.

  • On hit, Antivirus heals its target by 150.

Translocator
  • Cooldown increased from 6 seconds to 9 seconds.

  • Heals all allies within 7 meters of Sombra by 100 per second while active.

EMP
  • Replaced by Reboot.

  • Instantly heals all allies within 15 meters of Sombra by 150, then a further 200 over 5 seconds.

  • Damages all enemies within 15 meters of Sombra for 50 damage.

Zenyatta

Zenyatta's Orb of Discord proved to be a very powerful tool that became especially destructive when used on Tanks. Zenyatta's damage is also quite high, allowing him to capitalise off of Orb of Discord's effect alongside the rest of his team, leading to oppressive scenarios where opposing Tanks are forced to give up space or be put at risk of being eliminated. Zenyatta's health pool has been reduced to make him slightly more vulnerable to incoming attacks. Additionally, he puts himself more at risk while using such a powerful tool such as Orb of Discord by applying a weaker version of its effect onto himself while it is active. To compensate, Zenyatta gains a similar effect while using Orb of Harmony.

  • Base Health decreased to 50.

  • Base Shields decreased to 150.

Orb of Harmony
  • Now heals Zenyatta for 10 per second while active.

Orb of Discord
  • Now increases Zenyatta's damage taken by 15% while active.

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