Overwatch 2: No DPS
Damage heroes are the most played, while tanks and supports are frequently underlooked. Here, this gamemode outright removes the DPS heroes, and reworks the tanks and supports to make them better or more fun to play. Certain tank and support heroes will be reworked to fill in a DPS-like role, while others will lean into their original roles even more than before. You could create a number of team comps and see how they can work.
Currently, only wave 1 will be available. Waves 2 and possibly 3 will be made in the future, and can change based off of feedback.
Global Changes:
- To compensate for the removal of the DPS role, this gamemode will be 4v4, so ideally two tanks and two supports would play at a time, though you can make your own team comps.
- All tanks and most supports will have their health pools readjusted. Doomfist, Junker Queen, and Ramattra now have 300 HP. Reinhardt, Roadhog, and Wrecking Ball now health have 500 HP, Zarya has 325 HP, and the rest of the tanks now have 400 HP.
- To make the game mode more fair for supports, most tanks will be receiving the heavy reworks, but tanks will also receieve direct nerfs. All tank damage has been reduced by 20%, and have had their knockback increased to about the same as DPS and support's knockback.
- Support hero's combat ultimate generation is increased by 50%. The tank passive that prevents them from getting less ultimate charging really hurts supports, so removing that will make the game a fairer playing field.
Wave 1
Tanks
Reinhardt
Being a close range player, I wanted to lean into it and make him less vulnerable to far-away targets. Giving Reinhardt a movement boost when deploying his barrier will let him close in on enemies. Reworking his fire strike by making it faster would help him aim them better, while reducing its cooldown would make him even less vulnerable since I couldn't actually give him a third fire strike. Having enemies being set on fire was something of a nice touch for status effects.
-
Cooldown decreased to around 3 seconds to compensate not being able to give him three fire strikes.
-
Now sets enemies on fire and deals damage over time.
-
Close-up players will take an extra 100 damage to simulate a direct hit.
-
Movement speed decreased by 15%
-
Damage dealt to pinned enemies at full or high HP gives Reinhardt 200 overhealth points when his maximum health does not exceed 1000 HP.
-
Critical hits now instantly kill enemies. The radius has been increased to all around Reinhardt.
-
Surviving players will be sent upwards, will be set on fire, and take damage over time.
-
Ultimate generation increased by 15%
-
Dealing damage now heals nearby enemies.
-
Damage received decreased by 25%
-
Knockback nerf does not apply to Reinhardt.
Doomfist
His original passive, 'the best defense,' gives him overhealth when using abilities to damage people. But because he gets so easily shredded, most of this overhealth means nothing. Similarly, his rocket punch also hits like a wet noodle, so I reworked its damage to an extent.
-
Any extra health pool reduces Doomfist's damage by 75% When he has 400 or more overhealth, his damage is reduced by half.
-
When maximum health is over 450 HP, rocket punch's damage is doubled. Stacks with the empowered punch.
Mauga
Mauga will benefit greatly from the health pools, as he can get comparatively more overhealth. To nerf his own survivability, while also making his playstyle around overrun, I reworked a good deal of his abilities. To make it easier on supports, Mauga's passive will also be slightly reworked.
-
Critical hits now heal Mauga.
-
Speed decreased by 15%
-
Damage increased by 15%
-
Cooldown reduced to 8 seconds.
-
Mauga is now damaged by 150 HP when using it, to simulate the issues of having two hearts beating like that, and to encourage life-steal.
-
Heals Mauga instantly by 150 HP, then grants him 100 overhealth points.
Zarya
To show how even small reworks will make the heroes more fun to play, I only changed how Zarya's personal bubbles work
-
When using a personal bubble, Zarya must wait for her bubble to end before using another on herself or her teammates.
-
Cooldown to both bubbles decreased by 25%
-
Enemies standing next to Zarya will be knocked down and take 25 damage.
-
Movement speed while Zarya is bubbled increased by 25%
Supports
Ana
Thanks to the removal of Widowmaker, Ana can now fill in her sniper role, so her biotic rifle while scoped will be changed up. The extra damage of her sleep dart is purely because people often hit their heads when they're knocked out cold.
-
While zoomed in, you are 25% slower.
-
Damage dealt while zoomed in increased by 50%
-
Healing dealt while zoomed in increased by 25%
-
Enemies will take 50 extra damage. BONK!
Illari
Initially I wanted to make her outburst heal herself and deal more knockback, but for some reason the ability does not show up in workshop code. Instead, I gave her a mini-shotgun.
-
Overall damage dealt decreased by 50%
-
Critical hits for nearby enemies will deal 75 extra damage.
-
Ammo reduced by half.
-
Secondary fire healing rate increased by 25%
-
Secondary fire maximum time increased by 75%
Moira
A description on why changes were made
-
Some change you made to this ability
-
Some change you made to this ability
-
Some other change you made to this ability