[OUTDATED] Hero Changes - Overwatch Gamemode
New Overwatch Workshop gamemode that features new changes to every hero, inspired from April fools changes, Overwatch 2 PvE talents or even other games like Apex, Valorant and more!
Created by Skirrel#21346
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Please turn Refraction Quality on high in settings for better effects quality.
Patch notes:
This is all fun and games, not an actual attempt at balancing the game even though I tried to make it as balanced as I could. But please keep in mind that this is a fun gamemode to see what people can do with these new added abilities and if some of them could actually be viable in the real game. Hope you enjoy, have fun!
TANK
D.VA
>D.VA's positioning is an essential part of her gameplay and certainly makes the difference between good and excellent D.VA players. We therefore allow D.VA to have access to mobility without using her boosters. This new passive also allows D.VA to poke more easily over enemy barriers. However, D.VA being more vulnerable by spending more time in the air and therefore under enemy fire, we are increasing the regeneration for her Defense Matrix when taking damage.
- Pressing jump twice in a row triggers "Bunny hop", propelling D.VA further in her current direction.
Bunny hop suffers D.VA's Fusion Cannons' movement penalty.
- 30% of D.VA's damage taken is stored as Defense Matrix resource.
Orisa
- Movement penalty removed when shooting with Fusion Driver.
- Halt! can also be used on Orisa herself.
- Taking damage while Fortified now speeds up the cooldown rate of Protective Barrier.
The cooldown is reduced depending on the amount of damage per instance of damage.
Reinhardt
- Charge can be canceled while it's active.
Cooldown is reduced from 10 to 8 seconds and starts upon charging.
- Firestrike now burns enemies for 5 seconds.
Enemies burn for 5% of their maximum health per second while Reinhardt heals himself for 5% of his maximum health per enemy hit per second.
- Reinhardt's Barrier Field is 25% bigger in size.
Roadhog
>We decided to give a penalty to players who don't land their hook by making it less recurrent. Roadhog granting less ultimate charge to enemies damaging him, we are making him able to have a bigger health pool thanks to Take a Breather so that enemies can still farm their power move while making Roadhog tankier.
- Chain Hook's cooldown increased from 8 to 12 seconds.
The cooldown is reduced to half (6 seconds) when landing the hook.
- Take a Breather can now overheal, increasing Roadhog's maximum health.
Overhealth lasts for 5 seconds or until consumed through taking damage.
- Whole-hog now knocks Roadhog up when aiming at his feet.
It can also be canceled by pressing the ability key again.
Sigma
- Experimental Barrier's cooldown is reduced to 0.1 when retracted.
- Melee can now cancel Kinetic Grasp.
- Affecting himself with Accretion knocks Sigma upwards giving him access to Gravitational Drift.
Gravitational Drift grants him reduced gravity and improved air control for up to 5 seconds or until he hits the ground. (Holding crouch helps you reach the ground faster).
- Accretion cooldown reduced from 10 to 7.5 seconds.
Winston
- Tesla Cannon ammo capacity increased from 100 to 130.
- Jump Pack travel speed increased by 25%.
Winston knocks nearby enemies down for 0.8 seconds when he lands after using Jump Pack.
- Barrier Projector cooldown reduced from 13 to 11 seconds.
- Primal Rage melee damage increased from 40 to 80 and knockback increased by 40%.
Wrecking Ball
- Ball form is now always active.
- Grappling claw's cooldown reduced from 5 to 2 seconds.
- Piledriving an enemy silences them for 2 seconds making them unable to use abilities and interrupting any channeled ability (such as Cassidy's Deadeye etc.).
Piledriver cooldown reduced from 10 to 8 seconds and damage increased by 50%.
Zarya
- Particle Cannon's secondary fire's knockback in increased for Zarya herself.
- Zarya's Bubbles are 50% larger in size.
- New Passive: "512"
Using Particle Barrier will reduce the cooldown of Projected Barrier by 23%.
Conversely, using Projected Barrier will reduce the cooldown of Particle Barrier by 28.2%.
DAMAGE
Ashe
- Aiming down the Viper's sights no longer applies a movement penalty.
Additionally, aiming down sights while airborne stops Ashe's momentum for 3 seconds.
- Reduce Coach Gun's cooldown by 1 second for every headshot using the Viper's sights.
- Dynamite no longer damages Ashe herself.
(This does not apply to Dynamite's explosion damage if Ashe was low on health).
Bastion
- Health reduced from 200 to 100.
- Configuration: Recon ammo capacity increased from 35 to 100.
- Configuration: Sentry now works with a resource and has 3.5 seconds cooldown until it can regenerate.
It also has a maximum uptime of 6 seconds.
Bastion deals 35% less damage but he can now move for its duration.
- Self-Repair removed.
Instead, Bastion now automatically regenerates armor when above 100 health threshold (20 armor per second).
Cassidy
>Compared to most mid to long range heroes, Cassidy lacks vertical mobility. We are giving him mobility at the expense of using his only defensive ability. Being more mobile, we are also making him easier to kill so we are bringing his health pool back to its original state.
- Health reduced from 225 back to 200.
- Critical hits with the Peacekeeper refund 1 ammo.
- Flashbang now also knocks Cassidy away.
If thrown at his feet, it will knock him up.
- Deadeye now no longer suffers a movement penalty.
Doomfist
- Rising Uppercut can be recast to slam back to the ground and affect nearby enemies in a ring.
The slam can only be used for 5 seconds after using Rising Uppercut. It deals 30 damage to enemies in the inner ring whilst enemies in the outer ring are knocked up and take an additional 50 damage.
Using the slam will cause Rising Uppercut to go on cooldown again.
- Seismic slam's knockup is increased depending on its charge.
Echo
>Echo feels strong in a lot of playstyles. We want to direct Echo players towards a swifter playstyle so we are making her more of a hypermobile assassin. In order to make her easier to kill we are also removing the ability to copy other heroes, because most of the times she used it to copy tank heroes, making her hard to kill and giving her game changing ultimates.
- Gliding speed increased by 45%.
- Flight speed increased by 30%.
- Duplicate no longer duplicates a targeted enemy.
Using Duplicate will now render Echo invisible for 10 seconds. For the first second of invisibilty, she is immune to damage and crowd control but cannot attack or use damaging abilities.
After 1 second, a clone of Echo mimicking her actions will appear at her casting position.
Firing attacks or using damaging abilities will break her stealth for the duration.
Pressing the ultimate key again will allow Echo to switch places with her clone. This can only happen once during Duplicate.
Genji
- Damaging an enemy with Swift Strike will cause a bleed through dealing an additional 50 damage overtime.
- Deflect's cooldown is reset when getting an elimination
At the end of Deflect, Genji enters camouflage for 1.5 seconds, enemies can hear him and see his footsteps. Camouflage cannot happen during Dragonblade.
Hanzo
- Climbing a wall now speeds up the cooldown rate of Lunge.
- Headshots with fully charged arrows make Hanzo leap upwards.
This effect can take place even if Hanzo was already in the air. However, it won't happen if the damage dealt to the target was inferior to 150.
- Hitting an enemy out of sight with a Storm Arrow will create an explosion on impact, damaging all nearby enemies.
Junkrat
>We want to make the ability to "taxi" available to other heroes than just Lúcio. With this new passive, Junkrat can help his allies get back to the battlefield faster but can also provide his allies some safety and a way to reposition. Additionnaly, since Junkrat can also put his allies' corpses in his pocket, it can help with getting a Mercy resurrect off.
- New passive: Human Catapult
Pressing the interact key near an ally will put them in Junkrat's pocket, making them invulnerable to any damage or crowd control but unable to do anything. Press primary fire to launch them forward.
The ally in his pocket will automatically leave after 5 seconds or if they decide to leave early, it will still put this ability on cooldown.
Human Catapult can also work on an ally's dead body.
Junkrat cannot use Frag Launcher when an ally is in his pocket.
This passive has a 15 second cooldown (shown on screen).
Mei
>Mei feels a bit overloaded for a damage hero at this state of the game. She has decent damage, a bigger health pool than most of her peers and has unmatched map control. We either had to adjust her kit and move her to the tank role or remove most of her map and crowd control and leave her in the damage hero roster. The latter felt more fitting with what we had in mind so we focused on giving her more damage and self-peel as well as some mobility.
- Health reduced from 250 to 150.
- Shields increased from 0 to 50.
- Mei's Endothermic Blaster will no longer freeze enemies. It will still slow them and will deal more damage.
Damage modification per round: 3.75 instead of 2.75
- Ice Wall has been removed.
- New ability: Slide
Mei deploys a water drop that pops, attracting her backpack towards it causing her to slide. Press secondary fire to cancel the slide.
(Slide does not work in spawn room because of how it interacts with the game).
Pharah
>Pharah desperately needed some survivability considering she is very vulnerable during her ultimate. We are allowing her to rotate through the map more easily as well as be less vulnerable when she wants to call upon justice! We definitely think that these new changes will do best in the hands of better Pharah players.
- Jump Jet refills 50% of the fuel.
- Whenever Pharah uses Concussive Blast on herself, she will trigger "Justice".
Justice grants Pharah 100% additional flight speed and 50 armor, it lasts for 2 seconds or until she reaches the ground.
Reaper
- Wraith Form now turns Reaper into black mist, allowing him to fly and phase through (most) walls.
Pressing the jump key will fly you up and the crouch key will fly you down.
- Shadow Step cast time reduced from 1.5 to 1 second.
Soldier: 76
- Sprint refunds 6 ammo per second.
- Helix Rockets cooldown reduced from 8 to 6 seconds.
- Heavy Pulse Rifle shots deal 100% increased damage during Tactical Visor.
Sombra
- Sombra can now get out of Stealth instantly.
Taking damage while invisible will no longer take Sombra out of Stealth (unless she is casting the ability). Stealth no longer keeps Sombra from contesting objectives.
- Stealth speed bonus increased from 65 to 70%.
- Hacked targets now take 20% increased damage from all sources.
The bonus damage credit goes to Sombra.
- EMP cast time reduced from 0.35 to 0.25 seconds.
Symmetra
- Taking shield health damage now grants ultimate charge.
- Teleporter's cooldown now starts upon placing it instead of when it gets destroyed.
- Falling at or below 30% max. health will create a Photon Shield protecting Symmetra and nearby allies from incoming damage.
The shield lasts 5 seconds or until it is destroyed. It also has a 20 second cooldown.
Torbjörn
- Overload increases Torbjörn's Forge Hammer damage by 200%.
- Getting a final blow reduces Overload's cooldown by half.
Tracer
>Tracer now has more options with the use of Recall. She can choose wether or not she wants to be safe and recall or stay a little bit longer in the fight in order to deal more damage.
- Tracer now respawns instantly after dying.
- Recall restores all Blink charges.
Recalling near an enemy transforms them into a time ghost. Time ghosts are marked for 8 seconds. Damaging a time ghost detonates the mark dealing a percentage of Tracer's missing health in damage.
- Sticking an enemy with Pulse Bomb creates a chain reaction (for up to 2 times).
When the bomb detonates, Tracer deals half of the initial damage to enemies in a 6 meter radius.
Widowmaker
- Health increased from 175 back to 200.
Grappling Hook now has 2 charges.
Venom Mine overall damage increased from 75 to 100.
Venom Mine now also steals some of the target's ultimate charge.
SUPPORT
Ana
- New passive: A Mother's Pride
Ana heals herself for 50% of her healing done to allies.
- Eliminating an enemy affected by Sleep Dart refunds half of its cooldown.
- Nano Boost applies to the affected ally as well as Ana herfself
Same properties as a regular Nano Boost but she also deals 50% more healing.
Baptiste
- Baptiste's Biotic Laucher gains 20% lifesteal.
- Regenerative Burst has been removed.
- New ability: Eye of the Witness
Launch a breaching missile that forms an eye on the other side of a surface, anyone looking at the eye will be affected.
Enemies affected will be stunned for 1 second.
Allies affected will be cleansed from most crowd control and effects and healed for 30% of their maximum health.
(The cleansing effect will not apply to Sigma's Gravictic Flux, Wrecking Ball's Silence, Junkrat's Steel Trap, Tracer's Time Ghosts, Widowmaker's Venom Mine, Ana's Biotic Grenade Anti-Heal effect and Zenyatta's Orb of Discord).
Brigitte
- Whip Shot now propels Brigitte towards the target direction.
- Hitting an enemy with Whip Shot reduces the cooldown of Shield Bash by 2 seconds.
- Using Rally will now allow Brigitte's teammates to join her position from spawn.
Your teammates will be able to reach a beacon deployed in your spawn room, teleporting to your Rally casting position and becoming invulnerable for 1 second before and after teleporting.
Lúcio
- Sonic Amplifier ammo capacity increased from 20 to 24.
- Lúcio's songs now have additional effects on himself.
Wall-riding while Speed song is active is 25% faster.
Self heal increased to 100% instead of ~75% when Heal song is active.
- Soundwave now also knocks Lúcio back in the opposite direction.
- Amp It Up now also increases Soundwave's knockback strength (including the self knockback).
Mercy
- Guardian Angel can now target enemies.
Attempting to "super jump" will now bring Mercy higher in the air and will also be easier to time.
- Mercy can now use Resurrect on herself if she died (unless the death was environmental).
- Using Valkyrie will now reset Resurrect's cooldown.
Moira
>Moira's Biotic Orb is available more often depending on her heals in order to encourage players to use her healing power. Also, we are giving Moira a way to protect her allies because she can feel like she's lacking in this field compared to Baptiste, Brigitte or even Ana so she is now able to fade her allies with her. Finally Moira can now cancel Coalescence by using Fade, she was vulnerable to CC and executions during her ultimate so we are giving her a way to get out of those situations.
- Fading near allies will fade them as well (6 meter radius).
Fade cooldown increased from 6 to 8 seconds.
Fade also allows Moira to go further at a faster rate and collision with terrain causing her to "super jump" is enhanced.
- Reduce Biotic Orb's cooldown by 1 second for every 100 healing done with Biotic Grasp.
- Moira can now cancel Coalescence by fading.
Zenyatta
- Orb of Destruction ammo capacity increased from 20 to 25.
- New passive: Ascension
Zenyatta can now levitate for up to 3 seconds by holding Jump.
Allies in Transcendence can also levitate by holding Jump.
- Orb of Harmony healing received increased from 30 to 40 health per second.
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