Blaquewatch [Overwatch Balance patch/Hero Reworks] + 3 sources
This code is over 6 months old. The code may have expired and might no longer function.
Almost everything is togglable in Workshop settings if you want to disable a rework! Added Changes to in-game UI
This is my first time doing anything in the workshop. I wanted to try my hand at balancing what Blizzard won't.
I received MASSIVE help from the Workshop Codes Discord Server. Please join it if you ever have questions about anything from the workshop, they are amazing!!!
Let me know what you think in the comments!!
UPDATE: Much to the dismay of my commenters; a lot of my additions have been implemented into the game and therefore removed from my mode, so if ur still upset about the changes; take it up with them. Also, womp womp.
TANK
Doomfist
Wanted to increase sustain outside of overhealth generation from offensive abilities. Increasing ult generation helps hit breakpoints for Doom that were unsatisfying before. Being a tank that has to do calculus against enemy team compositions with numerous Crowd Control abilities, he has been given counter-play in the form of a short CC immunity. His current ultimates recent changes have promoted lingering in it to heal. The longer Doom waits in his ultimate, the more counterplay there will be when he lands. To push away from lingering, his ultimate healing has been reduced, but he gets an instant burst of healing when ulting.
-
Doomfist is 'phased out' for 0.4s after using the ability
-
Ultimate generation from combat increased 10%
-
Healing reduced from 75hp/s to 25hp/s
-
Instantly heals 100hp
D.va
D.va doesn't seem to fit well into the 5v5 format, so she has been given more sustain to feel more like a tank than a third damage character.
-
40% of damage mitigated will be turned into overhealth for 3.5 seconds once the ability is no longer being used
-
Uptime reduced by 15%
Mauga
Mauga has been moved to the Damage Role. He felt out of place and very abusive in the Tank role, whether playing with, or against him. His size has been reduced 15%, his guns have been restricted to being used one at a time, and his abilities have been changed to better fit the damage role. These changes make him capable of still outputting high damage while not being oppressive for the opposing tank. NOTE: will add DPS Role passive later, but will likely not have any visual indicator for it cuz im too lazy
-
Base Health reduced from 450 to 300
-
Armor reduced from 200 to 75
-
Clip size reduced from 300 to 150
-
Only one chaingun can be used at a time
-
Number of bullets needed to ignite enemy reduced from 10 to 7
-
Stomp function has been removed to prevent stuns
-
Knockback reduced 25%
-
Max Duration decreased from 2 to 1.75 seconds
-
Cooldown increased from 6 to 7 seconds
-
Ability reworked: After activating, enemy players within a 7 meter radius around Mauga will catch fire for 3 seconds
-
Cooldown increased from 12 to 13 seconds
-
Health reduced from 1500 to 563 (funny number as a byproduct of changing max health)
-
Ultimate cost increased 15%
Orisa
After removing her damage falloff, Orisa has one less weakness. To compensate, primary fire damage has been reduced and her cooldowns have been increased to allow for more skillful expression of cooldown usage seen in other tanks.
-
Damage reduced from 13 to 12
-
Cooldown increased from 6 to 7 seconds
-
Successfully landing a spear on an enemy will reduce the cooldown of Fortify and Javelin spin by 1.5
-
Cooldown increased from 16.5 to 17 seconds
-
Cooldown increased from 7 to 8 seconds
Ramattra
Nemesis form is far more oppressive than his Omnic form, so it sometimes feels like you are just waiting until that cooldown is available to be able to play again. Because of this, some of his utility has been moved from his Nemesis form to his Omnic form to allow a more even, yet dynamic playstyle.
-
Damage reduced from 13 to 12
-
Projectile speed increased by 20%
-
Shield Health reduced from 1000 to 400
-
Cooldown reduced from 13 to 8 seconds
-
Now on a resource meter that depletes while blocking
-
Once the resource depletes, Block is put on cooldown for 2 seconds
Reinhardt
To move some sustain from his shield to himself, Rein has gained some armor in place of shield hp. He has also gained some more utility to help keep up with newer tanks.
-
Base health reduced from 400 to 350
-
Armor increased from 300 to 350
-
Damage increased from 275 to 300
-
Health reduced from 1400 to 1100
-
When broken, move speed increased 20%
Roadhog
Attempting to make hog more consistently lethal while also reducing some of his sustain, some of his utility is being shifted between his abilities.
-
Clip size increased from 6 to 7
-
When activated, adds 1 ammo to Scrap Gun clip
-
Recharge rate decreased by 5%
-
Knockback reduced 10%
Sigma
Changes are inline with Hero Fantasy. Also, thought it was funny haha.
-
Movement gravity decreased to 75%
-
Holding Jump decreases Gravity to 25%, allowing for a Glide-like maneuverability
Wrecking Ball
Any other mobility tank can use any cooldown instantly after spawning, so hammonds Grappling Hook cooldown has been removed when (re)spawning.
-
Removed cooldown when (re)spawning
DAMAGE
Bastion
Bastion's mobility is very limited. To reduce the unecessary penalties and promote a more mobile playstyle, the self-damage from his grenade has been significantly reduced; only applying enough damage to apply knockback.
-
Self-damage reduced from 25-50 to 0-5
Cassidy
The homing projectile from this future-cowboy is very irritating to play against if you have ever played tank. To remedy its 'yeet-and-hope, make em cope' playstyle, the projectile is no longer homing. To help with hitting targets, its size has been slightly increased, the nade moves faster, and it has a shorter cooldown to allow more frequent usage of the now more difficult to hit nade.
-
Cooldown reduced from 6 to 5
-
Sticks to a target for 1 second, hacking them (no 'Hinder' status available in Workshop). After 1 seconds, Nade explodes for 90 damage
-
Cooldown reduced from 12 to 9 seconds
-
Projectile speed increased by 5
Echo
Echo is still functionally the same, however; her ultimate has been remade from scratch to allow for the implementation of my reworks during her duplication. The ultimate now actually turns echo into the hero she duplicates for the same duration as before, but she does not gain increased ult charge. She instead starts at 75% charge. NOTE: Currently, if you walk into spawn during the duration of her ultimate, there could be bad side effects (haven't thoroughly tested what happens, but may result in bugs with her ultimate/ui)
-
Now swaps Echo to the hero she is duplicating
-
Ultimate charge rate during ultimate starts at 75%
-
Ultimate charge rate matches that of who she copies
Genji
Genji is not a bad Damage character, he just needs some quality of life improvements. Sometimes it may feel like he doesn't have quite enough ammo, while playing against him feels like he always has Deflect. To tackle both of these issues and give Deflect more utility; his deflect cooldown has been increased, but while deflecting, he gains 3 ammo a second. Naked Blades also dont feel too great, so to give his ultimate a bit more lethality, his movement speed buff has been increased slightly.
-
Cooldown increased from 8 to 10 seconds
-
Every 0.3 seconds, Genji receives 1 ammo
-
Movement speed buff increased from 30% to 40%
Hanzo
With the release of Season 9, Hanzo can no longer one shot. To allow for more consistent damage output, his storm arrow cooldown has been tweaked.
-
Cooldown increased from 8 to 11
-
Cooldown begins when the ability starts instead of after it ends
Junkrat
Junkrat's trap is agonizing to the victims, but reducing its uptime would almost defeat the purpose of it. Instead, it's downtime has been slightly increased to allow for more opportunity to play around it.
-
When activated, Cooldown set to 5 if not on higher
Mei
Already having 250hp, Mei's cryo-freeze gives her incredible sustain. Already gaining immortality from the ability, her self-healing has been reduced. Mei's wall pillar health has been reduced to allow more counterplay, but the cooldown has also ben decreased to add more utility to her kit.
-
Self-healing reduced from ~50hp/s to ~30hp/s
-
Cooldown reduced from 12 to 11 seconds
-
Health per pillar reduced from 250 to 175
-
Cooldown reduced from 12 to 9 seconds
Pharah
Pharah's ultimate almost always guarantees death. To alleviate this, she can now cancel her ultimate.
-
Now cancelable by pressing Abiliy 1, Melee
Reaper
Reaper is an outdated character whose design has been mostly untouched since 2016. These changes give him a bit more flexible mobility and control over his kit.
-
After finishing the teleport animation, movement speed is increased 15% for about 2 seconds
-
BROKEN: After gaining an elimination, cooldown is reduced by 2 seconds
-
Now cancelable by pressing Abiliy 1, Melee
Soldier: 76
Soldier is capable of high damage output, high mobility, and pretty good healing. Without completely removing his ability to self-heal, it needed to be reduced. A lot of one-on-one fights as soldier resulted in placing Biotic Field and killing the opponent faster because you heal more, or just squirming around in your field until you were full hp again. Soldier is not a Support Character, but a flanking DPS; these changes reflect that.
-
Move speed buff increased from +50% to +60%
-
Now on a resource meter. Can use for about 5 seconds continuously.
-
If fully depleted, ability is blocked for 1.75 seconds and regenerates a bit slower
-
Cooldown reduced from 18 to 15 seconds
-
Healing reduced from 40hp/s to ~25hp/s
Widowmaker
Widowmaker being the only Damage hero that can still one-shot post-Season 9, she is quite formidable. To give players a hint as to whrther they are being hunted, Widow now has a beam that shows where she is aiming. NOTE: Current beam effect is a rope-like thing as I thought the other beam effects were too distracting. If you want to mess with the beam effect yourself, go for it. CURRENTLY DISABLED UNTIL I FIGURE OUT RAYCASTS.
-
BROKEN: Now projects a beam from the player to where she is aiming
SUPPORT
Baptiste
Baptiste's Immortality field is very frusturating to play against and has little counterplay, so its health has been nerfed slightly. Bap is also very lethal in the right hands. As to not mess with damage numbers and breakpoints and still take some of the lethality away, the duration of his ultimate has been decreased and cost increased.
-
Health decreased from 125 to 100
-
Ultimate cost increased 10%
-
Duration decreased from 10 to 8 seconds
Illari
Illari's playstyle has deviated from what it was on her release. She used to excel at taking off-angles and leaving the pylon to heal or team or bringing it with her to self sustain. Now, it is hard to do that due to the much more limited healing of her pylon. To allow her to take more off angles without increasing damage or healing numbers, she has been given more mobility options for her Outburst ability.
-
Max ammo reduced from 16 to 10
-
Ability now has 2 charges that regen every 7 seconds
-
No longer deals knockback
Kiriko
Kiriko has numerous get-out-of-jail-free cards, topped with impressive damage output in the right hands. Without tweaking damage numbers, her damage pressure should be lessened. Her Suzu is also the cause of a lot of frustration. The usage of Suzu should have more thought put into it, and these changes reflect that.
-
Clip size reduced from 15 to 9
-
Healing if cleansing reduced from 110 to 55
-
Healing if not cleansing reduced from 80 to 40
-
Cooldown increased from 15 to 16 seconds
-
Ultimate generation increased 10%
Lifeweaver
Some of Lifeweavers sustain is being shifted from him to his teammates. His petal platform feels almost impossible to destroy, so enemies typically opt for waiting it out rather than using resources on it when he can just throw another one. The health of the platform has been reduced, along with healing from his dash. However, he has recieved buffs elsewhere. Between the healing charge up time, the delay in switching 'weapons,' and having two clips to reload, Lifeweaver has a lot of downtime. He has effectively been given unlimited ammo in his healing clip to combat this.
-
Clip removed, effectively infinite ammo
-
Healing received reduced from 60hp to 30hp
-
Health reduced from 400 to 200
Lúcio
Lúcio has poor maximization of his kit in lower ranks. This small rework lowers his skill floor a tad bit, while also raising his skill ceiling. Soundwave now has the functionality to knockback Lúcio. If you look downwards, you have more vertical momentum and directional velocity. If you boop someone next to you, you get a bit of backwards knockback. Another addition focuses more on his speed; the faster Lúcio goes, the further he will knock back his enemies with Soundwave. The Amp It Up change gives Lúcio a bit more utility for the ability. Also, in an experimental card in Overwatch 1, Lúcio's ultimate allowed him to kill anyone he lands on. This idea has returned; while it does significantly less damage, it gives offensive capabilites to his mostly entirely defensive ultimate.
-
During usage, teammates within radius receive 15% damage reduction for 3 seconds.
-
When looking mostly downwards, gain a tiny bit of forward momentum and a small knock upwards.
-
If looking mostly horizontal or upwards, receive a small bit of knockback.
-
Lúcio's speed is converted into knockback. For every meter per second Lúcio is moving after 9m/s, knocback is increased by 4%.
-
Landing on an enemy's head will deal 250 damage.
Mercy
With the introduction of Season 9, nothing has changed for Mercy besides her health. This gives more value to her Resurrect Ability, as whoever she resurrects has more health AND she is harder to kill given. These changes impact that.
-
Health reduced from 250 to 225
-
Cooldown reduced from 30 to 26
Zenyatta
Zen's kick does more knockback than Lucio's boop, so this will put it more inline with where it should be.
-
Knockback decreased 20%
Sources
This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.
Snippet
Loading...