1v1 Arena Deathmatch V2.5.0

C374R

Deathmatch Arena 2.5.0 (Code-> C374R)


The goal of this mod is to create a fast and free-flowing 1v1 version of Overwatch, in the same vein as a game like Quake, with the ability to string moves together, similar to fighting games. Current Overwatch is made for heros to be cogs in a team, supported with healers and shields which clearly will be absent in this game mode. Because of this damage had to be scaled back significantly and team-centric abilities had to be reworked or removed. To compensate for this, movesets where altered to give heros more tools that better suit a 1v1 game mode. Heros were also given different movespeeds, jump heights, and gravitates to accentuate their unique character designs/feel. This will also change the way other characters interact/combo one another.

The map pool was chosen to promote smaller, nonlinear maps that allow for meaningful interactions. I tried to avoid using maps with an over abundance of health packs or maps that are heavily one-sided. This was done to discourage player movement from stagnating. Health pack timers are greatly increased to discourage players from holding areas with health packs and ensure that they must continue move around the map regardless of their health, even if it is in a non combative manner. The score limit and time are place holders and will be adjusted as needed.

The goal is to add more heros, but as of now these are the ones that feel have a relatively clear character design and somewhat defined playstyles and motifs. They are not necessarily perfectly designed and do have bugs, but I am under the impression that they largely act/play as intended. Below is a list of character changes. The numbers under abilities and attributes are the sliders in the hero menu in the workshop main menu. To play use this code C374R to import the game into the Overwatch Workshop. Reporting bugs and any feedback is greatly appreciated. Join the Discord for the latest information: https://discord.gg/gMXsVfr

Note: A lot of abilities were added to voice lines, this is simply because there are only so many buttons to mod commands to. Voice lines also have artificial cooldowns since voice lines will not trigger if they are pressed in quick succession, even though the text will appear.

I would also like to give thanks to the many people who have made theirs codes publicly avaliable including but not limited to Therister, Darwin, A Shrew's Berry, kaiomm, awayawayawayaway69.

Baptiste

Functionality

  • Ground slam-if meleeing in the air with an altitude > 6, Baptiste will accelerate downward and hit the ground sending out a ring (radius is equal to the altitude at which you began your descent) that will knock up (impulse is equal to the altitude at which you began your descent) and stun (.3 sec) enemies who are on the ground and within line of sight of the landing location

  • Meleeing air born enemies will knock them back

  • Left shift will boost Baptiste's speed by 1.6x for 3 secs. This will also remove slows, d.o.t's, and burns.

  • Secondary fire will set out a cloud of gas for 8 seconds that will do .5 damage per sec to enemies who enter it

  • Ultimate- For 33% of his ult charge, Baptiste will perform a short blink in his facing direction when you press 'Q' if he is on the ground. If you melee in the next .5 secs, after coming out of the Blink, Baptist's melee will become empowered. Hit enemies will be knocked over for 2 secs and knocked away.

Abilities

  • Ammo size reduced 50%
  • Immortality field disabled

Attributes

  • Damage dealt 100->65
  • Healing received 100->18
  • Damage received 100->95
  • Jump vert 100->125
  • Movement gravity 100->135
  • Movement speed 100->115

Brigette

Demo: https://www.youtube.com/watch?v=2SHA5e_4n4k&feature=youtu.be

Functionality

  • Passive-landing an ability sets the victim on fire, hitting an enemy that is on fire with a basic attack
    will proc the fire and deal bonus damage [25]

  • Whip shot-now will root its victim and accelerate Brigette in their direction

  • Given a second whip that will pull enemies towards her and stun them for .3 seconds on hit

  • Ultimate-pulls enemies with in a radius of 8 units towards Brigette and sets them on fire

Abilities

  • Shield recharge rate 100->1
  • Shield bash invincibility frames added on frames 5-12
  • Whip shot cool down 100->140 knockback 100->49

Attributes

  • Damage dealt 100->73
  • Healing received 100->40
  • Health 100->90
  • Jump vert 100->90
  • Movement gravity 100->125
  • Movement speed 100->90

Doomfist

Demo: https://www.youtube.com/watch?v=jAlrmGS3xRc&feature=youtu.be


Functionality

  • Rocket punch-hitting an opponent in the air will knock them down for 2.5 seconds

  • Meleeing a knocked down opponent will wake the victim up

  • Boosted attacks-by communicating Doomfist's "acknowledge" voice line (G by default) and inputting either your primary attack or seismic slam you will be able to perform a boosted version of that attack at the expense of his ultimate charge percent.

  • Boosted primary fire-sets victim's movement speed to 40% for 1.75 seconds
    costs 25% of Doomfist's ultimate charge percent

  • Boosted seismic slam-grants 10 frames of invincibility on seismic slam
    costs 50% of Doomfist's ultimate charge percent

  • Doomfist will perform a quick burst of movement forward if you press interact (F by default) and backwards when crouching

  • Doomfist can cancel uppercut and seismic slam by pressing jump while performing either move

Abilities

  • Uppercut cooldown 100->40 6 frames of invincibility on start up
  • Rocket punch cooldown 100->200 knockback 100->20
  • Ultimate duration 4->1 second
  • Ammo size 4->1 regen rate 100->165

Attributes

  • Damage dealt 100->55
  • Damage received 100->95
  • Jump vert 100->130
  • Movement gravity 100->150
  • Movement speed 100->120

Genji

Functionality

  • Ultimate-damage is now determined by his distance from the victim. The closer he is the lower the damage.
    Upon landing a primary attack while using Genji's ultimate .1 seconds of hits stun while be applied to Genji

  • Primary attacks will cause victims to take damage over time (bleed), 1% of max vicitim health for 5 secs

  • Deflect-using deflect while Genji's ult is active will cause a puff of smoke to appear around Genji

  • Meleeing an enemy under 1/3 health will deal 20 bonus damage

  • Ult secondary fire-when performed on the ground Genji will perform a backwards jump

  • Genji can cancel swift strike by pressing jump while performing the move

Abilities

  • deflect cooldown 100->20 duration .32 seconds
  • swift strike cooldown 100->75 2 frames of invincibility on start up
  • ultimate duration 100->60

Attributes

  • Damage dealt 100->50
  • Jump vert 100->120
  • Movement gravity 100->120
  • Movement speed 100->115
  • Ammo 100->70

Hanzo

Demo: https://youtu.be/7sYjgnMORms

Functionality

  • Sonic Arrow has been replaced with new ability 'boomerang'

  • Boomerang-on hit the projectile will deal 40 damage and stun the victim for .5 seconds. then it will bounce back towards Hanzo. missing the attack or falling to catch the returning projectile will leave the projectile on the ground. if the projectile is caught or picked up the cooldown will be reset, otherwise the full cooldown will run (4 seconds).

  • Secondary fire-Hanzo can fire two projectiles, one at a time, that will continue forward until they hit a surface. once both projectiles are out a beam will connect that two projectiles, so long as the are in line of sight of each other. the projectiles must be destroyed before you can set more. this can be done two ways. 1. if an enemy walks between the two projectiles and crosses the beam, they will be knocked down for .75 seconds and destroy the projectiles. 2. pressing interact (F by default) will destroy everything and reset the cooldown.

  • Storm Arrows-reduces the enemies movements speed by 15% per hit. Hanzo has his damage is reduced to 40% while active. The idea of this is to help Hanzo land hihs primary fire. My goal is to keep primary fire as Hanzo's main damage source and give more tools to land good shots.

    • Damage no longer charges Hanzo's ult, instead moving on the ground will increase charge percent at rate 1% every .24 secs you are moving
  • Ult disabled, instead Lunge now cost 33% of Hanzo's ult charge to use

  • Melee-hitting an enemy with will cause them to be pushed back

  • Primary Fire-If Hanzo has a height advantage of more than 5 units and hits an enemy, they will be briefly knocked down

Abilities

  • Lunge cooldown 100->0
  • Lunge dist scalar 100->150
  • Storm Arrows cooldown 100->75
  • Sonic Arrow disabled

Attributes

  • Damage dealt 100->50
  • Jump vert 100->225
  • Movement gravity 100->165
  • Movement speed 100->120
  • Projectile speed 100->280

McCree

Demo: https://www.youtube.com/watch?v=Ttv7H1tsB30&feature=youtu.be

Functionality

  • Primary Fire-can now apply 3 special charges to next attack 1. communicating 'group up' will freeze an enemy that is hit for 1.75 seconds. 2. Communicating 'thanks' will burn an enemy that it hits dealing 1.5% of max vicitim health for 5 secs 3. communicating 'hello' will knockback an enemy that it hits. The fastest way to access these commands are to hold down 'C' hover over the desired command, and release 'C'. These will perform a bonus if you hit an enemy that already has a status applied to them, see chart:

  • 1st shot + 2nd shot = effect
    fire + frost = slow
    fire + knockback =further kb & knockdown
    frost + fire =2x d.o.ts
    frost + knockback = burst damage & unfreeze

  • Fan-costs 50% of ultimate charge to use

  • Stun-creates a 2 second blind

Abilities

  • Ultimate disabled
  • Flashbang stun reduced

Attributes

  • Damage dealt 100->70

Moira

Functionality

This kit is designed to combo vertically. Hitting an enemy in the air will cause both you and them to rise. The goal is to open your combo by getting them in the air with a melee. I think approaching with a healing orb while dashing forward to reset the cooldown is Moira's most effective way to get openings. Once they are in the air you can juggle between pushing and pulling with secondary fire and melee respectively. Keep in mind that your combos will greatly depend on the enemy's gravity, so your combos will vary by character. Primary fire is typically used as the combo ender. Orb can be used to knocked down and disengage the combo. I dont think this character is very intuative (plus they can be kind of janky/buggy) so I will try to get a video out in the coming week that shows what I'm talking about. She will probably need some tweeking, currently lighter characters can get flung around too much, but this is a starting point.

  • Primary fire - Applies a backwards impulse to enemies within 5 units. If they were hit with Moria's secondary fire in the last .75 seconds you will deal an additional 100 damage. Can also be use to perform a boosted jump by firing primary fire at the ground while in the air (basaically rocket jumping).

  • Secondary fire - Will pull enemies in if they are with in 6.75 units. If you hit an airborne enemy while you are in the air, both players wil be popped up. Also, damage now scales by distance from enemy (damage range 2-7). The closer to them the more damage she does. Drains ult charge at rate of -1 every .32 seconds.

  • Orb - Damaged enemies will be slowed to 30%. Will knock down airborne enemies for 1.2 seconds.

  • Ult - Can cancel by pressing crouch. Aim speed is reduced to 10% while ulting. Applies a .032 second stun every .64 seconds and applies a small knock back to the enemy. Moria will have 0 gravity while ulting. This allows her to hover if she ults while ascending in the air (may cause her to shoot off if she gets hit... we will see).

  • Pressing 'Ult (q)' and 'Orb (e)' at the same time, while over 50% ult charge, will reset the cooldown on Orb to 0 at a cost of 50% of her ult charge

  • Melee - Hitting an enemy with will cause them to be pushed back. If both players are on the ground the will be popped up

  • Dash - Healing will resest dash cooldown

Abilities

  • Dash cooldown 100->140
  • Ult duration 100->50
  • Energy recharge 100->0
  • Energy max 100->20

Attributes

  • Damage dealt 100->50
  • Damage recieved 100->85
  • Healing recieved 100->35
  • Jump vert 100->75
  • Movement gravity 100->30
  • Movement speed 100->90
  • Projectile speed 100->35

Pharah

Demo: https://youtu.be/VHGE94xsTVA


Functionality

  • Primary attack-Speed of missiles can be altered by pressing interact (F by default). missiles have 3 speeds and will do different damages given the speed. the speed/damage ratios are as follows: 1) 1.5x speed/.75x damage 2) 1x/1x 3).25x/1.5x.

  • Melee-On hit Pharah will set a mine on the victim. this mine can be detonated by pressing crouch and will deal 60 damage to all players within 3 units of the mine. It will also stun for .48 secs and knock up the player with the mine attached.

  • Ultimate-Damage is reduced to 15% while ulting. When on the ground, Pharah will surround herself with missiles and accelerate forward. Crouching will cancel her acceleration and her missiles will continue ahead of her. When she is in the air her ult will function as normal.

  • Secondary fire-Flamethrower dealing 2 damage per .016 secs, range of 4 units

  • Added aerial boost-while in the air if Pharah is communicating 'Need Healing'/'Acknowledge' she will recieve a quick boost left/right respectively

  • Movement speed in the air is 1.5x faster

  • Running off of elevated surfaces will put her in a glide state

  • Pressing crouch in the air will lower Pharah's altitude

Abilities

  • Concussive Blast cooldown 100->50
  • HoverJets max capacity 100->65 recharge rate 100->25

Attributes

  • Damage dealt 100->50
  • Damage received 100->95
  • Health 100->110
  • Jump vert 100->120
  • Movement gravity 100->90
  • Movement speed 100->90

Reaper

Demo: https://youtu.be/KJmkO26t9qw

Functionality

  • Primary Attack-Reaper can switch between to attack bonuses by pressing interact (F by default). the first will heal reaper for a percentage of the damage dealt by his primary attack. the second will increase his attack by 1.5x, but he will take a percentage of the damage dealt as damage to himself. Primary attacks also have a stun that scales by distance, max stun of .3 seconds for point-blank hits.

  • Ult-If in healing form hit enemies will be knocked back and reaper is launched in the air. Ult cancles aftter .25 secs
    If in damage form ult will function as normal with large upfront damage that falls 30% per .016 secs

  • Passive-if reaper stands still for 5 seconds he will go invisible, but will also take damage at the rate of 5 damage per second. invisibility is cleansed and damage over time stops once Reaper begins to move again.

  • Wraith Form- If in healing form cost 50 health to use. Upon exiting phase reaper will take this damage.
    If in damage form gains a 1.5x speed boost. Exits wraith form and resets speed after .75 secs

  • Shadow Step-if enemy is within 7.5 units of Reaper, Reaper will create a tether to the enemy. if the tether is maintained at the end of 2 seconds the enemy will be stunned for 1 second.

Abilities

  • Wraith Form cooldown 100->75
  • Ammo size 100->50

Attributes

  • Damage dealt 100->70
  • Jump vert 100->105
  • Movement gravity 100->85
  • Movement speed 100->95

Sombra

Demo: https://youtu.be/x-SWBRn4Ru0

Functionality

  • Movements-Sombra can wall climb up to 2.5 units off the ground. Given another jump after performing this
    -Double tapping crouching will cause Sombra to slide forward

  • Dive kick - If Sombra is in the air and she communicates 'acknowledge' (G by default) she will perform a dive kick in the direction that she is facing. If she hits an enemy while doing this she will deal 25 damage, spin the victim 180 degrees and stun the enemy for .3 secs. She will be in 1.7 seconds hit stun if she misses the attack.

  • Stun Laser - Pressing interact will fire a laser that bounces off the first surface it comes in contact with. If the laser hits an opponent after it bounces, they will be stunned. The stun length is determined by the length of the laser after the bounce, the longer the length the longer the stun.

  • Passive-deals increased damage to enemies when they are not facing Sombra. enemies facing Sombra will take 25% less damage.

  • Hacking an enemy will also give Sombra a speed boost based off of the enemies base movement speed.

  • Ultimate-sets game in slow motion for 2.25 seconds, Sombra will continue to move at near max speed.

Abilities

  • Stealth cooldown 100->260 duration 6 seconds
  • Translocator cooldown 100->150
  • Ammo size 100->75

Attributes

  • Damage dealt 100->90
  • Damage received 100->105
  • Jump vert 100->135
  • Movement speed 100->115

Widowmaker

Demo: https://www.youtube.com/watch?v=c3NjRdjVjuc&feature=youtu.be

Functionality

  • Passive-Widowmakers primary fire, movement speed, and grappling hook coooldown scale with missing health. the lower her health the more damage Widowmaker's primary fire (non-scoped) will do (max 1.15x), the faster she moves, and the faster her grappling hook will come off cooldown.

  • Crouching while on the ground will create a copy of Widowmaker at her current location at the cost of half of her current health. the dummy will stay at that location for 5 seconds or if Widowmaker presses crouch again she will teleport to the dummy's location, destroying the dummy and taking its spot.

  • Ultimate-costs 50 health to use. if you have less than 50 health and use her ultimate you will die.

  • Killing an enemy with primary fire will recovery 50 health.

  • If Widowmaker is in the air and she communicates 'acknowledge' (G by default) she will perform a dive kick in the direction that she is facing. if she hits an enemy while doing this she will deal 25 damage and will knock the victim down for 1.5 seconds. she will be in 1.7 seconds hit stun if she misses the attack.

  • Venom Mine-hacks enemy for 1.2 seconds and slows them by .5 for 3 seconds

  • Grappling Hook-can be canceled with crouch

Abilities

  • Grappling Hhook cooldown determined by missing health
  • Venom Mine cooldown 100->40
  • Ultimate duration 100->59 also costs 50 health
  • Ammo size 100->60

Attributes

  • Damage dealt 100->70
  • Jump vert 100->140
  • Movement gravity 100->90
  • Movement speed 100->105

Winston

Functionality

  • Secondary fire-grabs enemies within 3 units of Winston's facing direction and holds them in front of him as long as the secondary fire button is held. if Winston holds secondary fire for 1.75 seconds he will enter a knockdown state and will be unable to act. releasing a held enemy while flicking your mouse will throw the enemy in Winston's facing direction.

  • Ability 2 (E by default)-when on the ground, Winston will hit the ground causing a pillar to erect in front of him. enemies in this area will take 20 damage, get knocked down for 1.25 seconds, and will be pushed into the air. if Winston is in this area he too will be thrust upwards. this move has a 5 second cooldown

  • Leap-if hits an enemy while he is using leap they will get knocked down for 2.5 seconds.

  • If Winston takes damage while he is in the first .26 seconds of communicating 'need healing' and is within 10 units of the attacking enemy he will perform a parry, this will freeze Winston in place momentarily. this will freeze the attacker for 2 seconds, unfreeze Winston, and negate the incoming damage. if Winston is communicating 'need healing' and does not take damage or the enemy is farther than 10 units away Winston will instead remain frozen in place for 2 seconds and will be able to be attacked freely after the initial .26 seconds.

Abilities

  • Primal rage duration infinite knockback 100->65

Attributes

  • Damage dealt 100->85
  • Health 100->50
  • Jump vert 100->130
  • Movement gravity 100->140
  • Movement speed 100->105

Zenyatta

Demo: https://youtu.be/jxwDDfcqjqI

Functionality

  • Secondary Fire-Fires an orb. Pressing Left Shift will knock up enemies within 3 units of the orb. Hitting an enemy, that has been knocked up this way, with primary fire will also cause them be knocked back

  • Shine-'F' will stun nearby enemies for 1.5 seconds and do 20 damage

  • 'E' ability has been disabled. Instead pressing 'E' immediately after hitting and enemy will teleport you to their location. Hitting 'E' again, within .5 secs of teleporting to their location, will teleport you back to your original location.

  • Ultimate-Does A.O.E damage which scales based on how close the enemy is to Zenyatta

Abilities

  • Ammo 100->40

Attributes

  • Healing received reduced 100->10
  • Damage dealt 100->65
  • Jump vert 100->130
  • Movement speed 100->85

Update Log

2.5.0
C374R

Moira

Needed a way to prevent her from just continually holding down secondary fire with no consequences

  • Lowered min damage on on secondary fire to 2. Damage range is now 2-7 depending on distance
  • Using secondary fire now drains ult charge at rate of -1 every .32 seconds

_Fade was always off cooldown when secondary fire healed. It should be noted that the secondary effects of her Orb will not be activated if you are doing damage/healing with secondary fire _

  • Secondary fire healing no longer resets dash

Trying to give her more tools to find openings rather than just trying to rush opponents down.

  • Pressing 'Ult (q)' and 'Orb (e)' at the same time, while over 50% ult charge, will reset the cooldown on Orb to 0 at a cost of 50% of her ult charge

These changes should making her combo system feel better and stop players from getting so widly thrown around.

  • Increased Primary fire knockback and damage from 15 and 50 to 25 and 100 repectively
  • Increased Primary fire range from 3.5 units to 5
  • Lowered Secondary fire pull range from 7 to 6.75 and decreased impulse from 4 to 3.25

Pharah

Trying to remove one hit ults from game. Should still deal significant damage to enemies and be a reliable finisher.

  • Lowered damage while ulting 100->15

Sombra

 _Should help consistency._
 * increased hit box on laser for 1 unit to 2 units

General/Bug fixes

  • Fixed bug where Hanzo would lose ult charge when falling from high areas
  • Imporved Moira's Orb so it more conistantly knocks down airborne enemies
  • Fixed bug where Doomfist's boosted primary attack wouldnt slow enemies
  • Fixed HUD text being displayed for all players in the game
2.4.0
905NW

Baptiste

  • Can now only blink on when on the ground

_Blinking in the air is too disorienting using my current methodology. Plus I'm not too sure its needed with his kit _

Sombra

  • Added new ability - Pressing interact will fire a laser that bounces off the first surface it comes in contact with. If the laser hits an opponent after it bounces, they will be stunned. The stun length is determined by the length of the laser after the bounce, the longer the length the longer the stun.

This is currently a little buggy. The stun doesn't always register and from certain angles the beam can be hard to see. Ill work to fix these issues later

Moira

Functionality

This kit is designed to combo vertically. Hitting an enemy in the air will cause both you and them to rise. The goal is to open your combo by getting them in the air with a melee. I think approaching with a healing orb while dashing forward to reset the cooldown is Moira's most effective way to get openings. Once they are in the air you can juggle between pushing and pulling with secondary fire and melee respectively. Keep in mind that your combos will greatly depend on the enemy's gravity, so your combos will vary by character. Primary fire is typically used as the combo ender. Orb can be used to knocked down and disengage the combo. I dont think this character is very intuative (plus they can be kind of janky/buggy) so I will try to get a video out in the coming week that shows what I'm talking about. She will probably need some tweeking, currently lighter characters can get flung around too much, but this is a starting point. Credit to Shrews Berry for the core idea.

  • Primary fire - Applies a backwards impulse to enemies within 3.5 units. If they were hit with Moria's secondary fire in the last .75 seconds you will deal an additional 50 damage. Can also be use to perform a boosted jump by firing primary fire at the ground while in the air (basaically rocket jumping).

  • Secondary fire - Will pull enemies in if they are with in 7 units. If you hit an airborne enemy while you are in the air, both players wil be popped up. Also, damage now scales by distance from enemy. The closer to them the more damage she does.

  • Orb - Damaged enemies will be slowed to 30%. Will knock down airborne enemies for 1.2 seconds.

  • Ult - Can cancel by pressing crouch. Aim speed is reduced to 10% while ulting. Applies a .032 second stun every .64 seconds and applies a small knock back to the enemy. Moria will have 0 gravity while ulting. This allows her to hover if she ults while ascending in the air (may cause her to shoot off if she gets hit... we will see).

  • Melee - Hitting an enemy with will cause them to be pushed back. If both players are on the ground the will be popped up

  • Dash - Healing will resest dash cooldown

Abilities

  • Dash cooldown 100->140
  • Ult duration 100->50
  • Energy recharge 100->0
  • Energy max 100->20

Attributes

  • Damage dealt 100->50
  • Damage recieved 100->85
  • Healing recieved 100->35
  • Jump vert 100->75
  • Movement gravity 100->30
  • Movement speed 100->90
  • Projectile speed 100->35
2.3.0
Y6P87M

Baptiste

Ultimate is now a blink. The teleporters no longer fit the direction that his kit is heading towards. I think this will maintain the feel of the move though

  • For 33% of his ult charge, Baptiste will perform a short blink in his facing direction when you press 'Q'. If you melee in the next .5 secs, after coming out of the Blink, Baptist's melee will become empowered. Hit enemies will be knocked over for 2 secs and knocked away.

  • Lowered the knockback on his aerial melee attack 20->12 to limit rediculous launches

Reaper

this was not intended... oops

  • no longer spawn with ult charged

Sombra

  • stun on kick now occurs after the victim has turned around

Maps

Added: Paris, Lijiang Gardens, Chateau Guillard
Removed: Illios Control, Nepal Control

2.2.1
ZECKH

Brigette

  • Fixed bug where sometimes her whipshot woudn't accelerate her towards enemies

Genji

  • Removed bleed from ult
  • Damage dealt 55->50
  • Ammo 100->70

Sombra

  • Sliding now done by double tapping crouch while moving. This allows players to crouch walk without sliding
  • Brief cooldown added to the end of slide to prevent slide spamming

  • added new ablilty 'Leg sweep'

  • Meleeing while crouching on the ground will cause Sombra to spin in a circle and knockdown near by enemies

2.2.0
DSMV1

Brigette

Brigette had next to no sustain and would was unable to win consecutive fights and the healing reduction also decreased health from health packs

  • Healing received 15->40
  • Gains an additional 50 health from large health packs to compensate for healing reduction

Doomfist

  • Fixed bug where Doomfist could knock down opponents in the air with his primary fire
  • Fixed bug where Doomfist's secondary fire wouldnt knock down opponents in the air

Hanzo

_wanted to reduce the number of "all or nothing damage moves" like Hanzo's ult. These changes sacrifice Hanzo's damage, but allow for him to be a more mobile hero by allowing him to rapidly chain together 3 quick Lunges when at max charge. Open to reverting changes if this greatly hinders Hanzo or makes him less enjoyable to play. _

  • Damage no longer charges Hanzo's ult, instead moving on the ground will increase charge percent at rate 1% every .24 secs you are moving

  • Lunge Cooldown 80->0

  • Lunge now cost 33% of Hanzo's ult charge to use

  • Dragonstrike disabled

Sombra

wanted to give Sombra to better utilze her movement and provide her with another tool to use her passive

  • Can now jump after wall run. Note - If jump is held while leaving the wall, her double jump will be used immediately

  • New ability - If Sombra is in the air and she communicates 'acknowledge' (G by default) she will perform a dive kick in the direction that she is facing. If she hits an enemy while doing this she will deal 25 damage, stun the enemy for .3 secs and spin the victim 180 degrees. She will be in 1.7 seconds hit stun if she misses the attack.

Zenyatta

helps stabilize Zenyatta's damage output by making his primary fire more reliable

  • Ammo 25->40
  • Projectile speed 100->125

Global

  • Set control maps to best of 1 because certain workshop codes would reset in later rounds in best of 3
  • Added Nepal and Ilios to Control map pool
  • Removed excess code from workshop, should help a little with workshop load times
2.1.0
Y6ZVV

Baptiste

_wanted to expand Baptiste kit and give him a purpose for using his jump boost _

  • Ground slam-if meleeing in the air with an altitude > 6, Baptiste will accelerate downward and hit the ground sending out a ring (radius is equal to the altitude at which you began your descent) that will knock up (impulse is equal to the altitude at which you began your descent) and stun (.3 sec) enemies who are on the ground and within line of sight of the landing location

  • Meleeing air born enemies will knock them back

Hanzo

_these changes shoyuld help hanzo feel faster and less floaty in the air _

  • Jump vert 215->225
  • Movement gravity 120->165
  • Lunge dist scalar 100->150
  • Lunge cd 40->80

Reaper

trying to find a sweet spot with his damage ult output, aiming to make Reaper have to land the vast majority of ult shots

  • Damage form ult damage reduction 40%->30%

Sombra

reduced the stun on Sombra's slide so she can act out faster

  • Crouch slide knockdown 1.75->1

Winston

  • fixed bug where Winston wouldn't ult upon respawning

Global

should give players more time to heal up/take control after killing an enemy

  • Respawn cd 5->60
  • Increased capture rate in control 200-250

wanted to reduce time a player had to hold 'W' after dying

  • In Control game mode players will recieve a 2x speed boost for 6 secs
2.0.0
2JJR6

New Map Pool
3 Control maps added:

  • Busan
  • Lijian
  • Oasis

Control maps provide more focused rounds by giving players clear objectives and forces interactions that maintain a faster game pace than deathmatch. Some control maps are disabled either because of the maps being too linear, bad control point sites, or the control points being too far away from the spawning room. Long term I think this is the perfered game mode, but to each their own. To add/remove the maps, navigating from the lobby, go to settings->maps and selecte the ones you desire.

Bug fixes

  • Re-activated Widowmaker, not sure how she became inactive
  • Fixed bug where Baptiste didnt get credit for smoke kills

Baptiste

Wanted to decrease smoke spam

  • Smoke damage per second lowered 3->.5
  • Smoke cooldown raised 5-> 8

Baptiste's health boost gave him too much control. Unlike other characters he never had to get health packs and was able to apply constant pressure.

  • Left shift speed boost multiplier lowered 1.8x->1.6x
  • Health lowered 250->200
  • Healing recieved 35->18

Pharah

These changes were made to improve control of Pharah while in the air

  • Air Speed lowered 1.75x->1.5x
  • Movement gravity lowered 110->90

Pharah struggled to get in and do damage once she got in. Slower projcetiles should give her more time to follow up attacks and the increased damage to close reange attacks will make her more of a threat from that range.

  • Slowest projectile speed lowered .5x->.25x
  • Flamethrower damage per second increased 1->2
  • Mine stun time .32->.48
  • Mine impulse 5->7.5

Reaper

Improved Reaper's damage ult at the cost of a longer cooldown

  • Damage reduction multiplier for 'damage form' ult decreased .2->.45
  • Ult takes longer to charge

Sombra

Allows Sombra to not lose every trade

  • Damage dealt 85->90
  • Damage received 115->105

Ult was too damn long

  • Ult slow motion duration lowered 3.25->2.25
1.4.0
BPSMM

Pharah

  • can no longer use flamethrower whilw using fire primary or ult .

Reaper

Reaper's abilities were given different porperties depending on his his form (healing or damage) to make each form feel more meaningful

  • Wraith form cooldown 150->75

  • Wraith Form- If in healing form cost 50 health to use. Upon exiting phase reaper will take this damage.
    If in damage form gains a 1.5x speed boost. Exits wraith form and resets speed after .75 secs

  • Ult- If in healing form hit enemies will be knocked back and reaper is launched in the air. Ult cancles aftter .25 secs
    If in damage form ult will function as normal with large upfront damage that falls off overtime

1.3.1
G4A13

Bugs

  • Added a fail safe to clear HUD text when HUD text doesn't clear
  • Fixed bug where Sombra couldn't act out of her slide

Doomfist

  • Reduced time to charge ultimate

Reaper

  • Stun on primary fire changed so that it is only applied when Reaper is in Healing mode also added knockback on hits
  • Reduced stun on ultimate knock up 1.5->.3
  • Lowered damage 80->70
1.3.0
JHY8S

Baptiste

The purpose of this kit is to give Baptiste the ability to control space. This kit is incomplete and still needs more added, but I think it is still worth testing even at this point.

Functionality

  • Left shift will boost Baptiste's speed by 1.8x for 3 secs. This will also remove slows, d.o.t's, and burns.
  • Secondary fire will set out a cloud of gas for 5 seconds that will do 3 damage per sec to enemies who enter it
  • Ultimate-pressing 'Q' or 'F' will fire a portal for 25 percent of Baptiste's ult percent. Walking through one portal will teleport you to the other and destroy the portal you entered.

Abilities

  • Ammo size reduced %50
  • Immortality field disabled

Attributes

  • Damage dealt 100->65
  • Healing received 100->35
  • Damage received 100->95
  • Health 100->125
  • Jump vert 100->125
  • Movement gravity 100->135
  • Movement speed 100->115

Genji

  • Genji's bleed is now based on percent of the vicitm's max health. 1% of max vicitim health for 5 secs for bleed without ultimate active 2% of max vicitim health for 5 secs for bleed with ultimate active
  • Assaassinate now works properly. Damage changed to 20 bonus damage if vicitim is under 1/3 max health

McCree

McCree burn is now based on percent of the vicitm's max health.
1.5% of max vicitim health for 5 secs for base burn
3% of max vicitim health for 5 secs for 'frost + fire' burn

1.2.0
B7PNA

Pharah

  • air speed reduced 200->175
  • secondary fire now a flamethrower dealing 1 damage per .016 secs, range of 4 units
  • mine is now detonated with crouch
  • time to charge ultimate reduced

Bugs

  • fixed Doomfist's knockdown to adjust for new stun stacking mechanics introducecd in latest patch
  • updated old rules to include the new melee condition
  • removed Tracer from hero roster
1.1.1
96QJZ

Pharah

  • increased hover jet capacity 55->65
  • Removed effect that caused stun if she hit a wall/ground too fast
  • Added aerial boost-while in the air if Pharah is communicating 'Need Healing'/'Acknowledge' she will recieve a quick boost left/right respectively

Zenyatta

  • Healing received reduced 100->10
  • Decreased the amount of time for Ult to charge
1.0.3
3EJW8
  • fixed bug where Doomfist code knockdown and jab reset with primary fire

  • Added new hero

Zenyatta

Demo: https://youtu.be/jxwDDfcqjqI


Functionality

The thought process behind this design is to give Zenyatta the to tools to soften up enemies and then aggressively engage once the player feels they have done so.

  • Secondary Fire-Fires an orb. Pressing Left Shift will knock up enemies within 3 units of the orb. Hitting an enemy, that has been knocked up this way, with primary fire will also cause them be knocked back
  • Shine-'F' will stun nearby enemies for 1.5 seconds and do 20 damage
  • 'E' ability has been disabled. Instead pressing 'E' immediately after hitting and enemy will teleport you to their location. Hitting 'E' again, within .5 secs of teleporting to their location, will teleport you back to your original location.
  • Ultimate-Does A.O.E damage which scales based on how close the enemy is to Zenyatta

abilities

  • ammo 100->25

attributes

  • damage dealt 100->65
  • jump vert 100->130
  • movement speed 100->85
1.01
RAPEX

McCree freeze time 3->1.75

Widowmaker kick knockdown 3->1.5

Hanzo jump 250->215
knockdown height 3->5
Storm arrows now applies a slow that stacks

1.0
N7DND

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