Overkill
Welcome to Overkill!
Overkill is a mobility-based gamemode with a fast TTK, mainly featuring Deathmatch, but with a few maps enabled for CTF, Elimination, and a modified version of Flashpoint, with 2 more objectives required to be captured (5 per team) but the capture time is drastically reduced.
Important mechanics to note:
- Passive healing works differently; you heal every 0.096s that you're under full health, but only if you're moving. Moving faster increases the healing.
- Each hero has 150HP (even tanks, but tank hitboxes are scaled down to compensate)
- Hold melee while meleeing someone's back to execute them. Executions restore 75hp.
- 10% ult charge is gained when healing from health packs.
Heroes:
Tanks;
Doomfist
Passive: The Best Defense
- Refresh all ability cooldowns after dealing a finishing blow
- No longer generates overhealth on ability use
Hand Cannon
- now fires with 2x faster projectile speed than his default OW Hand Cannon
- 65% longer reload time
Seismic Slam
- Increases damage the longer you are airborne, up to 175.
Rising Uppercut
- Deals 110 damage, 4m range
Meteor Strike
- Recover 75 HP for every enemy hit
Junker Queen
General
- Can now double jump
- Primary Fire rate of fire reduced
Passive: Adrenaline Rush
- Removed
Commanding Shout
- Increases max ammo by 1 and ult charge by 15% after a kill made while the ability is active
- Increases fire rate (to normal speed)
- Cooldown decreased from 12 to 10 seconds
Carnage
- Instakills enemies hit, and restores you back to full health after a kill
Jagged Blade
- Now instakills enemies hit, restoring health by 75 HP
Winston
General
- Can now double jump
- Gravity reduced by 45%
Tesla Cannon
- Can no longer primary fire
- Deals triple its default damage, up to 150
- Ammo reduced to 60, shooting expends all ammo
- Applies backwards knockback to yourself when fired
- Charging the weapon creates a beam trail from the cannon
Barrier Projector
- Cooldown increased to 20s, barrier health reduced to 6
Wrecking Ball
General
- All damage increased by 150%
Adaptive Shield
- Reduces damage by 80% while active
Grappling Claw
- Cooldown reduced from 5 to 2.5 seconds
Piledriver
- Cooldown reduced from 8 to 6 seconds
- Looking at the ground makes Piledriver work normally, but looking up will launch you in your facing direction instead of slamming.
DPS;
Cassidy
General
- Can now double jump
- Gravity reduced by 45%
Peacekeeper
- Fan The Hammer no longer continues firing if Secondary Fire input is released
- Fan The Hammer has reverse falloff damage; damage scales up the farther you are from your target
Combat Roll
- Cooldown decreased from 6 to 2 seconds
- Now has 0.224s of invulnerability on startup
Flashbang
- Flashbang is now Demolition Charge
- Now knocks enemies back and stuns them for 0.85s when hit
- Cooldown increased to 18s
Deadeye
- Enter an insta-kill state for 6s
Genji
Passive: Cyber-Agility
- Double jump now resets after wall climbing
Shurikens
- Ammo reduced from 30 to 12
- Reload speed reduced from 1.5 to 0.6 seconds
Swift Strike
- Now resets cooldown after successfully hitting an enemy with the ability
- Cooldown reduced from 8 to 4 seconds
Deflect
- Duration reduced from 2 to 1.15 seconds
- Cooldown reduced from 8 to 3 seconds
Dragonblade
- Dealing damage during the ultimate will now kill enemies hit when the ultimate finishes
- Duration reduced from 6 to 4 seconds
Pharah
General
- Can now double jump
Passive: Hover Jets
- Removed
Rocket Launcher
- Increased knockback
- Ammo reduced from 6 to 4
Jump Jet
- Activating within 3m of an enemy will briefly set them on fire
Concussive Blast
- Knockback reduced by 11%
- Now stuns on direct hit
Jet Dash
- Movement speed during ability increased by 50%
Sojourn
General
- Can now double jump
Railgun
- Railgun charge per shot increased from 5 to 8
- Projectile speed increased by 50%
- Damage reduced from 9 to 7.8
- Railgun now stuns enemies hit. Stun duration scales with the damage dealt
Disruptor Shot
- Now heals 8.5 HP for every damage tick
- Hold ability button to charge the distance it travels
Power Slide
- Power Slide move speed halved
- Power Slide jump disabled
- Cooldown reduced from 7 to 0.7s
Tracer
General
- Can now double jump
Pulse Pistols
- Damage increased from 5.5 to 8
- Max ammo reduced to 20
Blink
- Cooldown reduced from 3 to 0.5 seconds per charge
- When at 3 charges, blinking will use two charges, effectively only giving Tracer 2 blinks at a time
- Using both blinks will put the ability on a soft cooldown until her charge count is at 3
Recall
- Cooldown reduced from 13 to 12 seconds
Venture
Smart Excavator
- Max ammo reduced to 6
Drill Dash
- Cooldown reduced from 8 to 6 seconds
Burrow
- Damage at full charge reduced from 110-55 to 40-20
- Damage at min charge reduced from 55-27.5 to 20-10
- Duration reduced from 5 to 2.5s
Tectonic Shock
- Damage increased from 130 to 230
- Duration increased from 7 to 10.5 seconds
Widowmaker
General
- Scoped headshot kills restore you to full health
Widow's Kiss
- Now emits a visual laser beam when scoped in
- Aiming for longer than 2 seconds will gradually reduce your aim sensitivity, starting from a 25% reduction and ramping up to 90% lower aim speed
- Ammo reduced to 30, firing now expends 10 bullets instead of 5
Grappling Hook
- Cooldown reduced from 12 to 8 seconds
- Cooldown now refreshes on a kill
Venom Mine
- Now stuns enemies currently being damage by it
- Cooldown increased to 25 seconds
Supports;
Juno
General
- Gravity reduced by 45%
Mediblaster
- Damage reduced from 90 to 60 per burst
- Ammo reduced from 180 to 72
Pulsar Torpedos
- Damage reduced from 85 to 60
- Now makes enemies float in the air with reduced movement and gravity when hit
- Projectile speed reduced
Glide Boost
- Duration reduced from 4 to 3 seconds
- Cooldown reduced from 6 to 5 seconds
Hyper Shot
- Cooldown reduced from 14 to 7 seconds
- Hyper Ring is now Hyper Shot: Launches a small projectile which deals 80 damage (240 on crit) and is effective at medium ranges. Hyper Shot projectile can ricochet up to 15 times
Lucio
Sonic Amplifier
- Max ammo increased from 20 to 24
- Projectile speed doubled
Crossfade
- Permenantly stuck to speed song
Amp It Up
- Cooldown reduced from 12 to 10 seconds
Soundwave
- Now knocks Lucio into the air when used while facing down, will otherwise push him backwards
- self and enemy knockback, as well as damage, is based on Lucio's current speed (go faster to do more damage and propel yourself further up/backwards!)
Sound Barrier
- No longer provides overhealth
- Deals high damage within 20m; instakills within 3m
Bugs/Issues/Etc.
- Not every health pool is exactly 150, some heroes have something like 149 or 152 and I'm too lazy to go fix it for every hero it happens with. It's effectively 150 anyway so purely visual
- Due to the way I made everyone's health go to (or around) 150 HP, low health borders no longer show up unless you're at EXTREMELY low health (like 1 HP) I don't really know how to fix this
- Juno's Hyper Shot and Cassidy's fan the hammer cancel added by this mode will cancel any other abilities active at the same time (For example, canceling FTH on the same frame you throw flashbang, or using Hyper Shot during Glide Boost)