Overwatch 2 Reworked (Defunct) + 2 sources
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Hi there! Now that the Overwatch 2 Closed Beta is over, and we need something to tide us over till the next one, I figured now would be a nice time to put out a new update to my original Overwatch 1 Reworked code! This code is meant to imitate Overwatch 2 to a point, though I did take some liberties with hero reworks and compromised what we know from the Overwatch 2 Beta with what I could do with the Workshop. Arrange the roles in the order of 1 Tank, 2 DPS and 2 Supports.
You can also use the Workshop Settings tab to alter the Workshop code to your own personal taste! So far, only the role passives, Role Queue, the Support heroes and Reaper are customizable.
Hero Highlights:
Added role passives.
Tank: 30% knockback resistance, and give out 30% less ultimate charge.
Damage: Move 10% faster.
Support: Passive 15 HPS when out of combat for 2 seconds.
Added a new game mode: Conquest. Compete over five small control points scattered around the map. Capture the point to win the round. Each round lasts a maximum of four minutes. The round will not end until one team fully captures the point.
First team to capture three points wins the match. Maximum of five rounds.
Standing on the point with no enemies will start capture progression. It doesn't matter how many allies are standing on the objective, it'll still progress at the same speed.
Each team's progress is cumulative, meaning that the progress toward capturing the point will not decay. It will take a total of 1 minute and 40 seconds to capture the point.
So far, only Blizzard World (Winter) has been coded. The mode will be marked as a Skirmish.
TANK
D.Va
- Max armor increased from 300 to 400
- Defense Matrix max duration increased from 2 seconds to 4 seconds
- Defense Matrix recharge rate decreased by 10%
- Fusion Cannons movement penalty reduced from -40% to -25%
- Boosters cooldown reduced from 4 seconds to 3 seconds
- Boosters knockback increased by 20%
D.Va's team utility is lacking, even in the beta. This change should help her help her team a little more.
Doomfist
- Moved to the Tank category.
- Base armor increased from 0 to 225
Model size increased
Hand Cannon pellet damage decreased from 6 to 5
Hand Cannon max ammo increased from 4 to 8
Hand Cannon recharge rate increased by 200%
Rocket Punch damage decreased by 60%
Rocket Punch now travels 35% faster
Rocket Punch knockback increased by 40%
If Doomfist deals damage with Rocket Punch, all allies in a 10 metre radius get 15% damage resistance for 3 seconds.
Seismic Slam now knocks enemies down for 0.75 seconds
Seismic Slam cooldown decreased from 6 seconds to 5 seconds
Seismic Slam damage reduced by 34%%
Rising Uppercut cooldown decreased from 6 seconds to 4 seconds
Rising Uppercut damage reduced from 50 to 35
If Doomfist deals damage with an ability, Rocket Punch's cooldown is decreased by 1 second.
Meteor Strike now knocks enemies down for 2 seconds
Meteor Strike damage decreased by 50%
Ultimate cost decreased by 13%
In trying to fix Doomfist as a Damage hero, I found I couldn't keep his identity intact and make him balanced as a DPS at the same time. Now, he doesn't have to be. Doomfist is now a CC heavy Tank, much like Wrecking Ball. He displaces, stuns and assassinates enemies, and lives to tell the tale. Now, he's less roll or get rolled, and probably a little less infuriating to fight.
A little.
Mei
Moved to the Tank role.
Base health increased from 250 to 500
Model size increased by 15%
Primary fire damage per second increased from 55 to 100
Primary fire now slows enemies by 60% instead of freezing them.
Secondary fire removed.
New ability: Avalanche. Mei drops a large block of ice in front of her, damaging, and knocking enemies down. 9 second cooldown.
Cryo-Freeze healing increased from 200 to 350
Cryo-Freeze ice block size increased by 100%
Touching Mei's ice block will slow enemies down, damage them for 20 DPS and freeze them eventually.
Ice Wall cooldown increased from 12 seconds to 13 seconds.
Ice Wall HP increased by 50%
Mei's basically half a Tank already. I figured it was time to bring her in all the way. I wanted to reduce her long-range effectiveness to keep her in line with the more close-range Tanks we see today, like Reinhardt or Zarya. Now, she's a very disruptive front-line tank with a threatening amount of damage from her primary fire, an intimidating stun and considerable defensive prowess. While her primary fire freezing was an option, I actually like her non-freezing variant on a Tank better, since she has several other ways to trap and stun her enemies already. Its slow combined with her stronger Ice Wall should be plenty to trap opponents.
Orisa
- Base health increased from 200 to 250
- Base armor increased from 250 to 300
- Protective Shield HP reduced from 600 to 450
- Protective Shield cooldown decreased from 10 seconds to 7 seconds
- Halt! cooldown increased from 6 to 7 seconds
- Fortify now grants Orisa a 75% speed increase
- If Orisa runs into an enemy while using Fortify, she knocks them back and deals damage to them.
- Fortify now grants Orisa 100 overhealth upon activation.
Orisa's slow, patient gameplay isn't fun for the majority of Orisa players, or the people she plays against. Now, she can afford to be more aggressive, and she's far bulkier, but at the cost of her barrier being very thin. With only one tank, Double Barrier shouldn't be a concern for buffing Orisa. While her Overwatch 2 rework is fun, it requires several assets and effects I can't code in and don't have the information or resources to replicate. So, this is Overwatch 1 Orisa but funky!
Reinhardt
- Movement penalty while holding shield reduced from -30% to -15%
- Can now cancel charge
- Charge! cooldown decreased from 10 seconds to 8
- Rocket Hammer knockback increased by 20%
- Barrier Field max HP reduced from 1600 to 1200
- Barrier Field recharge rate increased by 31%
- Base armor increased from 200 to 325
Reinhardt's biggest weakness is how much poke damage he's forced to take as he approaches his enemies, which can shred his barrier. Now, he walks much faster while he holds his barrier up, somewhat alleviating that weakness.
Roadhog
- Base HP increased from 600 to 650
- Take a Breather healing reduced from 300 to 250
- Take a Breather now grants all allies in a 10 metre radius 100 healing over 2 seconds, with an extra 100 for Roadhog. Will not activate unless Roadhog is within 15 metres of an ally. Stacks with Take a Breather.
- Take a Breather now grants Roadhog a 50% speed increase
- Take a Breather cooldown increased from 8 seconds to 9 seconds
- Ammunition clip increased from 5 to 6
Roadhog is a menace right now. While he still remains very threatening with higher damage, he's heavily incentivized to stay with his team for higher healing on his Take a Breather. He's also a much better shield breaker now, so he can bully enemy tanks a little better.
Sigma
- Base health increased from 300 to 350
- Base shields increased from 100 to 200
- Hyperspheres damage increased from 55 to 65
- Experimental Barrier can now only be active for 2.5 seconds. Maximum travel distance now 4.125 metres.
- Experimental Barrier redeploy cooldown increased from 2 seconds to 6 seconds
- Kinetic Grasp cooldown decreased from 12 seconds to 9 seconds
- Kinetic Grasp now grants Sigma a 75% speed increase
- Accretion cooldown decreased from 10 to 8 seconds
- Accretion damage increased from 70 to 75
Sigma feels kind of clunky in the new Overwatch 2 meta, and he plays annoyingly like his Overwatch 1 self. His barrier now functions much like Symmetra's old Photon Barrier, being used to block key abilities with low uptime. To compensate for this massive nerf to his shield, Kinetic Grasp is available much more often, and is an escape tool, and Accretion is more active as well. He also gets just a little tankier.
Winston
- Base armor increased from 150 to 225
- Barrier Projector cooldown decreased from 13 seconds to 12 seconds
- Overwatch 2 secondary fire added! Max damage increased from 50 to 60.
- Jump Pack knockback increased by 25%
Winston explodes like a meat balloon a lot of the time even in the beta, thanks to burst damage being so strong. Now, he should be just a little hardier.
Wrecking Ball
- Minefield duration decreased from 20 seconds to 16 seconds
- Minefield knockback increased by 20%
- Base armor increased from 100 to 200
Wrecking Ball's minefield stays around for an obnoxiously long time. Now, it fades a little faster, but it also bounces its victims around more, making it potentially more lethal.
Zarya
- Particle Barrier cooldown decreased from 10 seconds to 8 seconds
- Base shields increased from 200 to 325
- Max ammo increased from 100 to 150
Zarya's gonna need a lot of help to function as a solo tank. This should probably help her out by allowing her to dish out a lot of damage.
DAMAGE
Ashe
- Coach Gun no longer knocks enemies back
- Coach Gun damage increased by 125%
Ashe's ability to easily displace enemy flankers is part of what makes her so durable compared to other snipers, like Ana or Widowmaker. Now, she can just obliterate them point-blank instead.
Bastion
- Base armor reduced from 100 to 50
- Base health increased from 200 to 225
- Model size decreased by 25%
- Reconfigure cooldown increased from 0 to 10 seconds
- Reconfigure is now activated with Interact.
- Sentry form pellet damage reduced from 15 to 12
- Sentry form now places Bastion on top of a friendly Tank's head. The Tank carries it around for 9 seconds, then drops it, where it will then turn back into Recon form. The Tank's movement abilities are paused for the duration, and their movement speed is reduced by 15%. (cannot use on a baby D.Va.)
- Recon form damage increased from 20 to 24
I wanted to make at least one ridiculous rework, and considering that I had no clue what to do with Bastion, I figured I'd give it a shot. Now, you can have an Orisa barreling at you with Fortify with a Bastion on her back. It's really funny to watch.
Cassidy
- Combat Roll cooldown decreased to 5 seconds
- Flashbang removed
- New ability: Flash Grenade. Cassidy throws a grenade that explodes upon contact with an enemy. It will knock back and set enemies on fire. Can stick to walls, ceilings or floors. Radius is 33% smaller than Flashbang's. 9 second cooldown, starts upon activation.
His new ability is kind of like his Magnetic Grenade, but way more manageable to code in the Workshop. It's kind of like a stronger Venom Mine.
Genji
- Dragonblade damage increased from 110 to 120
- Projectile speed increased by 25%
- If Nano Boosted during Dragonblade, Nano Boost only amplifies his damage by 30%
- Swift Strike cooldown halved in Dragonblade
Genji's place in the meta is odd. His only real use is a combination of Ana's Nano Boost and his Dragonblade, and he's generally weak when he doesn't have his ultimate. To combat this, Ana's Nano Boost will have a unique interaction with his blade, reducing its amplification effects, while allowing it to still be strong. Dragonblade on its own felt incredibly weak without Ana's assistance after the damage nerf, and it only further cemented his dependence on her. His mid-game when he doesn't have his ultimate has been improved as well.
Hanzo
- Storm Arrow removed
- New ability: Dragon's Fury. Hanzo channels the spirit of the dragons, firing a concentrated hitscan beam of light at his enemies. Deals 130 damage and knocks back enemies. Can headshot. 8 second cooldown.
- Lunge cooldown increased from 5 seconds to 6
- Projectile speed increased from 110 to 125 metres per second
Hanzo's role as a tank shredder was problematic, to say the least. Now, he's more of a sniper again, while still retaining some of his tankbusting power.
Junkrat
- If Junkrat gets a final blow with Total Mayhem, he gets +30% ultimate charge, and taunts the enemy from the grave.
- Steel Trap removed.
- New ability: Tripwire. Junkrat places a tripwire that will damage enemies over time, while also revealing their location to Junkrat's team.
Steel Trap is an annoying form of crowd control, but the way the Overwatch devs elected to get rid of it's rooting effect was so useless. Now, the trap's sacrificing its crowd control for wallhacks! Also, getting killed by Junkrat's passive isn't sufficiently humiliating. Now, you're forced to take a massive L.
Pharah
- If the crouch button is held in mid-air, Pharah will accelerate toward the ground.
- Rocket Jets fuel recharge rate increased by 25%
- Base health reduced from 200 to 150
- Base armor increased from 0 to 75
- Primary fire damage decreased from 120 to 105
- Primary fire projectile speed increased by 71%
Now, Pharah can be more unpredictable in the air, throwing off enemy hitscan's aim. In trying make Pharah stronger on her own without making Pharmercy overpowered, I settled on a more precise version of Pharah. Now, she can more accurately predict enemy movement and she can take a few more hits, but at the cost of slightly lower damage.
Reaper
- Now gains a 50% speed boost for 1.5 seconds after exiting Shadow Step
- New ability: Reaper's Bite. Secondary Fire. Reaper fires a piercing tendril of smoke at an enemy that deals damage to all it hits, sets them on fire and drains their HP. 5 second cooldown.
- The Reaping self-healing reduced from 35% to 25%
- Base health reduced from 250 to 225
This change should help Reaper close the distance between him and his enemies a little faster. His new ability enables him to deal more damage and be more tactical. His base HP is lowered to compensate for his much higher potential self-healing.
Soldier: 76
- Primary fire damage reduced from 20 to 18
- Helix Rocket cooldown increased from 6 seconds to 7 seconds
- Helix Rocket projectile speed decreased by 20%
Now that Soldier: 76 is strong, his burst potential should be toned down.
Torbjörn
- Deploy Turret cooldown increased from 10 seconds to 12; 6 seconds to 5 if destroyed manually
Now, destroying Torbjörns turret should feel more impactful, since he can't redeploy it so soon.
Tracer
- If Tracer takes any damage, Blink will be disabled for 1.5 seconds until she stops taking damage. Using Recall will cleanse this debuff.
- Recall cooldown decreased from 12 seconds to 10 seconds
- Base health increased from 150 to 175
Tracer has consistently been one of the strongest damage dealers, mostly due to her extreme mobility allowing her to have an advantage in a duel against almost every other hero, including tanks. Now, if she takes any damage on her dives, she must be prepared to kill her target where she stands, or face elimination. Things like a stray Ana shot or a Zenyatta connecting an orb with her face are even more threatening now, not to mention the aim lenient kits of the Tanks. She will often find herself stuck if used the way she is now. With her blinks toned down, she'll have a harder time dodging crowd control now.
Widowmaker
- Base HP increased from 175 to 200
- Venom Mine removed
- New ability: Widow's Elixir. Widowmaker drinks a solution that heals her for 100 HP over 4 seconds, and makes her 50% faster for four seconds, and bounces her forward in the direction she's facing. 15 second cooldown, starts upon activation.
I thought this ability sounded cool. It also allows her enemy to get the drop on her easier, but allows her to do a little more about it. You have to kill her pretty fast now, otherwise she's just gone.
SUPPORT
Ana
- Biotic Grenade now applies a small heal over time to Ana if she uses it on herself
- Biotic Grenade healing debuff reduced from 100% to 70%
- Biotic Grenade healing buff reduced from 150% to 130%
- Biotic Grenade projectile speed increased by 17%
- Biotic Grenade radius increased from 4 metres to 5 metres
- Biotic Grenade now marks all enemies afflicted by its anti-heal with a big purple exclamation point
- Biotic Rifle healing reduced from 70 to 65
- Biotic Rifle damage increased from 70 to 75
- Biotic Rifle max ammo increased from 12 to 15
- Sleep Dart maximun stun duration decreased from 5 seconds to 1.5 seconds
- Sleep Dart now applies a small damage over time and a burning effect when hit, and slows the victim down by 25% for five seconds
- Sleep Dart cooldown decreased from 12 seconds to 10 seconds
Ana's Sleep Dart is an incredibly frustrating ability to get hit by. To make this even worse, Ana can now dance around you gleefully while you die to her damage over time while you're anti-naded. Ana also gets a sustained heal for herself, because Ana privilege.
Just kidding. It was more about the incredibly long range and long duration of the stun was problematic at best, but reducing it would just make Ana that much more vulnerable. Now, landing the sleep grants her an advantage in the duel, but not an escape. She gets more self-peel to compensate, too. It still interrupts enemy ultimates, though. I figured it would be a good way to allow Ana to defend herself more frequently than every 15 seconds.
Biotic Grenade has been proven to be quite strong in Overwatch 2, so I'm reducing its offensive effects while still keeping its defensive prowess the same. Now, Supports can still heal an anti-ed ally, albeit significantly slower. The changes to its projectile speed and radius are because I had to completely replace Biotic Grenade to change its healing modification, so its physics aren't exactly identical to its offical iteration. So, to compensate for its unfamiliar trajectory, its radius is 25% larger.
Baptiste
- Regenerative Burst removed
- Biotic Launcher damage per bullet increased from 24 to 27
- Biotic Launcher healing reduced by 8% (70 -> 65, 50 -> 46)
- New ability: Anti-Gravity Pulse. Baptiste emits a pulse that increases teammates' jump height and decreases their gravity within a radius. Baptiste retains the Regenerative Burst self-heal, but at 40 HPS and for 2.5 more seconds. 5 second duration, 13 second cooldown.
- Immortality Field is now a single-target, targeted ability. Now only cancelled by Baptiste's death, or a Hack. 23 second cooldown.
- Ultimate cost reduced by 15%
Baptiste's Immortality Field being able to save an entire group of people from death within a radius... What does that remind me of? Oh, right. Mercy's first ultimate. Now, it's a single-target ability that applies an immortality buff to a teammate, rather than all teammates within a radius. It's probably more useful than Baptiste's static Immortality Field in Overwatch 2's chaotic environment. Imagine an immortal Tracer running at you, who only dies if Baptiste gets killed or hacked, or once the ability expires. Baptiste also gets some new utility, allowing him to grant allies vertical mobility. His teammates can reach high-ground, even if they have no vertical mobility like Reinhardt.
Brigitte
- Base health increased from 150 to 175
- Repair Pack healing decreased from 55 per second to 45 per second
- Repair Pack cooldown decreased from 6 seconds to 5 seconds
- Inspire healing decreased from 15 per second to 12 per second
- Whip Shot knockback increased by 20%
- Barrier Shield size increased by 15%
- Barrier Shield HP increased from 250 to 300
- Shield Bash no longer stuns, instead knocks back
- Shield Bash damage increased from 5 to 50
- Shield Bash distance doubled
- Shield Bash cooldown decreased from 7 seconds to 5 seconds
- Rally armor changed to overhealth
- Max overhealth increased from 100 to 125
- Overhealth gained per second reduced from 30 to 25
- Ultimate cost reduced by 5%
Brigitte's low range and mobility and kinda eh survivability won't work in a world where she's expected to deal a bunch of damage in Overwatch 2's spread out and damage focused environment. Now, she can brawl with the best of them, though she sacrifices a lot of her healing for her new tankiness, mobility and damage. Her max single target HPS is down almost 20%. Rally with purely overhealth feels kind of weak, so I made it more gradual but it gives 25 more max HP.
Echo
- If killed in Duplicate, Echo dies as well
- Moved to the Support role.
- Primary fire projectile damage decreased from 17 to 15
- Max ammo increased from 12 to 20
- Flight now grants Echo 50 burst healing upon activation and a 20% speed boost
- Focusing Beam removed
- New ability: Healing Aura. Echo places a healing aura that heals all allies within a 12 metre radius for 25 HP per second. 1.5 second cooldown to redeploy, cooldown starts on retraction. Does not heal while being placed. Can place anywhere, is blocked by line of sight. Aim with Ability 2 (E for PC players), and place with Interact.
- Sticky Bombs removed
- New ability: Snakeskin Cleanse. Echo cleanses a single ally of all damage over time and negative status effects, and gives them 50 temporary shields that disappear in 3 seconds. 7 second cooldown. Aim at an ally and press secondary fire.
- New ability: Weak Point. Echo exposes an enemy's weak point, causing them to take 20% more damage for 3 seconds. 7 second cooldown. Aim at an enemy and press secondary fire.
- New Ultimate: Biotic Bomb. Echo places a large aura that heals allies for 120 HPS and speeds up cooldown timers by 50%, hacks and damages enemies for 30 DPS. This aura expands from a 3 metre radius to a 12.5 metre radius over 8 seconds, and explodes, healing allies and damaging enemies in a 20 metre radius.
- Ultimate cost increased by 18%
Now, Echo's Duplicate isn't a free second chance at life... It's just very inexpensive. She's pretty likely to survive anyway if she doesn't take stupid risks.
I heard that Echo was supposed to be a support originally, and it got me thinking. Echo is now a Support that heavily encourages grouping up, while also being quite lethal. She doesn't deal nearly as much damage without two of her damaging abilities, but her healing is quite crazy, if not especially bursty. Echo as a DPS was the queen of high burst damage, which I'm trying to reduce on a wide scale, which explains the changes to Hanzo and Cassidy. Now, she does sustained, low AoE healing instead. New supports are needed for Overwatch 2, and BAD. I hope support Echo's unique way of supporting her team is fun to play. I find support Echo really fun, to be honest. She doesn't take much effort to heal with, but she's quite deadly and does benefit a lot from team coordination and mechanical skill.
Lúcio
- Primary fire damage increased from 20 to 23
- Soundwave damage increased from 25 to 50
- Soundwave now knocks Lúcio back as well
- Crossfade self-healing penalty increased from -30% to -50%
- Sound Barrier cost reduced by 17%
- Sound Barrier now deals damage and knocks enemies back, scaling non-linearly based on distance
- Sound Barrier now pops Lucio up in the air upon activation, increasing its cast time
Now, Lucio can even boop himself off the map! He also could use a little help in terms of ultimate charge since it's getting outpaced and outsustained by Transcendence... And now, Reddit Lucio's even stronger! Lucio probably doesn't need much help in Overwatch 2, so I didn't change him much.
Mercy
- Mercy now applies a small heal over time to her target after switching off healing, like Moira's Biotic Grasp.
- Resurrect cast time increased from 1.75 seconds to 4.5 seconds
- Mercy is now fully active in Resurrect's cast time
- Resurrect cancel range increased from 7 metres to 20 metres
- Resurrected teammates now have +50% movement speed during the invincibility frames.
- New ability: Intensive Care. Mercy sets her Caduceus Staff into overdrive, increasing its healing to 70 healing per second and slowly granting her healing targets overhealth. 4 second duration, 8 second cooldown. Activate with Reload while using Caduceus Staff.
- Removed Valkyrie
- New Ultimate: Angelic Blessing. Mercy grants all teammates within a 20 metre radius a 40% damage resistance, a small heal over time and a big burst of healing upon activation. Mercy also bounces up in the air, moves faster and has lowered gravity during its duration. 8 second duration, 1960 ultimate cost.
- Caduceus Blaster damage increased from 20 to 25 (30 during Resurrect)
These changes allow Mercy more control over her own actions during Resurrect, as well as allowing Mercy's enemies more time to counter her. Allowing both sides counterplay to Mercy's Resurrect should drive Mercy's skill ceiling up, and allow Mercy to Resurrect safely while playing against the increased amount of flankers in Overwatch 2. She also deals more damage, which is probably needed in Overwatch 2's more hostile environment. Mercy's new ultimate provides another defensive ultimate, and an impactful one at that. A teamwide Fortify allows Mercy to toughen up her allies, and fly above the battlefield with grace.
Note: I was going to implement a nerfed version one of my recent codes, Railgun Mercy, in this code in place of both Caduceus Blaster and Damage Boost, but it didn't feel quite right. Mercy's supposed to be a pacifist, but she had a near one-shot ability. I'm still thinking of a way of making her more self-reliant, so stay tuned.
Moira
- Biotic Grasp healing increased from 70 to 80 per second
- Biotic Grasp damage increased from 50 to 65 per second
- Biotic Grasp self-healing increased from 24 to 27 per second
- Resource consumption rate decreased by 50%
- Resource recharge rate increased by 1.167x
Biotic Orb- Removed.
Biotic Enhancement- New ability.
- Moira grants a single ally a powerful buff to their abilities, increasing their speed by 30%, damage by 25% and healing received by 50%, while also granting a small heal over time. (30 HP/second for 5.5 seconds) She also grants herself a heal over time. (20 HP/second for 5.5 seconds.) 15 second cooldown.
Biotic Degradation- New ability.
- Alternatively, Moira can apply a harsh debuff to a single enemy, decreasing their speed by 25% and damage dealt by 25%, and forcing them down to the ground. 12 second cooldown.
Fade-
- If Moira jumps during the ability, she gains a large vertical boost, allowing her to reach high ground.
- Cooldown increased from 6 seconds to 8 seconds
Coalescence-
- Ultimate cost reduced by 25%
- Jump height increased, gravity decreased (can now jump high in the air)
- Now phases out all allies in a 20 metre radius for 1.5 seconds when used
Moira isn't an interesting hero for a lot of the community. I don't believe her mechanical ease is the cause, since Mercy is a very popular hero; rather, I believe her problem is her uninteresting gameplan and lack of utility. Utility is what adds uniqueness to a hero's kit, yet current day Moira has none. Sure, she functions perfectly fine in Overwatch 2 thanks to her survivability being more valuable, but her gameplay feels like a simple flowchart. So, I've opted to rework her Biotic Orbs into something new.
In my opinion, building utility into her existing kit without compensation is just asking for Baptiste/Brigitte 3.0, so removing some of her healing seemed reasonable. The new buff she applies to her teammate is not nearly as strong as Nano Boost, nor does it last as long, but it can allow her to reach a staggering 150 HPS on a single target, allowing her to save them from crazy scenarios current Moira could not. It allows Moira more strategy, a long-range peel option, utility and a higher skill floor to make use of all in one, as well as a way to synergize with her teammate's ultimates.
As for the debuff, it allows Moira to either weaken a tank, leaving them ripe for the picking, or stop a solo-dive in its tracks. This ability isn't quite as damning as a Sleep Dart, per se, but it's an excellent deterrent, making Moira more strategic and dependent on communication. Imagine her with the new ping system. And thanks to the new verticality on her Fade, she can follow her more mobile teammates like a Doomfist or Winston around even better. She can contest Widowmakers, mess with Pharahs, Echoes and Mercys alike, and absolutely screw Genji even harder than she already does. Seriously, imagine getting a 5 second debuff the second you pull out your weeb stick that cuts your damage from 120 per swing to 90, forces you to the ground and makes you slower. It is a fairly lenient skill shot thanks to workshop limitations, but it is blocked by barriers. At least Samito would probably be happy to see that random damage orbs are gone.
Overall, these changes should make Moira more engaging and challenging to play, making the player think strategically while also granting her some much-needed utility. She's now supposed to be played as an aggressive Dive support who can use her tanks as big fat battering rams to break open a team. She's also kinda nasty with a more close-range brawlish comp, but her vertical Fade is definitely more geared toward dive. And she's another massive indirect nerf to Genji lmao
Sombra
- Moved to the Support role.
New Passive: Kinetic Charge. Sombra charges up by dealing damage, or by hacking enemies.
Machine Pistol-
- Damage reduced from 8 to 6.5
- Max ammo increased from 60 to 90
Hack-
- Hack duration decreased from 5 seconds to 3 seconds
- Hack range increased from 15 metres to 20 metres
- Hacked enemies are now revealed through walls to Sombra's team.
- Hacked enemies now move 20% slower.
- Hacked enemies now receive 25% less healing.
- Hack cooldown decreased from 8 seconds to 6 seconds
Translocator-
- Sombra heals herself for 50 healing when using Translocator, or it breaks.
Stealth-
- Removed
New Ability: Kinetic Pulse.
- Sombra releases a pulse that heals allies in a 15 metre radius over time. Sombra only heals herself for half of what she heals allies. Healing scales based on Sombra's Kinetic Charge. Five second duration, with a 2 second cooldown. Cannot stack heals. Max of 60 HPS.
EMP-
- Hacks for the full duration.
- Sombra now heals all allies for an amount depending on the amount of targets EMP affects.
- Ultimate cost increased by 35%
Considering how Sombra was originally meant to be a Support, and considering how I got bored and decided to even out the numbers a little (10/13/9 to 10/12/10), I felt like a Sombra Support rework could be fun. Now, Sombra thrives in an opportunistic Dive environment, where she can pick out a target and sustain her whole team in high-intensity moments. A skilled Sombra will absolutely roll, thanks to Kinetic Pulse's healing scaling with her impact. I can only imagine what a Sombra much better than I could do.
Symmetra
Moved to the Support role.
New Passive: Technical Aura. Symmetra has a 14 metre wide aura that either heals all allies for 18 HPS, or grants 25 additional recoverable shields. Swap between auras with Interact.
Beam damage reduced from 60/120/180 to 45/90/135
Secondary fire max damage reduced from 120 to 90
Secondary fire projectile speed increased by 100%
Ammo is now infinite.
Sentry Turrets cooldown decreased from 10 seconds to 9 seconds.
New ability: Slipstream. Symmetra warps to a location 12.5 metres away in the direction she's facing. 6 second cooldown.
New ability: Photon Shields. Symmetra gives an ally some technical aid, healing them for 140 healing over 4 seconds and 25 temporary health that disappears after 4 seconds. 7 second cooldown. Press Reload while aiming at an ally.
Photon Barrier removed
Teleporter moved to Ultimate.
Symmetra now teleports all allies within a radius to a spot of her choosing, while also granting them a small heal over time and a 25% damage amplification. 8 second duration. The ultimate activates after a four second delay, and allies must press Interact and stay within the ultimate's radius to teleport.
Ultimate cost increased by 67%
Symmetra started her life as a Support. It's time to bring her home! Now, she's a utility support, with great personal mobility and overhealth utility, while also retaining her turrets. Her ultimate is an incredible initiation tool, allowing Symmetra to drop her whole damage boosted team on a spot of her choosing. The enemy team will have no idea where her whole team will pop up, or even how many will come, so this ultimate definitely has a lot of potential. I had revisit Support Symmetra in a 5v5 format since my first iteration was so clearly designed with 2 tanks in mind, so I pretty much reworked her from the ground up. Now, she's more self sufficient, coming equipped with all the tools she needs to keep up with flanking teammates and survive on her own, while also being capable of supporting her team with extra health and AoE healing. Ironically, even though she has a very negative relationship with Lucio, she ended up playing a lot like him.
P.S. I had a lot of trouble making Symmetra's kit not overload the servers, so she might occasionally crash your game. She hasn't crashed mine since I adjusted Technical Aura to give out one big health pool of recoverable shields rather than gradually stacking little temporary health pools, so I think she's okay. Just be warned, it may not have happened to me yet, but it may happen to you.
Zenyatta
Primary fire damage increased from 48 to 49
Orb of Discord damage amplification reduced from 25% to 20%
Orb of Harmony healing increased from 30 HPS to 35 HPS
Expulsion - New ability.
- Zenyatta's orbs knock enemies back for 5 seconds.
- 11 second cooldown.
Discord Orb has proven to be incredibly valuable for shredding tanks, and is a large reason why the role is so unfun. It has been toned down, but it has been compensated with slightly higher healing, and higher damage so Zenyatta doesn't feel affected himself.
While he is supposed to be a glass cannon, the final Overwatch 1 meta featuring Brigitte and Baptiste played alongside him can make him feel unkillable. With the changes made in Overwatch 2, he should feel easier to kill, unless he activates his new get-off-me tool. Now, Zenyatta takes his safety into his own hands, knocking back enemies with every hit for 5 seconds. This way, it's not Brigitte bailing him out from the Winston that jumped on him. It's himself.
Empowering.
Obviously, Winston will likely still kill him in a 1v1 situation with his shorter cooldowns, but Zenyatta can still buy himself some time for the rest of his team to save him. Or, just dink the monkey in the head lol
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