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Overwatch: Balanced Edition

MR05J

This mode is still a WIP as not all heroes have been balanced yet. I will continue to add regular updates when possible.

This is my attempt to balance Overwatch in a way that I believe fixes many problems the game has, mainly:

  • Double barrier meta leading to all barrier tanks either being nerfed into the ground or unable to get value without lots of support
  • Off tanks having no particular role, leading to them either being unviable or overpowered beefy DPS heroes (cough Roadhog cough)
  • Too many DPS heroes; not enough variety in tank role, leading to inflated DPS queue times

I would appreciate people testing these changes with others, as it is more helpful to test them in more real situations to judge their balance. Included in the workshop settings (turned ON by default) are rules to add stationary dummy bots from either team, and to damage allied bots to test healing.

Changes:

Tank role split into Main Tank and Off Tank
In order to allow barrier tanks out from the hole in the ground that Blizzard have nerfed them into without risking double barrier meta reigning supreme again, tanks have been split into Main Tank and Off Tank, as their drastically different roles made the tank role hard to balance. The new team composition will be 1-1-2-2, with the player in slot 1 of the team on Main Tank, slot 2 on Off Tank, 3 and 4 on Damage, and 5 and 6 on Support. I have also moved some DPS heroes into different roles to even the spread more.

Main Tank

  • Heroes: Orisa, Reinhardt, Sigma, Winston
  • General role: Protecting the whole team
  • In order to compensate for there only being 1 barrier tank per team, I have increased each barrier tank's defensive capabilities, whilst making them all more dynamic and unique, making the choice of which to pick more important.

Off Tank

  • Heroes: Bastion, D.Va, Roadhog, Torbjörn, Wrecking Ball, Zarya
  • General Roles: Bodyguard (protecting individual allies through peel), creating space for the Main Tank to control, Zoning/Area Denial
  • Now that there is always an off tank on the team, I have balanced them to give them more defined and beneficial roles on the team, instead off them just being DPS heroes with more health.

Hero Changes:

Bastion

General

  • Moved to the Off Tank role
  • Armor increased from 100 to 200 (total health increased from 300 to 400)

Configuration: Recon

  • Ammo capacity reduced from 35 to 28

Self-Repair

  • Healing per second increased from 90 to 180
  • Maximum duration reduced from 3.33 to 2 seconds
  • Recharge rate reduced by 50%

Reconfigure

  • Now incurs a 5 second cooldown upon switching from Sentry mode to Recon mode

Configuration: Sentry

  • Ammo capacity reduced from 300 to 240
  • Bastion can no longer reload manually or automatically within Sentry mode

New Ability 2 (Configuration: Recon) - ARDOS (Automatic Reactive Defence/Offence System)

  • Places a mark on the closest ally to your reticle
  • The marked ally cannot be brought below 1 health while the ARDOS is on them, and 50% of damage received by the ally is also dealt to the attacker e.g. If Ashe hits the ally with a scoped shot dealing 80 damage, the Ashe will also take 40 damage
  • Lasts for 6 seconds
  • 16 second cooldown

New Ability 2 (Configuration: Sentry) - Mortar Strike

  • Marks the targeted area for a mortar strike. After a short delay, the area is bombarded, dealing damage to all enemies in the area and lighting them on fire
  • Damage: 100
  • Damage per second (burn): 34
  • Duration (burn): 3 seconds
  • Area of effect radius: 6 metres
  • Casting time: 4 seconds
  • Cooldown: 20 seconds (starts after burn has worn off, so effectively 23 seconds)

Note: The cooldown of ARDOS/Mortar Strike is shared between both abilities, so if you use Mortar Strike and immediately switch to Recon, you will have to wait about 23 seconds before you can use ARDOS.

Configuration: Tank

  • Projectile speed increased from 60 to 120 metres per second
  • Explosion knockback increased by 50%

Comments
Bastion has always felt frustrating to deal with in lower ranks, while also being unviable in higher ranks. As a character who already has more health than all other heroes in his class, and takes less damage in his most powerful forms, I decided to simply make him an Off Tank to solidify his role of area denial and front line defence. I also added a new ability that changes depending on his current configuration, in order to make him more engaging, as well as allow him to fill two different Off Tank roles: ARDOS allows Recon mode to protect individual allies as an indirect bodyguard, while Mortar Strike allows Sentry mode to be very effective at laying siege to tightly grouped team compositions through zoning. Because Bastion now has limited firepower in Sentry mode, he will be dealing less damage overall, so to compensate, I have buffed his Tank form to make in more worth the high cost.

D.Va

General

  • Total health reduced from 600 to 550 (ratio of health to armor remains the same)
  • Pilot form health increased from 150 to 200

Light Gun

  • Projectile speed increased from 50 to 100 metres per second

Defense Matrix

  • Maximum duration increased from 2 to 2.6 seconds
  • Recharge rate reduced by 30%

Boosters

  • Move speed increased from 12 to 19.2 metres per second
  • Knockback increased by 120%
  • Cooldown increased from 4 to 12 seconds

Micro Missiles

  • Projectile speed increased from 40 to 80 metres per second
  • Cooldown increased from 8 to 12

Self-Destruct/Call Mech

  • Ultimate generation (Combat) reduced by 40%
  • Ultimate generation (Passive) reduced by 10%
  • Ultimate generation reduced by 10%

Comments
These changes are intended to make D.Va an adept bodyguard who can create space for vulnerable allies and displace enemies away from their targets. They also allow her to get to allies in danger faster, whilst also requiring the player to think more carefully about the best time to use Boosters, as they can't escape easily if used unwisely.

Orisa

General

  • Total health increased from 450 to 630 (health to armor ratio remains the same)

Fusion Driver

  • Ammo capacity reduced from 150 to 120
  • Move speed penalty reduced from 30% to 15%
  • Projectile speed increased from 120 to 152 metres per second

Halt!

  • Projectile speed increased from 25 to 32.5 metres per second
  • Cooldown increased from 8 to 12 seconds

Fortify

  • Cooldown increased from 10 to 11 seconds

Protective Barrier

  • Health increased from 600 to 840
  • Projectile speed increased from 25 to 32.5 metres per second
  • Projectile gravity increased by 30%
  • Cooldown reduced from 10 to 9 seconds

Comments
These changes aim to make Orisa more survivable on the front line, and allow her to move with her team more easily while suppressing the enemy, making her more dynamic and better at reliably protecting her team. The Halt! changes reduce its frequency whilst making it more accurate and reliable at medium ranges. The changes to Protective Barrier allow it to have less downtime whilst deploying quicker, and the projectile gravity increase keeps the projectile on a similar arc to how it is in the base game, making it feel familiar yet more effective.

Reinhardt

General

  • Armor increased from 200 to 250 (total health now 550)

Rocket Hammer

  • Damage reduced from 75 to 67.5
  • Knockback increased by 20%

Barrier Field

  • Regeneration rate increased from 200 to 260 per second
  • Move speed penalty removed

Charge

  • Damage reduced from 50 to 45
  • Wall damage reduced from 300 to 270
  • Knockback reduced by 20%
  • Cooldown increased from 10 to 12 seconds

Fire Strike

  • Damage reduced from 100 to 90
  • Projectile speed increased from 25 to 40 metres per second

Earthshatter

  • Damage reduced from 50 to 45
  • Ultimate generation (Combat) increased by 10%
  • Ultimate generation (Passive) reduced by 10%

Comments
These changes are intended to allow Reinhardt to feel less stale and more dynamic to play, less reliant on other heroes to get maximum value, but a little less frustrating to play against with his new capability to close gaps more quickly.

Roadhog

Scrap Gun

  • Damage per pellet reduced from 6 to 5.4 (damage per shot reduced from 150 to 135)
  • Projectile speed increased from 80 to 160 metres per second

Scrap Gun (Secondary Fire)

  • Pre-detonation damage reduced from 50 to 40

Take a Breather

  • Now additionally heals the closest ally to Roadhog within 10 metres
  • Healing per second (ally): 62.5
  • Duration: 2 seconds
  • Cooldown increased from 8 to 12 seconds

Chain Hook

  • Damage reduced from 30 to 27

Whole Hog

  • Damage reduced by 10%
  • Knockback reduced by 20%

Comments:
The changes to Take a Breather allow Roadhog to fulfill his role of protecting individual teammates whilst not being almost unkillable without the whole enemy team focusing him. The changes to his weapon allow him to be more effective at medium range while stopping him from being a killing machine up close. The Whole Hog change was meant as a quality of life change, to help his ultimate deal a little more damage whilst still displacing the enemy team a great amount.

Sigma

General

  • Total health increased from 400 to 600 (health to shields ratio remain the same)
  • Movement gravity reduced by 40%
  • Jump vertical speed increased by 80%

Hyperspheres

  • Projectile speed increased from 50 to 55 metres per second (max range increased from 22 to 24.2 metres)
  • Projectile gravity reduced by 10%

Experimental Barrier

  • Barrier size increased by 20%
  • Health increased from 700 to 1050
  • Regeneration rate increased from 80 to 120 health per second

Kinetic Grasp

  • Cooldown increased from 12 to 14.4 seconds

Accretion

  • Projectile speed increased from 37.5 to 41.25 metres per second
  • Projectile gravity reduced by 10%
  • Knockback removed
  • Cooldown increased from 10 to 12 seconds

Gravitic Flux

  • Move speed increased from 7.15 to 10 metres per second
  • Ultimate generation (Combat) reduced by 10%
  • Ultimate generation (Passive) reduced by 10%
  • Ultimate generation reduced by 10%

Comments
Sigma was originally intended to be a main tank however, through constant nerfs to his defensive capabilities, he now fits the role of underpowered off-tank with a clunky, paper-thin barrier, which, as a Sigma main, annoys me a lot. These changes are not only intended to make him a main tank again, but specifically make him a flexible main tank rather than a bunker-style anchor tank. This is due to his barrier providing little protection from the sides. Consequently, I have made his barrier much more durable than Orisa's to allow him to use it to its full potential. Also, as a hero who controls gravity, I have allowed him to use this power to access certain high ground that other main tanks may not be able to, further making him more flexible. To compensate, I have made Accretion less annoying to go against, as well as less frequent, to stop Sigma from being good at everything, as it now must be used more sparingly. Lastly, the changes to hus ultimate are intended to make him more dynamic and survivable during the cast, whilst stopping it from being too powerful.

Torbjörn

General

  • Moved to the Off-Tank role
  • Character size increased by 50%
  • Armor increased from 50 to 225 (Total health now 425)

Rivet Gun (Primary Fire)

  • Damage reduced from 70 to 63
  • Projectile speed increased from 70 to 105 metres per second
  • Projectile gravity increased by 30%

Rivet Gun (Secondary Fire)

  • Damage per pellet reduced from 12.5 to 11.25 (damage per shot reduced from 125 to 112.5)
  • Projectile speed increased from 120 to 180 metres per second

Forge Hammer

  • Damage reduced from 55 to 49.5

Deploy Turret

  • Projectile speed increased from 17 to 25.5 metres per second
  • Projectile gravity increased by 30%
  • Damage reduced from 14 to 12.6 (damage per second reduced from 56 to 50.4)
  • Cooldown reduced from 5 to 3.5 seconds
  • Cooldown upon destruction reduced from 10 to 7 seconds

Overload

  • Duration increased from 5 to 6 seconds
  • Cooldown increased from 10 to 14 seconds

Molten Core

  • Impact damage reduced from 25 to 22.5
  • Damage per second reduced from 160 to 144
  • Projectile speed increased from 40 to 60 metres per second
  • Projectile gravity increased by 30%
  • Maximum duration to deploy pools increased from 5.5 to 11 seconds
  • Ultimate generation (Combat) reduced by 10%
  • Ultimate generation reduced by 10%

Comments:
Torbjörn has always felt to me like a prime candidate to be moved to the Tank role due to his excellent area control capabilities as well as his high survivability. These changes reduce his overall deadliness while increasing his ability to guard a larger area by allowing him to move his turret more frequently, and block more areas with his ultimate.

Winston

General

  • Health increased from 400 to 450 (total health now 550)

Tesla Cannon

  • Damage per second increased from 60 to 72
  • Ammo capacity increased from 100 to 140

Jump Pack

  • Damage increased from 50 to 60
  • Acceleration reduced by 10%
  • Knockback increased by 10%

Barrier Projector

  • Cooldown reduced from 13 to 9.1 seconds

Primal Rage

  • Health increased from 900 to 950 (total health now 1050)
  • Damage increased from 40 to 48
  • Duration increased from 10 to 11 seconds
  • Ultimate generation (Combat) reduced by 10%

Comments:
These changes are intended to make Winston more adept at protecting his team as well as make him a little more threatening to discourage dives onto the team. Because his barrier protects from the most angles, I have kept it as the weakest in terms of health, but it now has much less downtime, allowing him to fulfill his role alone.

Wrecking Ball

Quad Cannons

  • Ammo capacity increased from 80 to 120

Grappling Claw

  • Cooldown increased from 5 to 6 seconds

Adaptive Shield

  • Cooldown reduced from 15 to 12 seconds

Piledriver

  • Cooldown reduced from 10 to 8 seconds

Minefield

  • Knockback reduced by 20%
  • Maximum duration increased from 20 to 30 seconds
  • Ultimate generation (Combat) reduced by 10%
  • Ultimate generation (Passive) reduced by 10%
  • Ultimate generation reduced by 10%

Comments:
Wrecking Ball seemed to be relatively balanced already but the changes I have made are intended to allow him to commit to dives more fully without as much fear of dying, and to allow his ultimate to be a more potent area denial tool that needs more attention from the enemy in order to open up the area again.

Zarya

General

  • Shields increased from 200 to 250 (total health now 450)

Particle Cannon (Secondary Fire)

  • Explosion knockback increased by 10%
  • Projectile speed increased from 25 to 35 metres per second
  • Projectile gravity increased by 40%

Particle Barrier

  • Cooldown increased from 10 to 11 seconds

Projected Barrier

  • Cooldown reduced from 8 to 5.6 seconds

Graviton Surge

  • Projectile speed increased from 25 to 35 metres per second
  • Projectile gravity increased by 40%

Comments:
Zarya was the closest to my idea of a bodyguard off-tank, so I didn't think she needed many changes. However, I decided to change the cooldowns of her bubbles to make Zarya players prioritise allies over themself. To compensate, I have slihjtly increased her general survivability and reliability at medium range.

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Update Log (4)

Orisa

General

  • Health reduced from 675 to 630

Protective Barrier

  • Health reduced from 900 to 840

Comments:
Orisa recently had some balance changes to increase her effectiveness. These changes are meant to offset these to make sure this version of her isnt completely unkillable.

Torbjörn

General

  • Character size reduced from 175% to 150%

Comments:
Whoops, accidentally made Torb into a giant.

Roadhog

General

  • Damage dealt increased from 80% to 90%

Comments:
This is purely to offset the recent nerf that Roadhog received to his primary fire.

Sigma

Experimental Barrier

  • Barrier size increased by 20%
  • Regeneration rate reduced from 160 to 120 per second

Accretion

  • Cooldown increased from 11 to 12 seconds

_Comments:
In order to make Sigma more adept at being a main tank, I have increased the size of his barrier, and reduced its regeneration rate to make it more skillful. _

Torbjörn

General

  • Character size increased by 75%

Comments:
Now Torbjörn actually is not a dwarf, but is more tank-sized to fit his role. All hail Tallbjörn!

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