Workshop.codes
Login
Create
oreoslurpee

Re-Balanced Supports


Hello! I was bored so i wanted to make a new project where I re-balance support heroes. As a support main, I believe many of the heroes in the role are either problematic or need immediate attention.


Changes

General

Matches

  • Changed from 5v5 to 6v6
  • Assembling Heroes timer set to 20 seconds for all modes

Maps

  • Weather variants are all enabled

Heroes

Ana
Ana has sat well so far in season 19, but I believe she needs some small tuning to make her more balanced and fun to play. For Sleep Dart, I chose to allow her to use the ability more often but in favor for less frustration to non-tank enemies. Shes a very solid support, so she doesn't need much.
Sleep Dart
  • Duration decreased from 5 to 4 seconds
  • Tank passive resistance reduced from 30 to 12.5%
  • Cooldown decreased from 14 to 12 seconds
Baptiste
Baptiste has been a controversial character in certain metas, so my goal is to reduce frustration making, to Biotic Launcher losing a good chunk of its healing ammo because of how high his launcher's healing actually is. The ammo reduction should help by promoting the reward for accuracy instead of getting free value for spamming. Regen Burst also is an ability that players heavily disliked before the dps passive, so to keep it true to its name, I purpose lowering the annoying burst heal instead of removing it, while increasing the hps to keep its heal value relatively the same if not better. Lastly, the cooldown reduction will allow Baptiste to use it in more situations.
Immortality Field
  • Cooldown increased from 22 to 25 seconds
Regenerative Burst
  • Instant healing decreased from 40/80 to 25/50
  • Cooldown decreased from 14 to 12 seconds
Brigitte
Barrier Shield is often unreliable in cases like blocking a pulse bomb or you got shattered since your shield was 0.01 inches above the ground, this aims to fix that. Rally is definitely more stronger with a stun, but stuns feel more frustrating to face. I chose to scrap the stun in favor of a high movement penalty for a short duration. Lastly, Inspire is one of the most strongest healing abilities in the game. If its activated constantly, then you're getting constant value in a 20 meter radius. Stopping the healing when Brigitte dies promotes staying alive and not being on the front lines.
Barrier Shield
  • Size increased by 10% (does not apply to Rally)
Rally
  • No longer stuns enemies (still interrupts ultimates and abilities)
  • Now slows enemies by 50% for 2 seconds when hit directly with Shield Bash
Inspire
  • Healing effect now expires immediately if Brigitte dies
Illari
I like the way the balance team is changing her alt fire to be shorter but more impactful, so I suggest a more radical stat change to further encourage this type of playstyle. Her Pylon is the most annoying part of her kit, so I readjusted the cooldown to make it more rewarding as an enemy who destroys the pylon, but less punishing for setting up the pylon for Illari. I changed Outburst to be able to be used more often than before but with increased vertical speed to allow Illari players to reach new elevations! Of course, I reduced the knockback so enemies still have a chance to catch up to her.
Solar Rifle
  • Alt Fire maximum Resource decreased from 3 to 2 seconds
  • Alt Fire regen rate increased from 35 to 43%
Healing Pylon
  • Cooldown decreased from 7 to 6 seconds
  • Cooldown when healing/under attack increased from 12 to 15 seconds.
Outburst
  • Knockback distance decreased from 8 to 5 meters
  • Vertical and horizontal speed increased from 18.5 to 22m/s
  • Cooldown decreased from 7 to 6 seconds
Kiriko
Kiriko is a very strong but agitating hero in higher ranks, while in lower ranks players find it difficult to get value from her. Her winrate being so low often ties to Kunai's ability to 2-tap, so I am slightly increasing her damage to return this breakpoint while redistributing the power in other aspects of her kit. Swift Step has always been a frustration to face because of the low cooldown and incredible range (a range longer than Guardian Angel), but mainly because of how quick a Kiriko can return to a fight after just respawning. My changes aim to reduce frustration while keeping the ability useful for Kiriko. Protection Suzu being at a 14 second cooldown makes sense when you think of Biotic Grenade, but Suzu does more than just simply cleanse an anti-heal, but its healing is also pretty strong whenever you cleanse a teammate, but the main frustration is without a doubt, the invulnerability duration. Although its only 0.65 seconds, its enough to warrant a longer cooldown, so thats what I did.
Kunai
  • Damage increased from 60 to 62
Swift Step
  • Now goes on full cooldown when respawned
  • Maximum range decreased from 30 to 25 meters
  • Cooldown decreased from 7 to 6 seconds
Protection Suzu
  • Cooldown increased from 14 to 16 seconds
Lifeweaver
Lifeweaver is a hot mess of a character, so this is my best attempt to make him feel a whole lot better to play and verse. I heavily decreased Healing Blossom and Life Grips range to promote a more pro-active playstyle and less of a backline heal machine. The range cuts allow for buffs in other parts of his kit, and I chose to make Petal Platform and Life Grip appear more often than before. I wish there was more I could do with him, but I'll always be thinking of ways to change him.
General
  • Shields increased from 50 to 75
Healing Blossom
  • Maximum range decreased from 30 to 20 meters
Life Grip
  • Maximum range decreased from 30 to 20 meters
  • Cooldown decreased from 18 to 15 seconds
Rejuvenating Dash
  • Cooldown decreased from 5 to 4 seconds
Lúcio
Lúcio is a very fun hero, and I dont want to disrupt the flow of his kit too much. These changes are reverts, his damage never should've been nerfed on his skill shots, while his boop damage became higher which nobody asked for. Hopefully these changes make him feel more rewarding and satisfying to play.
Sonic Amplifier
  • Damage per projectile increased from 20 to 22
Soundwave
  • Damage decreased from 45 to 35
Mercy
Mercy has been abandoned by the balance team with no light in sight for her playerbase. So, I want to take matters into my own hands as a Mercy main. I adjusted her pistol to reward accuracy and not just emptying your entire clip. For Guardian Angel, I chose to refresh its cooldown when activating Resurrect to improve her mobility in an indirect way. Resurrect is very difficult to balance as a normal ability, but this change along with Valkyrie's aims to improve the QoL of Resurrect as an ability without making it egregious to play against. Valkyrie as an ultimate has felt lackluster since its sledgehammer nerfs post-moth meta, but i think the design of this ultimate is underrated. With a shorter duration, it opens up the opportunity to synergize with the rest of her kit unlike before along with shifting the power of the "basekit buffs" to reward pro-active in-combat gameplay instead of re-active gameplay when your 30 meters away from a team fight with weak stats. I hope these changes accomplish my goal to make Mercy a much more reliable pick and less of a detriment on your team.
Passive: Swift Recovery
  • Time before passive health regeneration starts decreased from 3 to 1 second
Caduceus Blaster
  • Damage increased from 20 to 25
  • Ammo reduced from 25 to 20
Resurrect
  • Guardian Angel's cooldown now gets refreshed during Resurrect
Valkyrie
  • Duration decreased from 15 to 10 seconds
  • Maximum beam range decreased by 25%
  • Healing per second increased from 65 to 75
  • Now instantly halves the cooldown of Resurrect & Flash Heal upon activation
  • Ultimate cost decreased by 20%
Moira
Moira has always felt niche or garbage, so my changes aim to prioritize skillful decision making while keeping her main playstyle relatively the same. Her damage is more effective and shes more punishable. The Fade and Coalescence changes made Moira's skill ceiling even lower, and I have always believed it should've been reverted, so thats what I did.
Biotic Grasp
  • Damage per second increased from 65 to 70
  • Self-healing decreased from 30 to 25hp/s
Fade
  • Can no longer be used in Coalescence
Coalescence
  • Bonus movement speed increased from 40 to 50%
Wuyang
Wuyang has felt really good to play, but his mobility doesn't feel as good as it should. Rushing Torrent should feel smoother to use while prioritizing optimal usage. I decreased his ammo aswell to promote less of a spammy playstyle.
Xuanwu Staff
  • Ammo decreased from 20 to 15
Rushing Torrent
  • Cooldown decreased from 8 to 6 seconds
  • Duration decreased from 4 to 3 seconds
  • Movement bonus speed increased from 40 to 60%
Zenyatta
Zenyatta is a glass cannon by design, so he shouldn't have been given Snapkick at all. Due to limitations, I was only able to remove the knockback. I also decreased his ammo because of the move to 6v6.
Snapkick
  • No longer knocks enemies back
Orbs of Destruction
  • Ammo decreased from 25 to 20
Workshop.codes