Re-Balanced Tank Heroes
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Hello! I was bored so i decided to re-balance the current tank heroes since many of the tank heroes feel unimpactful and clunky. Enjoy!
General
Match Time
- Changed format from 5v5 to 6v6
- Assembling Heroes timer set to 20 seconds for all modes
Heroes
- DPS passive removed
Maps
- Weather variants are all enabled
- Shambali Monastry has been disabled from gameplay at this time
Changes
Heroes
D.Va
D.Va is a very strong tank, whereas her survivability is a bit too strong. My goal here is to bring her back in line with how the other tanks are performing. I redistributed the power in Defense Matrix to make the ability feel better by allowing it to appear more often in situations where even the littlest bit is needed. This power redistribution rewards good ability usage, and it puts her survivability into more of her kit that isn't just living on the battle field.
Defense Matrix
- Maximum duration decreased from 3 to 2.5 seconds
- Recharge rate decreased from 6 to 5 seconds
Doomfist
Doomfist feels better after the season 9 patch dropped, but Power Block objectively feels out of place and needs tuning desperately. I am decreasing its speed penalty as 35% still feels clunky along with the minimum damage requirement, generally letting Doomfist capitalize on his enemies mistakes better. The Meteor Strike change is to make Meteor Strike less of an annoyance for enemies as he can heal very fast in his ultimate with this move to 6v6. This should objectively make Doomfist feel better to play against and as.
Power Block
- Minimum damage mitigated required to empower Rocket Punch reduced from 100 to 90 damage
- Movement penalty decreased from 35 to 25%
Meteor Strike
- Healing per second decreased from 75 to 50
Mauga
Mauga is such a nightmare to balance, but my goal is to decentivize his "Shoot the Tank" playstyle that plagues him from being a fun hero to play. I reduced his ammo to make players use his guns more sparingly instead of just dumping damage because they can, and I buffed the stats to reward that. Overrun also has no reason having such a high damage resistance, so I am reducing it to reel in his survivability in a bit to make him feel less like this unstoppable brute force who can go in and out whenever he pleases. With some tuning elsewhere in the Cardiac Overdrive, these changes should make Mauga feel overall much more engaging to play as, but less frustrating to play against. I will keep my eye on how these changes play out, and I hope this relieves some tension for the hero as a whole.
Incendiary & Volatile Chainguns
- Damage increased from 4 to 4.25
- The number of shots with the Incendiary Chaingun to ignite enemies decreased from 10 to 8
- Ignite duration decreased from 4 to 3 seconds
- Ignite damage per second increased from 15 to 20
- Ammo decreased from 300 to 249
Overrun
- Damage resistance decreased from 50 to 30%
Cardiac Overdrive
- Cooldown now starts after the ability ends
- Cooldown decreased from 15 to 12 seconds
Orisa
After Orisa's recent changes, her nerfs reasonably pushed her overall effectiveness into the dumpster, which honestly I seriously am glad that happened but I still want all heroes to feel good to play no matter how much I hate them. These changes I am giving Orisa are to kind of shift her main playstyle a bit, so I wanted to make Fortify as an ability feel nice to use and not aggravating to go against. I redistributed its power to make the damage resistance weaker to make removing the speed penalty worth the compromise. While cancelling Fortify early sounds like a nice change on paper, in some cases you can be spamming the button for Fortify to activate the ability, just for it to end right away because you self cancelled on accident. Being able to cancel Fortify doesn't do much besides start the cooldown early, and with how the cooldown works in the live game, it would only make it go from 12 to 16.5 seconds which feels awkward unless your in Kitsune Rush. The cooldown changes should make the ability feel better and simpler. Since I made Fortify a bit better overall, I increased her Javelin Spin cooldown to further encourage the player to think about using the ability in the right moments, which should allow enemies to capitalize on the mistake of it being used wrong.
Fortify
- No longer has a speed penalty
- Damage resistance decreased from 45 to 40%
- Can no longer be cancelled manually
- Cooldown now starts as soon as the ability is over
- Cooldown decreased from 16.5 to 12 seconds
Javelin Spin
- Cooldown increased from 8 to 10 seconds
Ramattra
Ramattra's Nemesis Form is his most impactful ability, and while Omnic Form should stay less of a detriment, Nemesis should be available more often to keep up with his tempo tank playstyle. I also redistributed his Void Accelerator a bit to make it more reliable to hit, but at a cost for lower damage, so this way you are forced to hit more shots than before. The Annihilation nerf, in my opinion, is long awaited. This ultimate should not last anything longer than 15 seconds max, but even then I think thats too much. This will make the ability more reliable while chasing somebody, but won't last 20 seconds if one enemy is in your radius. These changes aim to improve his gameplay flow.
Void Accelerator
- Damage decreased from 5 to 4.75
- Projectile speed increased from 80 to 100m/s
Nemesis Form
- Cooldown decreased from 8 to 7 seconds
- Now goes on half of its cooldown after Annihilation
Ravenous Vortex
- Cooldown decreased from 11 to 10 seconds
Annihilation
- Now has a strict set duration of 10 seconds
Reinhardt
Reinhardt has been feeling pretty solid, but I wanted to re-add the more "memey" changes that were implemented. His Earthshatter critical damage instantly killing normal squishy heroes should return more of the funny moments in his gameplay.
Earthshatter
- Critical damage increased from 170 to 250
Roadhog
Roadhog is definitely a hero thats very flawed design wise, but I believe theres ways to fix that without needing to rework him further. I reduced the damage resistance of Take a Breather to make it less of an annoyance to go against but reduced the recharge rate so the ability feels nicer to use, along with reducing its actual cooldown should open up more opportunities to use the ability.
Take a Breather
- Damage resistance decreased from 40% to 30%
- Cooldown decreased from 1.25 to 1 second
Sigma
Sigma has been an incredibly powerful hero ever since Overwatch 2's release. He needs to be toned down a bit because he is a jack of all trades. I increased Kinetic Grasp's cooldown so enemies have a chance to kill him as his shield and Kinetic grasp together in one kit essentially gives him too much defense while having great poking potential. Tuning down his defense, I chose to reduce the stun duration as the stun never needed to be increased. These changes should help bring Sigma in line with the other tank heroes.
Kinetic Grasp
- Cooldown increased from 12 to 13 seconds
Accretion
- Knockdown duration decreased from 1.1 to 0.8 seconds
Experimental Barrier
- Cooldown increased from 1 to 1.5 seconds
Wrecking Ball
Wrecking Ball's rework has helped quite a bit, but I do feel like there are some touch-ups in his kit that are very much needed. I disabled the collison he has with enemies while in ball form because it is very ridiculous how a large robotic mech can be stopped by a short 80 pound british girl. This is a very nice Quality of Life change that has been needed for awhile. Minefield on the other hand, I wanted to powershift it into being more effective but at the cost of a shorter duration. The fact his mines last so long has always irked me, and so I decided to reduce it so its not so obnoxiously long.
Roll
- No longer has collision with enemy players (can still knockback players with Grappling Claw)
Minefield
- Maximum duration decreased from 16 to 15 seconds
Zarya
Zarya is a fairly strong hero, but there are some parts about her kit that need some adjusting. Her beam damage can feel really overtuned, as she can just burn down enemies quickly at 100 charge. I am reducing the minimum and maximum damage it has, in an inbetween to its strongest power and its weakest to make it feel more balanced. Her secondary fire is often used at 0 charge to build Graviton Surge quickly, but its damage being 55-110 can feel a little too strong, so I am reeling it in slightly to make it more even yet still strong. I lastly wanted to add in a change from the Overwatch 1 days, which is Particle Cannon's secondary ammo consumption to relieve some of her damage breakpoints that I decreased from her beam.
Particle Cannon
- Primary fire minimum damage decreased from 95 to 90 damage per second
- Primary fire maximum damage decreased from 190 to 180 damage per second
- Secondary fire minimum damage decreased from 55 to 50
- Secondary fire maximum damage decreased from 110 to 100
- Secondary fire ammo consumption decreased from 25 to 20
Source code
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