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TEAHZ

Balancing the current kits for 6v6.

Note: Due to workshop limitations, Echo's Duplicate will not have workshop changes.

Balance Changes

Note: Tank health based on role queue values.

General Changes

  • All ultimate abilities now restore ammo.


Damage Role Passive

  • Dps passive healing reduction decreased from 20% to 10%


Tank Role Passive

  • No longer reduces knockback taken
  • No longer reduces Damage Passive


D.va

  • Base health in mech reduced to 300 to 275 (650 total)


Fusion Cannons

  • Decreases knockback taken by 25%


Defense Matrix

  • Maximum duration reduced from 3.5 to 2 seconds

  • Recharge rate decreased by 50%

This change aims to return D.va’s hp and abilities to make them closer to what she had in OW1.



Doomfist

  • Health decreased from 525 to 375
  • Shield health increased from 0 to 75 (450 hp total)


Rocket Punch

  • Reduces knockback taken by 30%


Power Block

  • Now functions on a resource meter
  • Cooldown reduced from 7 to 1.5
  • Damage reduction from the front increased from 80 to 85%
  • Damage reduction from all other angles increased from 0 to 25%
  • Damge blocked to reach empowered punch increased from 120 to 167
  • Reduced knockback taken by 30%

This change aims to slighty shift Doomfist's power for a 6v6 setting. The slight reduction to his health keeps him from being too oppressive while the buff to his Powerblock helps him against enemies from multiple angles.



Junkerqueen

  • Health reduced from 475 to 375
  • Shield health increased from 0 to 75 (450 hp total)


Scattergun

  • Ammo decreased from 8 to 6

  • Pull strength decreased by 10%


Adrenaline Rush

  • Wound to healing conversion rate reduced from 2.5 to 1.5


Commanding Shout

  • Cooldown increased from 12 to 13 seconds
  • Now heals all allies in range for 25 health
  • Heals Junkerqueen for 25 additional health.


Rampage

  • Can now be cancelled by pressing melee

This change aims to improve Junkerqueen’s ability to keep her teammates alive while decreasing her own survivability.



Mauga

  • Base health decreased from 500 to 375 (575 total)


Incendiary Chaingun

  • Reduces knockback taken by 15%


Volatile Chaingun

  • Reduces knockback taken by 15%


Cardiac Overdrive

  • Damage to healing percentage rate decreased from 100% to 50%
  • Damage to healing percentage rate for teammates decreased from 50% to 25%

With the addition of a second tank, Mauga doesn't need the same level of defensivness.



Orisa

  • Health decreased from 275 to 250
  • Armor decreased from 300 to 250 (500 total hp)


Fusion Driver

  • No longer uses a heat system
  • Now has a max ammo of 120
  • Projectile speed increased from 90 to 120
  • Movement speed while firing decreased by 10%
  • Reload duration decreased from 3 to 2.5 seconds
  • Reduced knockback taken by 10%


Fortify

  • Max overhealth decreased from 125 to 75
  • Overhealth generates over time instead of instantly
  • Duration decreased from 4 to 3 seconds
  • Cooldown reduced from 16.5 to 11 seconds
  • Cooldown now begins when the ability ends
  • Movement speed penalty removed


Javelin Spin

  • Now functions in a resource meter
  • Cooldown decreased from 9 to 1 seconds
  • Deals a small damage over time for 1 second


Energy Javelin

  • Slows Orisa by 25% while casting.
  • Now deals 20 additional damage over the course of a second.
  • Cooldown increased from 6 to 7 seconds
  • Reduces knockback taken by 25%


Terra Surge

  • Deals 50 damage when canceled by hack.
  • Can now be cancelled by pressing crouch


New passive: Efficent

  • Heals Orisa when damage over time is active

These changes are intended to shift Orisa’s power between her abilities. The increase to her weapon’s projectile speed should make her more relable at longer ranges. The additional damage on her Javelin should increase its leathality but still allow for some time for the enemy to react. The changes to her Javelin Spin should make blocking more reliable while also allowing her to use it for mobility without being punished fir it. The nerf to her total health and Foritfy’s duration and overhealth, and movement speed while firing should give enemies more opportunities to fight back.



Ramattra

  • Health decreased from 400 to 225

  • Shield health in Omnic form increased from 0 to 100 (425 hp total)


Void Accelerator

  • Ammo increased from 100 to 150
  • Projectile speed increased from 80 to 90 meters per second


Nemesis Form

  • Cooldown increased from 7 to 8 seconds
  • Armor reduced from 300 to 175
  • Now adds 25 shield hp (625 total hp in Nemesis Form)


Ravenous Vortex

  • Projectile speed increased 30 to 45 meters per second.


Void Barrier

  • Health decreased from 1000 to 600
  • Cooldown reduced from 13 to 10 seconds


Block

  • Now Functions on a resource meter
  • Running out of resource disables it for 2 seconds


Annihilation

  • Now heals Ramattra for 5 heal per second when dealing aoe damage (does not change depending on the numbers of enemies).
  • Minimum duration increased from 4 to 5 seconds
  • Maximum duration increased from 20 to 25 seconds

These changes aim to shilft Ramattra's strength for a 6v6 setting. The nerfs to his health and Nemesis Form should allow for counterplay, with the buffs to his Vortex and Barrier increasing the utility he provides.



Reinhardt

  • Health decreased from 425 to 350 (600 hp total)


Rocker Hanmer

  • Damage reduced from 100 to 90


Barrier Field

  • Increases movements speed by 25% for 2.5 seconds when broken


New Ability: Barrier Barage

  • Bound to reload
  • Can only be used when holding Barrier Field
  • Launches a barage of 3 explosive projectile that deal 45 damage each.
  • Shrinks Barrier Field by 25% for the diration of the ability.
  • Cooldown is 7 seconds
  • Shares a cooldown with Charge


Fire Strike

  • Now deals an additional 5 burn damage per second for 3 seconds


New Passive: Determined

  • Heals Reinhardt for 5 healing per second for 5 seconds when dealing damage.


New Passive: Steadfast

  • Reduces knockback taken by 20%

These changes should encourage players to be more aggressive while also prevent him from being burst down quickly. His self healing passive should help to partily balance out the dps passive.



Roadhog

  • Health decreased from 750 to 600

  • Ammo increased from 6 to 7


Take a breather

  • Max duration decreased from 2.5 to 2 seconds
  • Now heals allies for 30 health per second
  • Cooldown increased from 1.5 to 4 seconds


Chain Hook

  • Cooldown increased from 6 to 7


Pig Pen

  • Cooldown decreased from 12 to 10 seconds.

This change gives Roadhog the ability to protect his teammates outside of body blocking.



Sigma

  • Base health decreased from 300 to 200 (475 hp total)


Experimental Barrier

  • Barrier health increased from 700 to 900

  • Can now be canceled by pressing melee


Accretion

  • Now stuns rather than knock down
  • Reduces knockback taken by 30%

These changes are intended to decrease Sigma’s downtime. The change to the stun should help allies with follow up.



Winston

  • Health decreased from 475 to 300 (550 total hp)


Tesla Cannon

  • Alternate fire max damage increased from 50 to 60
  • Alternate fire now deals up to 10 damage to enemies within 2 meters of the target


Primal Rage

  • Deals more damage based on how low Winston’s hp is.

This change is intended to increase the threat from Winston during primal rage as well as return his health to what he had in 6v6. The increase to his alternate fire's power helps him against ranged heroes.



Wreaking Ball

  • Base health decreased from 450 to 325 (650 hp total)


Quad Cannons

  • Now reloads 10 ammo per second while not firing

This change increases his health closer to what he had in 6v6 and increase his up time.



Zarya

  • Heath decreased from 375 to 250
  • Shield health decreased from 325 to 200 (450 total)


Particle Cannon

  • Alternate fire ammo cost reduced from 25 to 20


Particle Barrier

  • Using it disables the ability for 5 seconds


Projected Barrier

  • Using it disables the ability for 4 seconds

The ammo changes should make Zarya’s gameplay more fluid. The changes to her barriers should allow her to keep her lower cooldowns while also giving her oppoenents moments to tale advantage of.



Ashe

  • Base health reduced from 250 to 225


Bastion

  • Base health decreased from 250 to 225 (325 hp total)


Configuration: Assault

  • Now only slows Bastion down while firing
  • Damage per bullet decreased from 12 to 7 (360 dps to 210)


Reconfigure

  • Cooldown reduced from 12 to 8 seconds
  • Heals 25 health upon use


New Ability: Self Repair

  • Functions on a resource meter.
  • Heals for 75 hps
  • Bound to ability 2


Ironclade

  • Damage reduction reduced from 20 to 15 percent

These changes should hopefully encourage Bastion to be more independent by allowing him to heal himself. The changes to his Configuration: Assault form should make it more versitle against non tanks.



Cassidy

  • Base health reduced from 275 to 250


Flash Bang

  • Cancels active abilities of target stuck

This change aims to give Cassidy more utility.



Echo

  • Base health reduced from 250 to 225


Genji

  • Base health reduced from 250 to 175
  • Base shields increased from 0 to 50 (225 hp total)


New Passive

  • Genji's melee, Swiftstrike, and Dragonblade now deal an additional 5 damage for 2 seconds.
  • Heals Genji at a 1 to 1 ratio

This change is intended to give Genji a bit more survivability when compared to other flankers.



Hanzo

  • Base health reduced from 250 to 200

Since he can one shot most heroes again, this should make him more frigile when compared to most heroes



Junkrat

  • Base health reduced from 250 to 225


Mei

  • Base health reduced from 300 to 225
  • Shield health increased from 0 to 50 (275 total)

This change aims to give her some hp recovery without having to use an ability.



Pharah

  • Base health reduced from 225 to 150
  • Base shields increased from 0 to 75 (225 total)

These change should allow Pharah to be more independent from Mercy without increasing the strength of the synergy too much.



Reaper

  • Base health reduced from 300 to 275

New alternate fire

  • Reaper fire orbs at 90 meters per second that deal 30 damage

This change aims to increase Reaper’s options and add some variety to his gameplay.



Sojourn*

  • Base health decreased from 250 to 225.


Railgun

  • Secondary fire now uses 5 ammo.


Power Slide

  • Can now push enemies slightly out of the way.


Soldier 76

  • Base health decreased from 250 to 225


Biotic Field

  • Cooldown reduced from 18 to 12 seconds.


Sprint

  • Now reloads ammo at a rate of 5 ammo per second

These changes are intended to allow Soldier to be able to reposition faster.



Sombra

  • Base health reduced from 250 to 200
  • Shield health increased from 0 to 25


Hack

  • Now add to targets cooldowns by 1.5 seconds
  • Deals 1 dps to hacked targets


Emp

  • Deals 5 dps for the duration of the ultimate to all enemies affected

This change should give Sombra some utility by effectively allowing her to pause enemy cooldowns as well as prevent the passive healing from activating.



Symmetra

  • Base shield health reduced from 150 to 125 (250 total)


Photon Projector

  • Healing when dealing damage to barriers or shield health decreased from 10/20/30 to 3/6/10hps.
  • Now heals 5 hps when damaging enemy heroes.
  • Damage per second on enemy heroes increased from 60/120/180 to 65/125/185
  • (Energy orb) Now deals up to 10 dps for 2 seconds on enemy heroes


Sentry Turret

  • Health decreased from 40 to 30


Teleporter

  • Base health decreased from 100 to 75

  • Base shields decreased from 200 to 150


Photon Barrier

  • Health decreased from 4000 to 3000

The change to her primary fire aim to make her counter certain heroes less while moving some of that sustain into other match ups. The change to her orbs is intended to balance out the charge time by increasing the total damage.



Tobjorn

  • Base health decreased from 250 to 275


Tracer

  • Base health decreased from 175 to 125
  • Base armor increased from 0 to 25

By changing some of her health to armor, she is less vunerable to certain abilites



Ventue

  • Base health decreased from 250 to 225


Drill Dash

  • Cooldown increased from 8 to 9


Widowmaker

  • Base health decreased from 200 to 175


Ana

  • 25 base health converted to shield health


Biotic Rifle

  • Ammo decreased from 15 to 12


Sleep Dart

  • Cooldown deceased from 14 to 13

The addition of shield health should slightly decease her downtime when she survives a duel on low health. With the addition of a second tank, the overall the power of her Sleep Dart was lowered. The reduction to her ammo should also give enmies more opportunities to fight back.



Baptiste

  • Base health decreased from 250 to 225


Biotic Launcher

  • Healing per direct shot reduced from 70 to 60
  • Splash healing per shot decreased from 50 to 42


Regenerative Burst

  • Instant healing reduced from 40 to 34
  • Healing over time reduced from 40 to 34 over 4 seconds.

These changes aim to reduce Baptiste's overall healing.



Brigitte


Inspire

  • Healing per second reduced from 15 to 12


Repair Pack

  • Initial burst heal reduced from 25 to 20
  • Healing per second reduced from 50 to 40
  • Cooldown increased from 5 to 6


Shield Bash

  • Now cancels the target's abilities.
  • Cooldown increased from 5 to 6 seconds


Rally

  • Bonus armor decreased from 100 to 75
  • Add 25 shield hp to brig
  • Decreased base health from 200 to 150 (300 hp total)
  • Barrier health reduced from 750 to 600
  • Now grants up to 50 overhealth to brig at 20 health per second
  • Now allows for the use of Shield Bash while casting

The change to her health and healing should encourage Brigitte to brawl more often and directly defend her team instead of relying on her healing. The ability cancel on her Shield Bash aims to increase her utility by allowing her to cancel the enemy abilities. The changes to her ultimate aim to make in encourage more aggresive plays.



Illari

  • Base health deceeased from 250 to 225

Melee

  • Deals 15 damage over one second


Solar Rifle

  • Ammo increased to 30 ammo
  • Heal beam now consumes ammo for 5 ammo per second
  • Healing energy recharge rate increased by 50%
  • Now deals an additional 2 damage per second for 2.5 seconds


Healing Pylon

  • Cooldown when destroyed reduced from 14 to 12


Captive Sun

  • Now heals allies within 7 meters of enemy heroes damaged by 10 health per second for 5 seconds.
  • Ultimate charge generation rate decreased by 7%

These changes aim to reduce the uptime of Illari's healing in her base kit while moving some supportive value to her utlimate. The damage over time should give her utilty by allowing her to delay the healing passive from activating.



Kiriko

  • Base health reduced from 250 to 175
  • Base armor increased from 0 to 25 (200 total)


Protection Suzu

  • Cooldown decreased from 15 to 13
  • Now cleanses knock down stuns

These changes aim to increase the uptime of Kiriko's Suzu while decreasing her survivability.


Lifeweaver

  • Base health decreased from 200 to 125
  • Base armor increased from 0 to 50 (225 hp total)


Healing Blossom

  • Ammo increased from 20 to 24


Thorn Volley

  • Ammo increased from 90 to 120
  • Projectile speed increased from 90 to 135 meters per second
  • Now heals for 10% of the damage done


Tree of Life

  • Passive ult charge rate decreased by 20%


New passive: Photosynthesis

  • Heals all team members within 30 meters for 5 health per second.

The passive and damage based healing auras should allow Lifeweaver to contribute more to his team without having to be always charging his healing shot .



Lucio

** Base health decreased from 250 to 225


Sound Barrier

  • Ultimate cost reduced by 5%
  • Overhealth given increased from 750 to 800
  • Now deals 250 damage to enemies within 3 meters when he lands

This should allow Lucio to keep up with other supports in terms of ultimate charge.



Mercy

  • Base health decreased from 250 to 225


Caduceus Staff

  • Healing per second reduced from 55 to 50
  • Now heals allies under 50% health for an additional 10hps


Resurrect

  • Can now be canceled by pressing reload
  • Canceling puts the cooldown at 25 seconds


Sympathetic Recovery

  • Healing coversion rate decreased from 40% to 36%


Valkyrie

  • Decreases the current cooldown on Ressurect by 20 seconds
  • Increases Sympathetic Recovery's coversion rate from 36% to 40%

The changes to ressurect are intended to make it a bit more fluid.



Moira

  • Base health decreased from 225


Biotic Grasp healing

  • If above half health and out of healing resources, Moira can continue to heal at 35 hps at the cost of her own health.


Biotic Grasp Damage

  • Damage per second decreased from 60 to 55


Biotic Orb

  • Damage orb drains the target's ammo.

  • Total damage decreased from 200 to 150

New orb option: Enfeeble orb

  • Can be selected by pressing reload when choosing orbs
  • Deals 50 damage with a 2 meter aoe
  • Decreases damage dealt by 25% for 3 seconds

This change should give Moira more utility to help her team rather than only provide healing.



Zenyatta

  • Base shields decreased from 175 to 150


Orb of Destruction

  • Ammo decreased from 25 to 20

This change aims to decrease the uptime of his damage for flankers to take advantage of.



Sources

This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.

Players | 1 - 12
Categories: Hero Adjustments
Tags: balance
Heroes: D.va, Doomfist, Junker Queen, Mauga, Orisa, and 28 more...
Maps: Circuit Royal, Dorado, Havana, Junkertown, Rialto, and 24 more...
Created at:
Last updated:

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