Support Reworks
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All supports have been changed, some even receiving drastic reworks!
Ana
- Biotic Grenade now applies a small heal over time to Ana if she uses it on herself
- Biotic Grenade damage reduced from 60 to 40
- 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
- Sleep Dart cooldown decreased from 12 seconds to 11 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. She can still have 2 of the most impactful playmaking abilities in the game with relatively large hitboxes.
Maybe Ana privilege wasn't a joke.
Baptiste
- Regenerative Burst removed
- 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 25 HPS. 5 second duration, 17 second cooldown.
- Immortality Field is now a single-target, targeted ability. Now only cancelled by Baptiste's death, or a Hack.
- Immortality Field cooldown reduced from 25 seconds to 23 seconds
- Ultimate cost reduced by 12%
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 old ultimate. So, it's getting the Moth Meta treatment. 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 50 per second
- Repair Pack cooldown decreased from 6 seconds to 5 seconds
- Inspire healing decreased from 15 per second to 12 per second
- Barrier Shield size increased by 12%
- Shield Bash no longer stuns, instead knocks back
- Shield Bash damage increased from 5 to 50
- Shield Bash distance increased
- Shield Bash cooldown decreased from 7 seconds to 5 seconds
Sacrificing some of Brigitte's healing and utility should make her current role as the guardian of the squishiest heroes slightly less overbearing, but just doing that would also make her useless. Now, she functions more as the savior of front-line heroes like Reinhardt from crowd control hell, while still being capable of peeling for her best friend, the grandma.
Lúcio
- Soundwave now knocks Lúcio back as well
- Soundwave damage increased from 25 to 50
- Sound Barrier cost reduced by 17%
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!
Mercy
- 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
- 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. Also, don't you just love a flying moth coming to pistol you down? 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.
Moira
- Biotic Grasp healing increased from 70 to 85 per second
- Biotic Grasp damage increased from 50 to 70 per second
- Biotic Grasp self-healing increased from 24 to 40 per second
- Resource consumption rate decreased by 50%
- Resource recharge rate increased by 1.167x
Biotic Orb- Removed. (as best I could, they still pop up but they disappear in like a second)
Biotic Enhancement/Degradation- New ability.
Moira grants a single ally a powerful buff to their abilities, increasing their speed by 20%, damage by 25% and healing received by 50%, while also granting a small heal over time. (45 HP/second for 5 seconds)
Alternatively, Moira can apply a harsh debuff to a single enemy, decreasing their speed by 20% and damage dealt by 25%, and forcing them down to the ground.
12 second cooldown.
Also a heal over time for herself that does 180 healing over 6 seconds. (30 HP/second)
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 7 seconds
Coalescence-
- Ultimate cost reduced by 25%
- Healing increased from 140 HPS to 150 HPS
- Damage increased from 70 HPS to 75 HPS
- 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 sucks booty butt butt. Now, she sacrifices some of her high healing for a mini-Nano Boost on cooldown, and yet another way to mess up a Dragonblade among the support role.
In all seriousness, Moira's range and mobility limitations, and her lack of utility just make her a worse version of Baptiste with a little more HPS that no one really needs constantly, and the burst healing is less consistent at saving people from death than the Frisbee. 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 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 175 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 make ultimates even stronger.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. Sure, you do force her to sacrifice the utility that she could use to save her team, but it's a 20% speed reduction, 25% damage reduction, and it forces airborne opponents down to the ground. She can screw with DPS players even harder than before, although still not from across the map. It has a 20 metre range, same as her secondary fire. Moreover, if she can apply it onto a lonely Zenyatta or Ana, they're as good as dead if her team decides to follow up, again making Moira more strategic and dependent on communication. And thanks to the new verticality on her Fade, she can enable a six-man dive featuring her, Lucio and Winston on even more maps, now that she's not limited by her purely horizontal Fade, as well as applying an impactful buff onto the Winston and allowing him to be more annoying. 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 110 per swing to 77, 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 finally breaking out of her role as the dedicated and underpowered Rush healer, and into a hybrid Rush/Dive healer with some serious utility and crazy single-target healing. And it's another massive indirect nerf to Genji lmao
Zenyatta
- Orb of Discord damage amplification reduced from 25% to 20%
- Orb of Harmony healing increased from 30 HPS to 35 HPS
- Orb of Destruction damage increased from 48 to 52
- Base health reduced from 50 to 25
Expellment- New ability.
- Zenyatta's orbs knock enemies back for 4 seconds.
- 10 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 current meta featuring Brigitte and Baptiste played alongside him can make him feel unkillable. With the changes to those heroes, as well as an HP nerf, 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 4 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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