Reworked heros
This code is over 6 months old. The code may have expired and might no longer function.
Hey hey! this is me just saying not every single hero is currently in here! I will slowly being adding them overtime so don't worry! you can add your own reworks but my code system is a mess right now so sorry!
Like it says in the title, reworked heros! You can crouch to see all the changes or you can read them all below! (Only reworked heros are enabled. you can enable the other heros if you want but they wont be changed.)
There are settings you can turn on! This includes stuff for the workshop maps to help people test! it also lets you turn on/off 3rd person and scaled heros.!
Gamemodes!
Quick capture: 2CP is back but now its a 5v4 with the defending team having limited heros to choose from while the attacking team can choose whoever. Points now get captured very quick so the defending side has to keep the attackers at bay with more at risk.
Attackers: 4 players
Defending: 5 players
Heros!
Tanks -------
Bastion
Main changes: Reconfigure is now back to OW1 with you not being to move.
Smaller stuff: Increased size and health. lowest knockback possible on A-26 grenade.
Bastion has always felt tanky in my eyes so I wanted to improve upon that. Now he's a big unit that can just plop down on point and do what he does best, killing.
Genji
Main changes: Dragonblade is now your primary fire.
Smaller stuff: Increased size and health.
Making Genji into a tank was interesting, I couldn't think of ways to change him but then I got thinking "What if he was like rein?" so now he's like rein.
Junker Queen
Main changes: Commanding shout has been updated! Now when you use it whoever you look at on your team becomes immortal until the ability time is up.
Smaller stuff: Elimations from a critical shot reloads ammo.
I love Junker Queen, originally this abilty was going to make a bunch of metal be a shield that she could pass to allies but the effects just didn't work. It's still the same just effects you know.
Doomfist
Main changes: Ultimate now stuns enemys nearby when it activates.
Smaller stuff: Seismic slam and powerblock refresh on eliminations. Cooldowns increased for all abilities.
Doom is a very powerful tank but you don't really get high risk high reward with him. Now not hitting shots with his abilities could cost you as his cooldowns have been greaty increased.
Reinhardt
Main changes: When reaching 250 health speed and damage is increased by 20%.
Rein is one of the perfect heros in my opinion so changing him was hard and I needed him for the defending side. In the end I feel like this change feels more like a perk but it's fine and feels nice.
Damage ------
Mei
Main changes: Cryo-Freeze has now been replaced with Ice Armor which grants you 200 extra health for a short while.
Small stuff: She now has Infinite ammo. Secondary fire has been disabled. Increased speed.
I tried to make Mei a tank in a early version but it just didn't work. Instead I opted for this which I feels fit nice, instead of being in a big chunk of ice now you can be the ice! This allows Mei to still get that little bit of time on point while making her more easy to deal with.
Reaper
Main changes: Shadow Step has been replaced with Debt Collection: take 50% less damage at the cost of not being able to heal. Effect stays until you reload or enter a spawn room.
I never liked Shadow Step, so I changed it. This change feels like Reaper and it looks cool.
Soldier: 76
Main changes: Your ultimate is now Sentry: Become a high damage turret that can't move, aimbot is still active.
small stuff: Biotic field has a smaller cooldown.
I was going to change him to Support: 76 instead but my plannef abilties for him ended up not working. instead I scrapped that and changed the one thing that everyone points out about his kit, his ult.
Moira
Main changes: Kills reset fade and primary fire is disabled. (Yes orb still heals)
Moira doesn't feel like a support so I just changed a couple things. She's basicly the same.
Tracer
Main changes: Recall has been replaced with Future Clone: Grab a future you to use as a turret that shoots in one direction. Can place as many as you want but you should probably make sure they die. (This is the most buggy abilty for some reason)
Small stuff: Blink charges faster plus an extra 25 health.
This is the first hero I legit could not think of ways to change. I was going to give this abilty to Echo but then I realized how well it fits for Tracer. Just don't be making paradoxes you know.
Venture
Main changes: Now a melee only character.
New passive: Mole's habit: When ready, jumping will activate burrow.
small stuff: Ultimate refreshes cooldowns
Venture melee has always looked so nice so now it can look nice as their primary. I already had the code for their passive so I just took that from a previous mode I made.
Widowmaker
Main changes: New ability, Anti Venom: Grant 100 temporary health to allies. Replaces venom mine
Smaller stuff: Upon scoping in a beam is shown to whoever you are aiming at. Health, ammo, speed, and grapping hook cooldown buffed to make her survive more.
At first I was gonna wait to do her but with the new gamemode I made I felt like she was needed for the defending team. I hope she makes a great addition.
Supports -----
Lúcio
Boop.
Honestly Lúcio is perfect. But this change is actually just so funny not to do.
Mercy
Main changes: Just new passives for her current abiltys to increase her survival rate.
Angels greed: Heal 25 health while using guardian angel
Gods protection: Gain 100 temporary health when resurrecting.
In normal games Mercy can get picked off pretty easy during certain moments so I wanted to help her survive more especially since in this she's one of only 5 supports in the game.
Symmetra
Main changes: She is now back to being a support, when damaging enemies she converts that damage and heals nearby allies, making her a frontline support. She also has an updated ultimate, which lets you fire orbs that do insane damage, wall is still there.
Small changes: Less health + increased speed. Turrets disabled.
When Symmetra first released as a support her problem was that she couldn't heal, so I fixed that and changed her back. At the cost of her turrets of course.
Zarya
Main changes: Heal bubble: Replacing Particle Barrier now you instantly heal nearby allies for 60 health and then 40 health over time! Unlike other abilties it can only be used after an elimation is earned!
Small changes: Health has been nerfed down to 280 with her speed being increased.
Zarya reminded me of lifeweaver kinda so I took that and morphed into a one of kind support that depends on kills. I feel like she'll make a great addition to the support roster.
Illari
Main changes: Her pylon has now been replaced with Sunburnted: Burn nearby enemies for 10 seconds. Damage dealt has also been greatly increased to give a more sniper like feel to her.
Small changes: Her healing recharge and storage been greaty increased, allowing her to stay ontop without having to use a pylon, she also has Infinite ammo for her primary fire.
I think turrets are heavily unhealthy for the game, while Illari's isn't that bad I still don't want it. Instead I got inspired by her major perk and added it to the main part of her kit. I also feel like she's the Ashe of supports so I turned her more into Ashe in the process.
+
(When enabled)
+
(When enabled)