I am aware of countless adjustments many players wish to see implemented into the game but there are two, one in particular more than the other, adjustments to two different heroes that I believe need to be at least implemented in the experimental mode or PTR.
Firstly I will briefly discuss the adjustment I deem to be of a lesser concern: the knockback range of Doomfist’s punch after initial contact, I can recall many times I have received, dealt or simply observed a character be punched by Doomfist and they go insanely far away and are eliminated despite being full health. I am aware the damage usually gets to 200-250 which kills most characters and do not think it is an issue (despite it’s irritancy, it is how the hero works) but rather the fact most heroes despite their sizes get moved back the same distances and receive the same damage, which usually exceeds the initial punch’s damage, and is something easily exploited. without a whole overhaul to the hero I think a decrease in the knockback range and maybe the damage would be a good nerf as it forces players to be more accurate and closer to the target which is a greater risk and will increase the skill floor of the hero slightly.
The main adjustment I think must be implemented is the removal of indefiniteness of Wrecking Ball’s grapple ability, not a single ability in the game other than this ability and primary/secondary attacks, deployables and some passive abilities are indefinite. There is no joy playing against a hero who can so effortlessly exploit an ability, there are several counters sure, but people do not want to always switch to a hero more suitable or are unable to effectively utilise such things like flashbang and other stun abilities. It can be interrupted and cancelled as can many abilities but the only way to stop it without influence of another player is by having the player playing as Wrecking ball manually cancel the ability; no other ability in the game works this way and neither should this grappling hook. It should work similarly to other abilities such as Orisa’s fortify in which there is a given time duration for when the ability was initially pressed before it is automatically cancelled and begins cooldown again once cancelled; a couple of seconds maybe 5-10 seems reasonable to me, I am not sure since it has not been tested, when Sigma could constantly send his shield out it was a bit OP but they implemented a delay and he’s more balanced and still completely playable.
To summarise I think all characters currently available to play need to be thoroughly assessed and adjusted if necessary for Overwatch 2’s release, high pick rates need assessing, low pick rates need assessing, all characters should have a generally close amount of pick rates regardless of the meta, metas form due to these unbalances caused by characters which are easier to exploit than others; a meta would be more interesting and require more skill at higher levels if you’re constantly playing against countless compositions which are not similar to ones in games you have just played in. A final note to end on is a personal suggestion: stop adding DPS characters to the game, balance the current ones and add more tanks and supports, since day 1 there were more DPS than supports and tanks combined and this is still an issue, DPS que times are so long because there are more characters to choose from and subsequently this variety is more fun to play and more people want to play DPS = longer que times etc.