Name a Hero and I'LL Balance them, because Blizzard can't

Can always make this kinds of threads for amusement but I agree with you, balance is pretty good.

2 Likes

General:

  • Sombra is the First Role-Swap of this Thread.
  • Sombra has 175 Health.
  • Sombra is now a Support.

Primary Fire:
Sombra does 2.7 - 9 Damage per Bullet, up from 2.25 - 7.5, a 20% Damage Increase.

Secondary Fire:

  • Hack has a 10 second Cool-Down but will go on a 5 Second Cool-Down if Hacking a Health-Pack or if Hack is Interrupted.
  • Sombra now takes 1.5 Seconds to Hack most Opponents, but 2 Seconds to Hack a Tank.
  • Hack now Disables Abilities for 4 Seconds.
  • Hacked Enemies have their Cool-Downs, Ultimate Charge and Location Revealed for 8 Seconds.
  • Sombra can Hack Teammates in 1 Second, removing any Debuffs they have, storing them until Death.
  • Hack now increases Health-Pack Productivity and Healing by 100%.
  • Hacked Team-Mates also get 50% Extra Healing from all Sources, plus 50 Health Hacked on.

Stealth:

  • Sombra can switch in and out of Stealth whenever she wants, but it has a Mana Meter like Defence Matrix that takes 10 Seconds to fully Deplete and 15 Seconds to fully Recharge.

Secondary Ability:

  • Translocator is gone, replaced with ā€˜Malware’.
  • Sombra throws her Translocator Device (to save on making New Assets) that will create an Expanding Aura of all Debuffs Sombra has Hacked. Like a Poisonous Cloud Spreading Outwards. Maybe it increases in size by 15 Meters a Second? IDK.
  • These Debuffs cannot pass through Walls or Shields.
  • The Translocator Device is of course Destroyable.

Ultimate Ability:

  • E.M.P can Destroy all Enemy Constructs, Remove Enemy Buffs and do everything else Hack can do.
  • Ultimate Cost Increased by 20%.

Comments:

  • In making Sombra a Support, I made her a better DPS than she EVER was.
  • She is now a Super Assassin without her Major Escape Tool, but enough Damage and a Powerful enough Hack to 1V1 most Heroes.
  • I was Debating letting any Abilities with a Self-Cleanse Feature be able to Bypass Hack, letting some Heroes Self-Cleanse, but Tracer would be able to use Recall and I don’t want her to. Maybe the Recall Cool-Down would be long enough to bait out, IDK.

I can actually agree with these sombra ideas, plenty to work with here.

1 Like

you can justify flashbang that he blocks the flash for himself the moment it goes off, but flashbang isn’t exactly just a bright light, but i agree it should be different, however i can’t see why he shouldn’t have the magnetic grenade, we’re talking about a mercenary who lives in the future, a flashbang is kinda weaksauce.

as for combat rolls, i agree, it’s a bit silly to roll mid-air, and i feel like it’s a bit silly to be very limited in using a combat roll to put it on a cooldown at all, but i guess it’s because there’s unlimited ammo so it has to be balanced around that, but even then i don’t know the legitimacy of it, reloading normally doesn’t take that much more time and you’re not stuck in a trajectory if you reload normally so i don’t understand why it has to be on a cooldown.

deadeye i think honestly if they removed the buff and the debuff and you could just hear him is enough to know that it’s coming, and yes fix the lock on to be more like heads or hearts only.

anyways, i’m curious, i have a soft spot for wanting to play the ā€œweakestā€ characters. what would you consider to be the weakest character in overwatch?

Yeah, a Flashbang is pretty Old-Fashioned for a Futuristic Mercenary, but he’s also a Cowboy who uses a Revolver. There’s literally people who use Swords, Bows and Knives over actual Guns. He Canonically doesn’t care about being Futuristic, he just has his Gimmick and he’s fine with it.

But yeah, he can go shove a Magnetic Grenade up his Butt.

Maybe Flashbang can Stun again, but only if it doesn’t affect Tanks or a Second Tank is added, IDK.

I’d say Roadhog is the Weakest Hero right now. He doesn’t have any way to Protect himself or his Team without giving the Enemies a few Free Ultimates. His Combo is gone, like a lot of Tank Characters for some reason and he won’t get a Rework until at least Season 7, which means he’s going to be a Throw Pick for at least a 45 Weeks.

Honestly, Roadhog is probably too Weak and will get you Reported by your Teammates.

cassidy is something inbetween, he has a robotic arm, some weird sci-fi thing on his chest/ribs, shoots blue energy bullets, so kinda old fashioned in a new take?

huh… roadhog? not what i would have expected, wasn’t he like the meta starting out? maybe it was because of how abusable his ultimate was, but as for tanks goes i can’t really say that any of them are weak, there’s certainly weaker tanks, but weakest character overal? i’m not so sure.

i would’ve figured it would be something like symmetra or moira tbh.

1 Like

Symmetra got a pretty good Buff, though her Sentries have no Killing Power anymore.

Moira is useless in Higher Ranks, but dominant in Lower Ranks because of how Mind-Numbingly easy she is to play.

Roadhog was META, but was SUPER Nerfed in Season 2. Everyone assumed he’d get a Rework by Season 3, but nothing until Season 4 when they ANNOUNCED that’d his Rework would be no sooner than SEASON 7! Imbeciles…

Shameless Post Revival on my Alt Account.

1 Like

Nice ideas, i like the way you thinking.
What about Roadhog? Can you suggest something?
Thanks.

1 Like

General:

  • Base Health down from 700 to 550.

Primary Fire:

  • Damage per Pellet is increased to 7 from 6.

Secondary Fire:

  • Damage per Pellet is increased to 7 from 6.

Steel Hook:

  • Roadhog can now Spin-Up his Hook for up to 2 Seconds, increasing its Speed and Range to up to 20 Meters. Roadhog can Maintain a Fully-Charged Steel Hook for 3 additional Seconds.
  • If Cancelled, Steel Hook will go on a 3 Second Cool-Down.
  • Steel Hook now does 50 Impact Damage, up from 5.
  • Steel Hook now applies Bleed Damage for 3 Seconds. The Bleed Increases the further Roadhog pulls an Enemy, ranging from 5DPS to 30DPS when Hooking from Ranges 5M-20M.
  • Steel Hook Pulls Enemies to 3 Meters in front of Roadhog, down from 4M.

Take A Breather:

  • When using Take A Breather, Roadhog can choose to use it on himself or to Throw it on the Ground, similar to how Moira can Choose her Orbs.
  • Now Heals Roadhog 250 Health over 1.5 Seconds, down from 350 over 2 Seconds.
  • Take A Breather can apply up to 150 Over-Health if Roadhog Continues Healing past his Maximum.
  • If Thrown on the Ground, Roadhog Creates a Gas Cloud around the Thrown Projectile, applying 20% Damage Resistance and 40HPS to all Teammates inside its Radius for 5 Seconds.
  • A Direct Hit with the TAB Projectile on an Enemy does 100 Damage and plays a Coconut Hit SFX.

Bodyguard.

  • A New Passive that gives Roadhog a 5% Damage Increase per Nearby Teammate.
  • With 4 Nearby Teammates, Roadhog can deal up to 8.4 Damage Per Pellet.

Ultimate Ability:

  • Whole Hog now Applies 1% Anti-Heal per Pellet.
  • This can stack up to 100%.
  • The Debuff Drains at a rate of 20% Per Second.

Comments:

  • I think Roadhog has too much Survivability, which Combined with his High Damage Output can be extremely Oppressive. I decided that one of these had to be Tuned down.
  • The Problem is that the Devs got rid of his Killing Potential, making him a Very Tanky, but Non-Threatening presence that can be Obliterated because Ana is such a stupid Character.
  • I made Roadhog much more of a Glass Cannon, lowering his Sustain but Drastically increasing his Damage Potential.
  • The Hook Wind-Up Animation was added to give Roadhog more Readability, so the Enemies have a chance
  • I also added an Alternative Team-Heal that Further Incentivises Roadhog to stay with his Team.
1 Like

Lucio? (Really? 20 chars…)

What do you mean by that?

Also I think he’s fine, just Out-Shadowed by Ana and some others because they are OP.

If I had to, I’d give his Ultimate a Piledriver Effect, plus he should be Hit-Scan because the Speed of Sound is meant to be Really Fast.

I think they meant the 20 characters requirement.