Suggestion for hero changes (Hear me out! You don’t have to agree on everything)

  • Dva:

Defense matrix: Revert usage time back to 3 sec instead of the current 3.5.

  • Doomfist:

Seismic slam: Cooldown reduced from 6 to 5 sec.

  • Junker Queen:

Carnage: now reduces cooldown by 1.5 seconds per target instead of 2 seconds per target.

Impact damage reduced from 105 to 95 but bleed damage increased by from 40 to 50 and bleed duration increased from 3 seconds to 4 seconds.

Jagged blade:

Impact damage when thrown reduced from 65 to 55.

Bleed damage when sticking to an enemy increased from 30 to 35 and bleed duration increased from 3 to 3.5 seconds.

Bleed damage when flying through an enemy on the way back to you increased from 15 to 20 but bleed duration stays unchanged.

These changes are to make Junker Queen do less impact damage and more bleed damage so that she gains more from her lifesteal passive which is the main part of her kit.

  • Mauga:

Overrun: Cooldown increased from 6 to 7 seconds. Damage in the critical area reduced from 150 to 130. Damage reduction reduced from 50% to 45%.

  • Orisa:

Energy Javelin: No longer stuns enemies on impact. Damage on impact reduced from 60 to 50 and damage on wall collision increased from 40 to 50.

Fortify: Duration increased from 4 seconds to 5 seconds. Damage reduction decreased from 45% to 40%.

  • Rammatra:

Void barrier: Cooldown reduced from 13 to 11 seconds. Duration reduced from 4 to 3 seconds.

Nemesis form: Damage per pummel increased from 60 to 65. Duration decreased from 8 to 7 seconds.

Block: Damage reduction reduced from 75% to 65%

Ravenous vortex: Cooldown reduced from 11 to 10 seconds. Damage reduced from 23.3 to 20 per second. Leading to a total of 60 damage.

Height range increased from 8 to 10 meters.

  • Reinhardt:

Fire strike: Damage increased from 120 to 125.

Cooldown increased from 6 to 6.5 seconds.

  • Roadhog:

Take a breather: Damage reduction decreased from 40% to 35%.

Pig pen: cooldown decreased from 12 to 10 seconds. Damage per second reduced from 45 to 20 and impact damage reduced from 60 to 50, resulting in a total of 110 damage.

Slow reduced from 40% to 35%.

  • Sigma:

Accretion: Cooldown increased from 10 to 11 seconds. Direct impact damage increased from 80 to 90.

  • Zarya:

Particle barrier: Cooldown increased from 11 to 12 seconds.

Projected barrier: Cooldown reduced from 9 to 8 seconds.

  • Ashe:

Coach gun: Cooldown reduced from 10 to 8 seconds. Damage per pellet reduced from 6 to 4, total damage reduced from 90 to 60.

  • Bastion:

A-36 Tactical Grenade: No longer damage self.

  • Echo:

Sticky bombs: Cooldown increased from 6 to 7 seconds.

Flight: Cooldown reduced from 6 to 5 seconds

Duration reduced from 3 to 2.5 seconds.

Focusing beam: Cooldown reduced from 8 to 7 seconds.

  • Genji: (this one is a joke)

Deflect: No longer blocks quick melee but instead reduces its damage by 50%.

  • Hanzo:

Sonic arrow: Cooldown reduced from 12 to 10 seconds. Duration reduced from 6 to 4.5 seconds.

  • Mei:

Cryo-Freeze: Cooldown increased from 12 to 13 seconds.

Ice wall: Cooldown reduced from 12 to 11 seconds.

  • Pharah:

Jet dash: Cooldown reduced from 8 to 7 seconds.

  • Reaper:

Wraith form: Reaper now disappears and can then move around freely like normal. He then reappears in his new location when the ability is over or when canceled. And just like Moira fade, it will make a sound when he disappears and again when he reappears so you can hear which direction he went.

  • Soldier 76:

Biotic field: Cooldown reduced from 18 to 15 seconds.

  • Sombra:

Translocator: Cooldown increased from 5 to 6 seconds.

Virus: DoT reduced from 90 to 60. Impact damage (normal) reduced from 25 to 20. Impact damage (Hacked) reduced from 50 to 40.

  • Symmetra:

Sentry turret: Damage per second reduced from 30 to 20.

Slow reduced from 15% to 10%.

Teleporter: Health increased from 100 to 150

Shield health reduced from 200 to 100.

  • Torbjörn:

Deploy turret: Deploy time reduced from 3 to 2 seconds.

Overload: Cooldown reduced from 10 to 9 seconds.

  • Venture:

Burrow: Cooldown increased from 8 to 10 seconds.

Time it takes to burrow underground reduced from 0.6 to 0.4 seconds.

  • Widowmaker:

Grappling hook: Cooldown reduced from 12 to 10 seconds.

Venom mine: Cooldown reduced from 15 to 12 seconds. Damage per second reduced from 15 to 10, resulting in a total of 50 damage after 5 seconds.

The reason for this is because venom mine is mostly used to alert widow that someone’s approaching, and not to do damage.

  • Ana:

(New ability) Sidestep: Allows Ana to dash 5 meters in any chosen horizontal direction.

Cooldown is 7 seconds.

  • Baptiste:

Immortality field: Cooldown increased from 25 to 27 seconds.

  • Brigitte:

Whip shot: Cooldown increased from 4 to 6 seconds. Damage increased from 70 to 80.

Shield bash: Cooldown reduced from 5 to 4 seconds. Damage reduced from 50 to 40.

  • Kiriko:

Swift step: Cooldown increased from 8 to 10 seconds.

Protection suzu: Invulnerability duration reduced from 0.65 to 0.5 seconds.

  • Lifeweaver:

Petal platform: Cooldown reduced from 12 to 11 seconds.

Life grip: Cooldown reduced from 19 to 18 seconds.

  • Mercy:

Guardian Angel: Cooldown increased from 1.5 to 2 seconds. Cooldown now starts immediately after use.

Resurrect: Casting time reduced from 1.75 to 1.5 seconds.

  • Moira:

Biotic orb: Damage per second reduced from 50 to 35, while still doing 200 damage total.

Duration increased from 7 to 8.5 seconds.

Fade: Cooldown increased from 6 to 7 seconds.

  • Zenyatta:

Orb of Discord: Damage taken reduced from 25% to 20%.

Oh God this is a lot. So…

Dva is very neutral ground right now, shes good, but shes by no means a meta, so she would be better with a buff.

Doomfist needs a mild buff, as hes really weak in metal lobbies. But in good hands he can be super good. I like this Idea

JQ is quite strong right now, good idea.

Mild buff, but im ok with it

I disagree, when at medium - far range its often hard to hit a hero, and (i personally) use it by throwing it behind and trying to hit multiple heroes on return.

Good idea, incentivized keeping the blade in. To be realistic on return it should deal a bit of damage
Second part good.

I dont understand the state of mauga fully, I dont play him or against him too often. So might be a sign of underpowered or just unpopular.

javelin should stun enemies. if not it should be counterbalanced. maybe there could be a piercing effect.
Fortify I disagree with, orisa is a strong hero, like OP. fortify needs to be left where it is. i think fortify could actually be toned down

Some strong buffs here. Might shake things up a bit.

Reinhardt is a victim of powercreep, he was powerful in the past but new heroes are getting better, firestrike is strong enough, it can often kill tons of enemies, maybe decrease the cooldown,

good idea, hes quite strong rn

no comment

good idea, incentivizes team work. but she does need buffs

I cant comment on damage heroes as i dont play them and dont really keep up with their kits specifics.

How is this reasonable? she does require mobility but this is like, how is this old grandma with arthiritis jumping 5 meters? rein is explainable through his suit, but i feel like 5 meters is a stretch for middle aged heroes. maybe if she nades herself she gets a minor speed/jump boost. but as shes long range theres little need for mobility, like widow, where her mobility is designed to get to vantage points.

Bap is underpowered, needs no nerfs

seems fair

Good her, suzu is powerful if used right.

Id nerf Lifegrip by a bit more. petal platform is fine as if its not shot down, once it goes naturally theres a couple seconds till a new platform, in some cases before you hit the floor.

Honestly GA is a mild buff, as even tho theres a .5 second increase, most mercys use the ability for longer than .5 seconds.
Ressurect is a tough one, as often theres little time to stop rez, and so by making it faster i feel is wrong.

Honestly I agree. Moira is used for damage way to much, buff her heals, and nerf damage. And although ur first point seems like theres no buff/nerf, its a minor buff in the very niche situation where you are using the orb for surveilance, like using it to detect if somebody is behind a corner, and so there is more time to search, especially in confined spaces.

Zen alr got nerfed. and i feel like his main issue is lifespan. like hes got basicallygot 0 mobility, is easy to shoot at and has no way of mitigating. his main kit IS the discord, so if you reduce the damage taken, maybe his orb can also slightly reduce the damage given.