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- CheeseMod: An Overwatch Rebalance.
- Link to my Discord server: https://discord.gg/vK3JF7c
- A list of all heroes in my custom made-up class sets:
- Winston is disabled entirely.
- Attack
- - Soldier: 76
- - Lucio
- - Pharah
- - Hanzo
- Defend
- - Bastion
- - Orisa
- - Junkrat
- - Symmetra
- - Zenyatta
- - Zarya
- Pick
- - Widowmaker
- - Tracer
- - McCree
- - Reaper
- - Roadhog
- Support
- - Ana
- - Mercy
- - Moira
- - Mei
- - Sombra
- Brawler
- - Reinhardt
- - Torbjorn
- - Genji
- - Brigitte
- - Doomfist
- Another thing to note about CheeseMod is the changes I made overall, which I will list here:
- - Most ults do not charge with combat, they charge over time only. I'm tweaking the charge numbers all the time.
- - All health packs respawn 25% faster.
- - There is no hero limit.
- - Most heroes move at 90% speed.
- Soldier: 76
- Primary weapon: 25% more damage
- Sprint disabled
- Biotic field: 20% cooldown reduction; 25% more healing
- Ultimate: lasts for 80% of normal duration
- Charge rate: 200%
- Notes: 76 is the central combat class. You can't go wrong with him now that Grandpa's been buffed.
- Lucio
- Primary weapon: 25% larger magazine; 25% damage reduction
- No crossfade (speedboost only)
- Amp It Up: 50% cooldown reduction
- Soundwave knockback: 50% reduction
- Moves 20% faster, jumps 20% higher, falls 20% slower
- Ultimate charge rate: 200%
- Notes: Lucio is now a solid choice for combat, dancing around your foes and keeping up the damage with the larger mag.
- Pharah
- Primary weapon: 50% mag size; 10% damage increase
- Hover jets max time and recharge rate: 50% reduction in recharge rate; 75% reduction in fuel length
- Jump Jet: 35% higher; 50% cooldown reduction
- 150 HP
- Falls 20% faster, projectiles move 25% faster, rockets do 75% less knockback
- Ultimate generation: 200%
- Notes: Pharah is now a bomber more than a persistent aerial threat.
- Hanzo
- Primary Weapon: 400% more gravity on projectiles; 50% more damage
- 100 HP
- Lunge: 300% increase in distance; 300% increase in cooldown
- Storm Arrows: 3 in the magazine; 150% cooldown time
- Falls 20% slower
- Ultimate generation: 250%
- Notes: Hanzo is much shorter range now, and harder to use, but much more rewarding.
- Bastion
- Primary weapon: 200% mag size; 20% less damage
- Takes 25% less damage; 150 HP
- Self repair disabled
- No ultimate
- Moves 25% slower
- Notes: Bastion is now a more apt defender if protected by a barrier or shield, and can take a few knocks, but isn't always needing to uproot like in the base game.
- Orisa
- Primary weapon: effectively hitscan; 50% magazine size: 25% more damage
- Halt! is disabled
- 200 HP
- Barrier: 75% less cooldown; 450 HP
- Moves 25% slower
- Ultimate generation: 200%
- Notes: Orisa is now a monster, but once you get behind her, she's probably done for. Her low shield recharge does nothing against a solid flank, or pure DPS from several sources.
- Junkrat
- Primary weapon: 50% magazine increase; 58% damage decrease; 40% less knockback; 400% projectile gravity; 500% projectile speed
- Concussion mine: 25% more cooldown; 50% more knockback
- Falls 20% slower
- Spawns with ultimate; ultimate charge is 400%
- Notes: I wanted Junkrat to be a crowd controller, not a pure DPS spammer. His primary weapon now does 50 damage a strike, and his ultimate is now more of a normal ability than an ultimate.
- Symmetra
- Primary weapon: 60% less damage; 75% smaller magazine
- No alt fire
- No quick melee
- 150 HP
- Photon barrier: 50% longer cooldown
- Sentry turret: 200% longer cooldown
- Spawns with ultimate; no teleporter, photon barrier only
- Ultimate generation: 250%
- Notes: Symmetra is now a defender, not a DPS machine.
- Zenyatta
- Primary weapon: 75% smaller magazine
- No orb of discord
- Ultimate generaton: 200%
- Moves 20% slower
- Notes: Zenyatta is now more encouraged to stay behind his teammates and heal, occasionally popping heads.
- Zarya
- Primary weapon: 50% magazine size; 50% more damage; 200% knockback; no primary fire; 500% faster projectiles
- 300 HP
- Particle barriers cooldown: 20% reduction
- Ultimate generation: 200%
- Notes: Zarya is a grenadier. Play somewhere high and rain down hell upon your foes while supporting your team with barriers.(edited)
- Widowmaker
- Primary weapon: 9 rounds; no unscoped fire; 150% damage
- 100 HP
- Grappling hook: 300% cooldown
- No mines
- No ultimate
- Notes: Widow is now a pure sniper, and damn good fun if you get into a roost and pop heads.
- Tracer
- Primary weapon: 75% smaller magazine size; 75% more damage
- Blink: 50% cooldown reduction
- Recall: 300% cooldown increase
- 99 HP
- 25% projectile gravity, 300% projectile speed
- Ultimate: Generates through combat only; 250% generation
- Notes: Tracer is a great assasin now. ~Four mags = 1 ult, by the way.
- McCree
- Primary weapon: 50% magazine size; 75% more damage
- 100 HP
- Combat roll cooldown: 50%
- No flashbang
- Ultimate genration: 150%
- Notes: McCree dukes it out best at medium range with his high per-shot damage. He's the pick class' frontliner.
- Reaper
- Primary weapon: 50% magazine size; 50% damage increase; damage heals 150% more
- 150 HP
- Shadow step and Wraith Form cooldowns: 200% longer
- Ultimate generation: 200%
- Notes: Reaper can now effectively feed off of his victims, but not so much that he ends up out-healing damage.
- Roadhog
- Primary weapon: 1 round in magazine; 200% more damage
- 450 HP
- Moves at 80% speed
- Hook: 50% cooldown reduction
- Heal: 500% more healing; 300% cooldown time increase
- Ultimate: 200% generation; 25% less knockback
- Notes: Roadhog is now a fishing character. Bring that support to face you!
- Ana
- Primary weapon: 50% magazine size; heal increased by 100%; damage increased by 25%
- 100 HP
- Moves at 85% speed
- Projectile speed increased by 500%
- Biotic grenade: 200% cooldown increase
- Sleeping dart: 500% cooldown increase
- Ultimate generation: 250%
- Notes: Ana is now a more effective healer, but must reload more often.
- Mercy
- Staff only
- Heals 25% more
- Falls 25% slower
- Ressurect: 50% cooldown reduction
- Guardian angel: 50% cooldown reduction
- Notes: While she heals less per second than Ana, she is more consistent at healing.
- Moira
- No primary or secondary fire
- Biotic orb: 25% more damage; 50% more healing; double max damage and healing potential
- Ultimate generation: 275%
- Notes: Moira's primary weapon was boring so now she relies on her abilities, which are fairly effective.
- Mei
- Primary weapon: 75% smaller magazine; 300% faster freezing; 65% freeze duration; no alt fire
- 200 HP
- Cryo-freeze disabled
- Ice wall disabled
- Ultimate: freezes 200% faster; charges at 250%
- Notes: Mei can keep one person stunned for a long time, and that's how it should be, without any of the bullshit slowdown effects.
- Sombra
- Primary weapon: 50% magazine size
- Moves at 100% speed
- 150 HP
- All abilities have cooldowns halved
- Projectile speed is 200%; gravity is 400%
- Ultimate generation: 250%
- Notes: Sombra is an inhibitor now, play her stealthily and silently for best effect.
- Reinhardt
- Primary weapon: 34% less damage; knockback increased 200%
- Moves at 75% speed; takes 80% damage
- No firestrike
- Barrier field: cooldown time reduced 50%; recharge rate increased 50%
- Ultimate charge: 200%
- Notes: Reinhardt is a huge tank that eats damage for breakfast.
- Torbjorn
- Forge hammer only
- Deals 50% less damage
- 300 HP (turret has 450 at lvl 2)
- Moves at 80% speed
- Ultimate generation: 200%
- Notes: Torbjorn is the only brawler with a consistent ranged option. Fear him in Molten Core!
- Genji
- No primary fire; instead, primary is his Dragonblade
- Dragonblade is always available on spawn, lasts indefinitely
- 150 HP
- Deals 65% less damage
- Moves at 120% speed
- Swift strike: 25% shorter cooldown
- Notes: Genji is what he's supposed to be now.
- Brigitte
- Primary fire disabled
- Quick melee disabled
- 200 HP
- Healing increased to 200%
- No repair pack
- Shield bash disabled
- Shield: 150% cooldown time; 50% recharge rate
- Whip shot: 175% cooldown reduction; 200% more knockback
- Ultimate generation: 300%
- Notes: Her new kit is designed around skillshots and healing up after said skillshots.
- Doomfist
- No primary fire
- 200 HP
- Rising uppercut: 35% less cooldown
- Siesmic Slam: 25% less cooldown
- Rocket punch: 50% less cooldown; 33% increase in knockback
- Ultimate generation: 250%
- Notes: ONE PUUUUUUNCH
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