Reworks

Overwatch has many different heroes but not all are equal, RogueRPG changes many different aspects of all the heroes so that it balances the game and encourages players to play all the heroes instead of playing more favorable ones. Reworks range from slight stat/ability changes to entire new hero concepts with some characters having alternate forms.

## Baptiste

*Baptiste's base kit is pretty weak in RogueRPG, so he now has a passive that gives him some Folded Time and Survivability*.

* Passive:
	+ Every third hit with Primary Fire drains 15HP from the target and gives it to you. If you are under 50% HP, this also gives you 1 Folded Time. Both the drain and Folded Time are affected by headshots.

## Bastion

*Bastion is basically nonexistent except in cheesy comps, at which point he's rather oppressive, particularly later into a session when Bastion can easily fight any hero without items, including those who would normally counter him. Changing Bastion into more of an off-tank should make him more viable to play, while reducing the efficacy of sitting on a payload in Sentry form constantly.* - PotatoGrant

* Tank Configuration:
	+ Tank configuration inflicts Weak and Vulnerable equal to 2% of the damage dealt.
	+ Tank configuration's Knockback now has +100% the effect.
	+ Tank configuration's Projectile Speed is -35% slower.
	+ Tank configuration's General ultimate charge rate has been increased by +10%.
* Health and Healing:
	+ Self-Repair's healing has been reduced by -30%. ( 90HPS->63HPS )
	+ Max Armor(Health) 100->250
* Damage and Recoil:
	+ Sentry configuration's Damage has been decreased by -30% (450->315 DPS).
	+ Overall damage has been reduced by -20% (Sentry DPS 315->252).
	+ Sentry Configuration Friction: Something->Less
	+ Sentry Configuration Recoil: 0->0.5 (disabled by holding Crouch)
	+ Sentry recoil scales with 300%AP

## Hammond

*This alternate moveset is based off of Rammus from League Of Legends.*

* Powerball(Shift):
	+ Hammond gains 75 Stacks per second, up to 125, and the ability cancels after 4s removing all Stacks.
		- Deals damage to enemies hit equal to your Stacks
		- Deals (Stacks/5) knockback to enemies hit
		- if you have over 100 Stacks, stun enemies hit for 0.6s
		- Applies impulse every 0.1s equal to (Stacks)\*0.12 in the direction you're trying to move.
	+ 12s CD

* Hook(RightClick):
	+ 10 Impulse in throttle direction on start
	+ Exits ball form upon hitting enemy or ending ability

* Slam(CTRL):
	+ 0.15s after using Slam, launch yourself and Powerball in the direction you're facing with 200 Stacks.

## McCree

*McCree has an alternate moveset for close-range/mobility playstyles.*

* Primary Fire:
	+ Headshots reset roll CD.
	+ Non-headshots reduce roll CD by 0.8s
	+ Deal up to 43% more damage at close range for a total of 100.
	+ Minimum -43% damage (total 40) at a distance with a Formula:

* Altcree Roll:
	+ +8 Force

* Altcree Flashbang:
	+ Interrupt instead of Stun
	+ 3X damage, With a total of 75.
	+ 20 knockback

* Altcree Ultimate:
	+ Instantly loads a clip of empowered shots. Note: Your ammo count cannot be increased by means other than reloading until you reload.
		- The shots deal 86% more damage, following normal McCree falloff instead of Altcree falloff (Total 130)
		- Interrupt abilities

## Mei

*Mei's ability to dish out 1.5s hard CC quickly at close ranges synergizes far too well with both additional mobility and with items that grant conditional damage bonuses, most notably increased headshot damage and Stout Bullets. However, that exact ability is more or less what her entire kit is based around. As such, Mei's kit has been reworked, now focusing on Whitefire and Frost. As an added bonus, this means Mei is a good tankbuster.* - PotatoGrant

* General:
	+ Freeze removed from all abilities.
	+ ATK -20%
	+ Projectile Speed -20%
	+ Projectile Gravity -80%, This results in the Ultimate having large delay when used at any range other than directly on top of Mei

* Primary Fire:
	+ Primary Fire and Ultimate inflict 0.15 Whitefire per tick, +(enemy Frost)%. Ultimate inflicts an additional 0.2 Whitefire per tick.

* Secondary Fire and Ultimate:
	+ Secondary Fire and Ultimate inflict 40%ED Frost, increased by 10%ED per stack of Whitefire on the target. Ultimate inflicts an additional 12 Frost per tick.

* Cryo-Freeze:
	+ Cryo-Freeze can be used with Jump held to create a burst of flames dealing 50 damage and inflicting 2 Whitefire to all enemies within 5m.

* Quick Melee:
	+ Quick Melee detonates Whitefire and Frost stacks on enemies hit, dealing 1.5X the total damage and 2X the stacks, respectively. Also heals Mei for 10% of her max health per Whitefire stack and 2 per Frost stack.

## Mercy

*Resurrect is an ability with extremely high impact, which causes it to become far too strong when paired with CDR and/or items such as Energy Cell or Bottled Tsunami. Another problem is that it can only be stopped by either killing Mercy or utilizing hard CC (provided your team has any), which can rapidly become unfeasible if Mercy has additional max health, damage resistance, or self-healing. In exchange for a less exploitable Resurrect, she gains a minor increase to her healing.* - PotatoGrant

* General:
	+ Overall healing increased by 10%

* Resurrect:
	+ Resurrect receives halved benefit from CDR and can have its cooldown reduced to a minimum of 20s. It is also unaffected by other methods of reducing cooldowns.
	+ Resurrect is canceled if Mercy takes more than 35% of her max health in damage while casting. This sets the cooldown of Resurrect to 15s.

## Orisa

*Orisa has a general lack of synergy with just about anything, causing her efficacy to fall off as a session progresses. As such, she's now a damage sponge for her nearby teammates, with a bit of extra sustain if you can track targets well. However, with a clip of only 75 shots and the single slowest reload time in the game, missing shots is a rather large problem. In the event she does die, her passive Acceleratum will help reduce the time it takes to return from the spawn room.* - PotatoGrant

* General:
	+ +2 Acceleratum when going OOC
	+ Acceleratum does not decay while OOC

* Passive(NEW):
	+ Allies within 15m transfer 15% of damage taken to Orisa, and an additional 10% if Orisa is using Fortify, as long as Orisa is above 20% HP.

* Primary Fire:
	+ Heals Orisa for 1.25HP on hit
	+ +20% Projectile Speed

## Roadhog

*Roadhog scales a bit too well with every single item in the game. Reducing self-healing and access to the hook combo should help mitigate that.* - Grant

* General:
	+ Clip size 5->8
	+ Both abilities are on a 10s cooldown instead of 8s.

## Sigma

*Sigma is rather bad in RogueRPG, due to his overall lack of significant gimmicks to capitalize on. However, this has one exception: his ultimate. As Sigma's ultimate deals damage equal to half of the max health of its targets, applying a conditional damage boost such as Blitzkreig, Stout Bullets, Snowballets, Crits, or a chance to headshot/crit can result in it being a guaranteed instakill. Nerfing his ultimate charge weakens this significantly. However, that leaves Sigma in an even worse spot. So now he inflicts Vulnerable and Gravity with Accretion, as well as having it deal significantly more damage at mid to long range, giving it a new application as a synergy tool. In addition, it can build Gravity on enemies, which can then be used to deal additional damage with Gravitic Flux.* - PotatoGrant

* General:
	+ General Ultimate Charge starts at 70%.

* Secondary Fire(Shield):
	+ Recharge speed increased by +15%.

* Kinetic Grasp:
	+ Kinetic Grasp either pushes or pulls players in a cone, depending on whether its key is held or not.

* Accretion:
	+ Accretion gains bonus damage as it flies, up to +70 damage after 2s. It also inflicts Vulnerable and Gravity based on travel time, up to 3.
	+ Accretion has 15 self-knockback
	+ Accretion enemy knockback increased by +50%
	+ Accretion CD 10->8s

* Ultimate:
	+ Gravitic Flux detonates Gravity stacks, dealing 35 damage per stack (to avoid getting guaranteed instakills if enemies have *any* gravity stacks).

## Sombra

*Sombra is an underplayed hero in RogueRPG, these buffs aim to make her more useful and help her base kit.*

* General:
	+ + 50% Projectile Speed

* Opportunist(Passive):
	+ Primary Fire damage Vs. Revealed(Not those revealed by the in game passive) targets is increased by +30%.

* Hack:
	+ Hacked enemies from Secondary Fire/Ultimate are Revealed for 5s.

* Translocator:
	+ Cleanses the player upon use.

## Zarya

* General:
	+ +20% Projectile Speed

* Secondary Fire
	+ Deals +20 base damage.
	+ Secondary fire self-knockback +10.

## Reinhardt

* Stat Scaling:
	+ Speed Increases greater than 5% are reduced by 25%, rounding down to a multiple of 5, but they also grant health equal to half of the pre-mitigation buff.