For starters I think we should discuss how the dps role passive works. At the moment the role passive grants a burst of increased reload speed after elimination the problem with this is that it does not effect characters equally and it doesn’t impact the moment to moment decisions in a match. My proposed change is to separate the dps passive into a dive, brawl and poke passives one for each general play style.
The dive passive should give an increased movement speed for a short time after an elimination which would encourage a get in get a kill get out play style allowing more bursts of aggression from characters like genii or tracer as they would have an easier escape but only after they got elimination making a more in depth moment to moment decision on how to engage and when to engage.
The brawl passive should just be the current dps passive since it allows characters like reaper and mei more uptime on their damage allowing them to brawl better than characters like sombra.
The poke passive should be a small ability cooldown reduction after an elimination allowing the characters move effective zone control but only after they get the kill and slightly better dive defense if they get attacked by more than one player.
For individual character changes I’m going to be talking about bastion and sojourn who both have had controversy on the value they get being to high with bastion getting to much value at lower ranks and sojourn getting to much value at higher ranks.
For the sojourn changes I think that since the railguns so powerful but also hard to hit players in higher tiers getting massive value from the near one shot it provides and the facts that you can’t dive her as effectively as a widow or even a hanzo due to her quick mobility. My proposed change is to increase the charge speed of the railgun encouraging more frequent use and allowing less skill players more attempts to use it but also removing its headshot multiplier to reduce its one shot potential on higher ranks.
For bastion he needs a bigger change but not quite a rework. For starters they need to reduce the amount of time he is in turret form drastically to prevent long stretches were tanks can’t really do anything but compensate it by making the cooldown much shorter so he isn’t just playing the waiting game. The next change is to remove the extra damage resist on his turret form since if he has a support he can be harder to kill than a tank and he’s a dps. And lastly reduce the damage on his grenade from 100 to 90 but give him to charges and remove its self damage.
I got simpler passive idea for all of DPS. After hitting shot enemy have reduced healing received for 1 second. But only non tanks by -20%