I'm sure we all saw this coming - actually I'm sure I'm not the first person to do this, but I hope you all enjoy my take on this! Unfortunately I couldn't put the OW logo as the watermark, so instead have some hearts. (Some cards I may have additional comments about design or balance which I'll put under spoilers.)
Pharah is very powerful, but like in OW, she needs to be defended. It's best to play her with a taunt on the battlefield, or better yet put her in a Rogue deck to give her stealth for a turn. McCree, well, it's High Noon somewhere in the world (compare to Rhonin for balance).
I decided to let Turret Configuration keep the 6 mana cost because it is a legendary, and you already went to the trouble of transforming it. If it gets sapped, I think you should be able to play it again for only that much. But the Tank Configuration had to cost 10.
Nothing, just Mei is really cute oh gosh. The light of my life. Protect her. Also hope you like them 7-drops. They're a bit more balanced than Dr. Boom I think.
5 Mana for a 3/6 and a 3/4 is already damn good, which is why both have to survive for the effect to work. Widowmaker's battlecry is intended to be Recon Visor, btw.
Just like in OW, it's pretty damn difficult to get your mech back after it's destroyed - so it's very satisfying if you do manage. Maybe windfury can finally be more useful.
I imagine when Roadhog's ability activates there would be an animation with him hooking the enemy. Also, Zarya's ability includes herself - if you play her alone, that's a 6/8 with divine shield and taunt.
Note that Mercy's and Zenyatta's abilities don't say "damaged friendly minion/character", meaning it's possible the ability will target a minion/character that's at full health and fizzle. I chose to do this not only because I ran out of room for text, but also because their abilities have 2 parts so you're still getting plenty of use out of it even if the healing fizzles.
The damage from the turrets is dealt before the actual attack, meaning if your enemy attacks with a minion with 4 or less health, it will die before it deals damage. OP? Well, she's 9 mana, and there are plenty of ways to deal 2 damage to a minion without attacking.
So, what do you guys think? These characters have lots of different abilities and plenty of different ways to represent them, and this is just my interpretation. I somewhat wish I'd given Mercy a resurrect ability, or had Mei put a Blizzard into your hand, but overall I'm pretty happy with the choices I've made. But of course, comments and criticisms are welcomed!
I barely know a few of OW characters, and even if I hope I will only see Warcraft stuff in HS, these cards look good. I especially like Tracer as concept.
Just, maybe Genji would deserve stealth or divine shield?
And Winston a charge + enrage similar to grommash hellscream?
I thought about a lot of things with Genji (who I play as a lot), and I think the most satisfying and unique ability of his is that his Shift-move instantly recharges if you kill with it. I understand the desire for stealth (less-so for divine shield), but to give him both abilities would be too difficult to balance imo.
Winston definitely needs an enrage, why didn't I think of that? Charge would also make sense because of his leap dealing damage. But if we keep the ability he has now... man his stats would have to suck. He would definitely have to be 10 mana with all that.
Torbjorn is too cheap. Would be balanced as a 7 cost. Getting that lvl 2 turret should be a risk/reward play since a 4/8 coming out of a 5 drop is too much of a tempo swing.
Both Torbjorn and the turret have to survive though to get the lvl 2 turret. Maybe I'd be willing to up it to 6 mana but 7 is too much, by 7 mana your opponent could easily remove both of them in one turn.
Or... what if Torb put the turret in your hand? Then it would actually be 8 mana total, but most likely you'd be playing it over 2 turns. That would allow for more flexibility for you and your opponent.