when in a competitive queue everyone has to press a ready button on their monitor when a game is found
the background and music on the menu screen can now be disabled in the options
PROFILES
new profile option: Competitive Only
you can now choose to only hide your competitive stats
profiles are automatically set to public, when you log in you will get a pop up saying your profile is on public and telling you how to change it if you want
Alexis Comments: This is for people who genuinely dont know their profile is on private.
- All profiles, regardless of privacy setting, now show “preferred heroes” this setting can be changed my the player at anytime and playtime does not affect there preferred heroes shown
DPS Balance
Bastion:
ironclad now takes effect while transforming
Alexis Comments: This change will help Bastion reposition himself when he needs to
Doomfist:
minimum ultimate damage increased from 20 to 50
Alexis Comments: This change is looking at raising some of the power in his ultimate. As it currently stands, it is not very good.
Hanzo:
Dragon strike cast time increased from 1.4 seconds to 1.7 seconds (hanzo himself not the arrow)
dragonstrike is now one hitbox meaning you no longer take less damage close to the edges
Critbox is no longer blocked by bow
Alexis Comments: These changes are aimed at making Dragonstrike easier to counter when being used by Hanzo but slightly stronger when it is already out
Junkrat:
Remove pause after detonating tire
projectile size increased to 0.3 in the air, remains at 0.2 after it comes into contact with an object
primary fire impact damage lowered from 130 to 120
Alexis comments: nerfing primary fire forced him to play at close range when he is strongest at mid range, when junkrat goes into close range he is committing, which also means he will die alot more. increasing the primary fire size back to .3 will help him hit direct shots more. lowering to to .2 after coming in contact with an object will make it make it more avoidable in low ranks. since hes hitting directs more, we are lowering his impact damage back to 120
Pharah:
Ultimate is able to be canceled by pressing the ultimate key again
Movement in air increased from 4.11 m/s to 4.50 m/s
Alexis Comments: Allowing her ultimate to be canceled means it will be less risky to use. Increasing her movement speed will make it harder for her to be shot at by some of her common counters
Sombra:
hack duration reduced from 6 seconds to 5 seconds, emp will remain at 6 seconds
base walking speed increased from 5.5 M/S to 6 M/S (same as tracer and genji)
hacked targets now display sugar skulls over their heads
Alexis Comments: These changes are aimed at making Sombra less frustrating to play against while allowing her to be more stealthy and agile. Making her move faster means she will be able to get more things done at once.
Symmetra:
Teleporter health increased from 50 to 100, shields remain at 250
symmetra now have a golden glove
Alexis Comments: This change is aimed at making Symmetra’s teleporter more easily useable. the reason i did not put faster tp was so the backline wouldnt get assassinated
Widowmaker
time takes to get to 100 change increased from 720 milliseconds to 1 second
Alexis comments: this will help widowmaker stop dominating the higher ranks
Torbjorn:
overload does not start UNTIL he finishes the casting animation
Secondary Fire damage per pellet increased from 10.5 to 12.5 (revert the ptr nerf)
Alexis Comments: this change adds more counter play to overload but makes the first second of it not completely useless, the ptr nerf is also not needed
Support Balance
Ana:
Nano healing reduced from 250 to 150
Time left for nano displayed on the nanoed targets HUD
Alexis Comments: This change is aimed at lower some of her nanos heal potential
Mercy
Healing increased from 50 HPS to 55 HPS
Alexis Comments: This change is aimed at making it easier for mercy to heal tanks while not affecting anything else too much
Moira
Healing goes through shields
Healing range increased from 15 meters to 20 meters
Alexis Comments: These changes are intended to help Moria heal her team from distances and from behind shields
EDIT: seems like people are upset about sombras changes, i tweaked them
I honestly dont overly dislike any of these. While i dont think some are necessary they arent over doing it by so much for me to be like “nah thanks” they just seem alright
personally, i consider the fact that 1 entire second of overload is taken up by the animation to be a bug
It just, Doesnt make sense to me design wise,
Personally id say to do this, This can even act as a change for the lower ranks as well that jeff wants to do
Torbjorns overload does not start UNTIL he finishes the casting animation
this is both a nerf and a buff at the same time, it adds some more counterplay to torb popping overload, While at the same time, making overload last its full duration, inestead of having the first second be almost completly useless
I personally don’t see the strength in the mercy change.
You’d be better off making it heal 40/s with 5% percent of max hp so that it heals an extra 5/s per 100 max hp, then increase that percentage in her ult to 10% (10/s per 100) (no base heal increase in ult anymore to compensate)
maybe not a drastic 30 but a slight change to the ult where right click needs to be held down to increase the radius or can just be tapped for a faster drop allowing doomfist to prioritize important targets or majority, the faster is harder to react to but easier to dodge and vice versa the bigger the radius gets
Pharah:
this needs to be a thing for a lot of channeling ults sacrafice the ult for survival
Sombra:
as fun as it is to troll the enemy a second off would be enough, it’s usually at the 5 second mark where an escape ability or heal would have saved you
Torbjorn:
never had an issue with this nerf and
would already fix the issue
Widowmaker:
increase to 1.5 would be better since she can already deal 150 at 30%
Ana:
reduce by 50 not by 100 as 150 is not nearly as helpful as it seems to the majority of classes.
Mercy:
It would probably be more balanced (albiet more complex) to heal based off base health like a set percentage per second so tanks would heal faster but not making squishies harder to kill when getting hit by two enemies
Moira:
Not both, she wouldn’t need the increase if she can go through shields as her close range healing really shines when being able to hit more then one ally while fighting for a control point and shields would be in the way
and the increase can make up for the lack of healing through shields
and an extra idea
Wreckingball
Grapple now uses a resource meter instead of going on cool down
Landmines now trigger .3-.5 seconds faster
This is to make Wreckingball both more consistent when traveling and less of an unstoppable nuisance when contesting payloads and certain capture points, prioritizing the ability to stay at top speed and be a hit and run instead of guarding, the landmines take to long to activate and the majority can be quickly destroyed before causing problems, with a time limit on how long they last that should trigger faster to keep enemies off
While im Okey with actual most of these two of the Sombra’s Changes literlly burn holes into my eyes:
Don’t nerf hack duration…
Okey there is a reasons why thats a bad idea:
It would make it alot more difficult to balance her over all ranks then it already is. Because Coordinated Teams (Especially in OWl for example) wouldn’t have much problem with dealing with less time Players of lower ranks would have HUGE issues with it. Would still be an absolute huge nerf tho.
Added to that you excluded EMP the only thing that is actually good in her kit.
I think you just put these here to calm Sombra mains…
like it does literally nothing and Solves any off her Problems…
It doesn’t even make her more agile you mostly stay in the fight long enough so that by the time you TL the Cooldown is already ready again.
Any kind of DPS or Damage buff just isn’t needed.
To make a counter list:
Increase EMP charge time by 20%
Increase EMP cast time by 0.15 (Making it the same as hack)
Increase Base movement speed to 6m/s
Increase Throwing speed of TL (Helping risky Tl plays by keeping it and using it then)
Reverting all nerfs in the Perma Stealth and TL patch including Prema Stealth and Tl
Add Sugar skills over hacked enemies
Translocator doesn’t stop reload
Speed boost in stealth starts when instantly on activation and stops only after completely being decloaked (Basically as long as she can’t shoot she has the Speed)
Commend: Sombra may be Frustrating but when considering all stats available to us as Players we can see that outside of EMP she is hard underperforming so any Nerf to not EMP would increase that by a lot. So nerfing Her EMP and Buffing whats underperforming (Downtime) without making Hack more frustrating will do plenty to make her Balanced without making her feel any more Frustrating then it was ever since the Passive patch.
As someone who has spent many, many hourse on Doom and got to Masters, what he needs most is fixing the hit-reg on his slam. When I play him maybe 1 in 3 slams will actually hit the enemy
Also, I would consider giving him double the shields when he lands an ult, considering he’s extremely predictable when ulting
hp lowered by 100, armor increased by 50 (250 total)
Ironclad now acts differently with each transformation. Recon gives 15% damage reduction, sentry gives 30%, and tank gives 50%.
Doomfist:
Handcannon spread decreased to 1.5 from 2.15
Falloff nerfed from 15-30 meters to 4-18 meters.
Handcannon’s spread now follows a consistent pattern, no rng to where the pellets go.
meteor strike outer ring minimum and maximum damage increased from 20 to 200, to 75 to 225.
meteor strike outer ring radius increased by 20%
Hanzo:
Dragon strike cast time increased from 1.4 seconds to 1.7 seconds (hanzo himself not the arrow) (not sure about this one but I’ll keep it because I’m sure you have a valid reason I don’t know about)
dragonstrike is now one hitbox meaning you no longer take less damage close to the edges
Critbox is no longer blocked by bow
Storm arrows no longer crit but deal 80 damage again. Cooldown and duration nerfs reverted too.
Junkrat:
Remove pause after detonating tire
projectile size increased to 0.3 in the air, remains at 0.2 after it comes into contact with an object
primary fire impact damage lowered from 130 to 120
Pharah:
Ultimate is able to be canceled by pressing the ultimate key again (I personally don’t agree with this but Ill keep it in)
Movement in air increased from 4.11 m/s to 4.50 m/s
Revert the firerate and explosive damage rebalancing.
Sombra:
Hack sensitivity slider removed, hack now activates from what would be 30 on the slider instead of the default which is 100.
Hack’s cooldown reduced to 5 seconds from 8. (no longer reduced by 50% for hacking health packs)
Hack goes on cooldown after hack expires (on heroes) instead of after successfully hacking a target.
cast time for hack increased to 0.8 from 0.65 seconds.
hack now has a 20 meter range instead of 15.
hack can’t be cast for 1 second after taking damage, regardless of if you were using hack or not. (hack no longer goes on cooldown for 2 seconds if you take damage while trying to use hack)
emp voice line now won’t start until halfway through cast time.
emp cast time increased to 0.8 from 0.5.
emp cost increased to 1400 from 1250.
hack is disabled for the duration of emp.
base walking speed increased from 5.5 M/S to 6 M/S
stealth no longer boosts movement speed by 50%, but instead increases movement speed to a flat 10 M/S.
stealth cast time (stealthing/unstealthing) reduced to 0.25 from 0.7
stealth operates on a resource meter with a 1 second cooldown, this resource refills while not invisible or while not moving if invisible. This resource will last for roughly 12 seconds of movement from full, and refills completely from empty over 8 seconds. You won’t become fully visible if the resource meter empties though, your invisibility will flicker as though you were next to an enemy, and your movement speed will go back down to 6 M/S.
Stealth no longer breaks if you take damage, but flickers as though you were next to an enemy for 2 seconds, and drains twice as fast for that time. Your movement speed is unaffected, and will remain at 10 M/S until you are out of the resource for stealth. If you are out of the resource for stealth and take damage, you will be forced out of stealth and stealth will go on cooldown until fully recharged.
translocator travels 33% faster, and has 1 hp instead of 5.
Spread decreased from 2.7 to 2.5
Symmetra:
Teleporter health increased from 50 to 100, shields increase to 300.
Photon projector primary fire base damage increased from 65 to 120, 2nd tier of damage increased from 120 to 160. Maximum damage increased from 195 to 200
Photon projector primary fire maximum distance increased from 12 to 25, but has up to 90% falloff from 12 meters to 25 meters.
Photon projector primary fire will build up to 50% slower linearly for targets past 12 meters up to 25 meters.
Photon projector alternate fire no longer explodes, now acts like it used to–passing through targets.
symmetra now have a golden glove
Widowmaker
Nerf hook cooldown to 15 seconds.
Increase damage per shot with smg to 15 from 13
Smg now reaches maximum spread after 6 shots instead of 3
Make scoped shots cost 8 ammo instead of 3, increase max ammo to 40
( This will make you eat through ammo quickly while sniping, maximum 5 shots down from 10 before needing to reload from full ammo–but your smg will still have a fair amount of ammo to work with even after 1 or 2 sniper shots, while simultaneously being able to shoot for longer from full ammo.)
Reduce scope in time to 0.25 seconds from 0.33 but increase time to fully charge from 0.75 to 1(1.08 seconds to 1.25 seconds)
Increase delay between scoped shots.
( Widow is able to almost immediately correct an undercharged shot, with another shot to finish off the target. If widow is going to be so strong in the right hands, mistakes should be more punishing.)
Damage per scoped shot before charge increased from 12 to 12.5, and critical hits no longer deal 2.5x damage. (125 damage bodyshots, 250 damage crits)
Torbjorn:
overload does not start UNTIL he finishes the casting animation
Secondary Fire damage per pellet increased from 10.5 to 12.5 (revert the ptr nerf)
Support Balance
Ana:
Nano boost heal reduced from 250 to 150
Time left for nano displayed on the nanoed targets HUD
Mercy
Healing changed from 50 HPS to 40 HPS + 5% of targets max hp
Valkyrie healing changed from 60HPS to 40 HPS + 10% of targets max hp
Moira
Healing goes through shields
Healing range increased from 15 meters to 20 meters
Alexis Comments: This change will help Bastion reposition himself when he needs to
Pharah:
Ultimate is able to be canceled by pressing the ultimate key again
Movement in air increased from 4.11 m/s to 4.50 m/s
Alexis Comments: Allowing her ultimate to be canceled means it will be less risky to use. Increasing her movement speed will make it harder for her to be shot at by some of her common counters.