At what point are QoL changes just inherent buffs?

Was just thinking about how all the heroes (tank especially) had abilities reworked going into OW2. Some of, if not majority of, the changes are actually beneficial to the hero, but then there are some that make you think that it wasn’t really needed and is an inherent buff to the hero.

I just wanna know which QoL change was added that made you guys think…“why would they do this…” to which it made a said hero either a tad overtuned or require a lower amount of effort/skill to achieve the old goal of the ability that had a QoL change.


-Hog ult being changed to be non-cancelable was good since he is a CC/DMG sponge and needed to have a way to use breather with how vulnerable the ult made him in OW2.

-Moira being able to fade in coal, I felt like this was unneeded at the time of being added. But seeing how much dmg is in the game now and how little her ult does, it’s justified. But at the time she really didn’t need to fade in Coal.

-Sym turrets gaining wall hacks was extremely nice

-Brig gaining a bash reset upon ulting, this felt needed.

-Orisa’s Terra Surge gaining the ability to pierce through shields. At the time of the change I really found it to be a lazy way to fix the issue of her ult being hard countered by the LoS of shields since she did so much damage with it. As of now I still think it was a stupid fix, but I think it is fine with all the mobility in the game. It is quite easy to avoid so piercing helps her secure kills.

-Lifeweaver having an entire ability loudout reworked cause it was extremely unintuitive to people lol. I think this was a great change, but I stopped using it and I only use his default legacy control scheme as it is better for max utilization of his dash.

-Tracer got a change to her blink that allowed her to gain more verticality, this was a good change.

That’s all I can think of, my brain is mush after getting home from work :persevere:

They’re always just buffs. Anything that makes it easier to play a specific character is just a buff.

Oh, except Lifeweaver. His is a nerf, though thankfully an optional nerf.

2 Likes

Yeah to an extent I guess

Like Dva got massive buffs to her missiles and spread to help with damaging enemy tanks as this sort of “QoL buff”, and that just made her into this monster that instamelts squishies.

Yeah I’m VERY glad that they made it optional. Being able to use Legacy settings is a major buff to surviving against AoE effects. Having to jump is extra time waisted which is time that could get you killed, especially seeing as you cannot even jump in Ram Vortex so you are just dead without Legacy controls. It’s wild that they didn’t add an option to dash while hindered by Vortex, but I can see that potentially causing some issues.

1 Like

Not only the time wasted(and I didn’t even think of vortex lol), but also you can jump at the end of the dash to get extra distance. Not on the double jump version though.

1 Like

Ya no?

Sym already was notified when her turrets were shooting, and considering she lost 40 dps for this change it was not extremely nice.

Giving yourself and your entire team sights on an enemy is a major buff any way you think about it regardless of if she lost 40 dmg or not.

The bad thing about old turrets was that they allowed you to get notified if someone was there, but not your team. You also had no clue WHO was going to be there so you could not be as aggro as you can be with sights.

New turrets expose enemies to your team to help chase, duel, or followup. They allow you to know who is there so that you know whether or not to take the fight. They allow you to corner peak with orbs while dueling.

So to me, losing 40 dmg is a fair price to pay with how much knowledge you and your team gain with having sights. (though some of that dmg should have been given to her orbs)

QoL just makes things more clear or easier to understand. Everything else if a buff.

Um what?

That is by no means a fair trade at all?

Maybe if the wall hacks lasted longer then 1 second, and each turret didnt have a CD of 10 seconds.

Maybe if sym also didnt typically place turret in her LOS meaning wall hacks meant nothing because they already were in her LOS.

Its like her shield vamp passive she got, ya its technically a buff, but since she got nerfs as compensation it was a net loss.

The only reason the loss of 40 dps was even passible was because sym also got 10 damage on orb.

Her wall hacks she gain were so pointless that is wasnt even really consider, and many people dont even know its a feature.

For example immagine if Junkrats mine lost 40% of its damage but gained the ability to see people for 3 seconds.

That is in no shape QOL change.

Sym wall hack turrets are not a QoL change in the slighest.

It was a nerf with a near useless ability added to it.

And if you dont believe be ask any sym player if they like the wall hack feature and use it consistantly.

At the time of the change the nerfs were taken badly and I hated that they took dmg away from her turrets. But having sights has been a great addition to her turrets. Saying sights is bad is just blatantly wrong, most of the Sym players I watch have benefitted greatly from the added info to detect people coming in for flanks or weird angles, regardless on if they are within Sym’s LoS.

We can take a look at the changes at the time of them adding walls to turrets


Photon Projector

  • Secondary Fire maximum impact damage increased from 45 to 50.
  • Secondary Fire maximum explosion damage increased from 45 to 50.
  • Regenerate up to 30 shield health per second when primary fire deals damage to barriers or enemies with shield health.

Sentry Turrets

  • Damage per second reduced from 40 to 25.
  • Turrets now reveal enemy heroes to allies while dealing damage and for 1 additional second afterwards.

So it was only 15 dmg being lost from turrets and not 40. Then we gave 10 of the missing damage to her right click so where are we getting the 40 dmg from? Genuinely confused rn. The only thing that I see is that the turret health was nerfed to 40hp from 50hp in a later patch, but they ALSO increased the damage from 25 up to 30 in an older patch. So we got that missing 5dmg back to her kit. (that was after months though)

So, at the time of the patch, it was overall a relatively neutral buff to her entire kit looking at the changes. She was just struggling due to the global patch which made her absolute dogwater. Now she is in a much better spot due to the HP and beam buff.

Yea just what we needed. Brig to be able to use her hard cc even sooner for some reason.

I don’t even like Brig but I mean it is only one stun that she can’t even instacast when clicking Q, there is enough reaction time to be able to move so I don’t see an issue with it as the cooldown only allows her to do it at the beginning and middle of her ult. Truly isn’t that bad to deal with as she is not a very mobile hero to put you into the situation of getting hard CC’s whenever she wants to.

No. It’s backwards. Hog used to have to consider is options and now he plays himself. It’s bad. Very bad.

Yeah that’s how a lot of the interactions work now after most of the tank changes :confused:

Timing and tracking used to be a MUCH bigger factor in OW1 abilities

1 Like

Where is my Junkrat mine hp buff :pensive: Nobody would even know if it was stealth changed.

1 Like

The problem is that the game doesn’t need more uses of stuns being played. Even if it’s just in that one instance of the ult being popped, doesn’t make it any less infuriating.