DPS Balance Changes

Just some balance changes I think should happen for the DPS role to fix up the clear issues going on.

McCree

General:

  • Base Health lowered to 200 from 225.
Echo

Sticky Bombs:

  • Cooldown increased from 6 seconds to 8 seconds.
Tracer

Pulse Pistols:

  • Falloff range reduced from 13 meters to 10 meters.

Pulse Bomb:

  • Damage reduced from 350 to 300.
Hanzo

Storm Arrow:

  • Recovery time increased from .25 seconds to .3 seconds.

Storm Bow:

  • Projectile speed increased from 110 m/s to 125 m/s.
Doomfist

Rising Uppercut:

  • Recovery time reduced from .35 seconds to .2 seconds.

Rocket Punch:

  • Wall impact damage reduced from 150 to 100.
  • Charge up time reduced from 1.4 seconds to .9 seconds.
Genji

Dragonblade:

  • No longer affected by nanoboost or any form of damage boosting.

Shuriken:

  • Damage increased from 28 to 30.
  • Recovery time reduced from .75 seconds to .65 seconds.
  • Spread increased from 9 to 12.
26 Likes

When I think of the changes I want for these heroes this is what I think of, so I completely agree yes.

3 Likes

genji? ;-;

1 Like

iii don’t really know what to change on him to be honest but I can try some stuff.

Remove any sort of damage boosting to blade, buff his shuriken damage?

DPS NERF - holup (sneaky doomfist buff)

1 Like

Mccree, Echo and Tracer ones are good.
You should also elaborate about soldier…

2 Likes

Ay hold on cuhz I said changes :skull:

I don’t really know what to change about soldier tbh.

Other than maybe lower his damage even more?

Then again I don’t really see him as much of a problem right now compared to them.

I like the hitscan changes for the most part but Hanzo one would easily put him at S tier. Get rid of some storm arrows and then he would be balanced.

Also check out what I posted for Doom changes, because what you put here (albeit is discussion) would never pass with the community.

I doubt the doom issues are a problem for people.

It completely removes his one shot while making his combo slightly better and allowing him better mobility, that’s it.

1 Like

I don’t think the tracer pulse change is necessary. Other than that it’s fine

3 Likes

Honestly even if she gets her falloff reverted she’s still gonna be meta just like she was before, plus with brig being less of a problem even more so.

It should also help with the tank melting issues.

Yeah but she’s really only dominant in gm+. And rn her stats are inflated by the 13m falloff. There’s a reason they reverted it back to 350 from 300. I’d think we want to go in increments. Start with the falloff nerf and see how she’s doing. Obv she’d still be dominant, but that’s from the players rather than the hero.

These are honestly great

2 Likes

I don’t see anything drastically wrong with these.

2 Likes

Sorry your right. I didn’t realize how much minus 75 damage was. It is pretty much what I suggested as well.

Is there a balance change that stops the community from being manchildren?

I don’t much mind McCree’s health anyway, so sure.

I agree with Echo’s change too, it would also make gliding with her on Console a lot easier. (for context, by default, the glide function is bound to LT, so you have to expend your stickies to glide reliably, and sometimes you stickies come off cooldown, causing you to waste them before you want to)

Yes to the fall-off, no to the Bomb nerf for Tracer.

Yes. Maybe we could also have only 3 Storm Arrows, down from 5 too?

Indifferent to the wall impact damage. Maybe not… that much. Maybe 150 to 100? I’m also really not sure on the Rocket Punch charge time… I’m all for mobility, but it’d kind of… throw people like me off, who are used to the longer charge time.

Overall though, in love with these changes. Just uh… one thing.

WHERE IS THE GREEN CYBORG NINJA MAN

I mean people had to get used to genji’s deflect, and doom players had to deal with .4 more seconds to punch.

The point is remove the ohk (that most doom players don’t even care for anyway) for the ability of quicker escapes over longer distances. (faster charge up = faster distance build up)

I’m working on it.

I don’t mind that, but it should still be a threat, like Mercy+ashe still kind of is, since with one HS 200 HP heroes are left with literally 5 HP, so while it’s still not a one-shot, it’s still got most of the power it used to have.

I mean it still really is to be fair.

175 damage that can be followed up if you’re fast enough.

It also brings in a whole new kind of threat of the doom player being able to get away faster.

1 Like