Dream Patch Notes

I guess I’m doing this too

Hanzo: reverse fall off implementated, arrows reach full damage after traveling 35 meters
Dragon strike ends on contact with any part of the enemy spawn room (for those times when you’re leaving spawn and a dragon shows up through a wall without even a warning and JFK’s you).

Brigitte: shield bash no longer stuns if Brigitte travels through an enemy barrier while using it. Shield’s hp dropped to 400. Armor acquired from Rally decays after 20 seconds. Armor overheal from repair pack now lasts three times as long.

Lucio: aura radius increased by 15 meters. Fixed bug that kept Lucio from using soundwave when he is out of ammo. Sound barrier cast time cut in half, 100 shields added to the ultimate, shields do not decay for the first 2 seconds.

Moira: biotic grasp damage reduced to 25. Ramp up mechanic introduced, damage ramps up to 75 damage per second after 2 seconds. As the damage increases, biotic grasp’s hitbox narrows and requires more accuracy.

Junkrat: primary projectile size magnified to 3.5, each bounce reduces grenade size by 0.75, grenades only do splash damage after the first bounce, except against barriers. Concussion mine now does 90 damage with no splash fall off. Steel trap now does 50 additional damage if the player is moved into it by another source of cc. Ult charge is whatever you want it to be.

Orisa: reload time decreased to 1.5. Super Charger now grant’s allies fortify instead of damage boost and reloads Orisa’s gun. Fortify is now on a resource meter (3 seconds of continuous fortify). Using supercharger now restores all of Orisa’s armor hp. Super charger now only lasts for 6 seconds.

Reinhardt: takes reduced knockback while shielding. (Bug fixes are on the way)

Roadhog: new passive, butcher brained: Gives 25 percent less ult charge to enemies at all times. This passive pauses while reloading and while reloading, Roadhog gives 40% more ult charge to enemies. Whole Hog now reloads the Best Gun. Optional: Successfully hooking an enemy while the Best Gun’s clip is empty reloads one shot into the gun (for hook consistency).

Reaper: New alt fire, Nightfall Grenades: 8 second cooldown. Reaper fires an arcing grenade from each gun, which do 100 damage on direct hit. Creates a 6 meter aoe, enemies inside continuously take 20 damage a second. This effect lasts for 2 seconds after leaving the aoe. Armor is treated as normal hp by Nightfall Grenades. Hellfire Shotgun spread reduced by 15% crits are now non-binary. Damage increased by 25%, pellet count reduced by 25%. Head crit box reduced to just the mask.

Mercy: rez removed from E ability. Valkyrie now gives Mercy a rez charge upon activation. Another rez charge is given after the first 5 seconds of valkyrie. Damage boost now ignores the discord status effect so these two powerful abilities cannot be targeted at the same player.

Ana: reload removed. Ana heals 75 hp when biotic grenade recharges. Biotic grenade grants a 50% speed boost for 2 seconds. This speed boost cannot effect more than 3 players at a time, if more than 3 teammates are in biotic grenades aoe, the 3 players closest to the center receive the speedboost.

Edit: the moira thing was a joke, sillies.

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The moira change is awful fine with the rest

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everything is ok except the mercy one, we don’t need more charges of rez.

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But she’s fine

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Got to have a joke note, right? :ok_hand:

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this is weird, giving lots of ulti is one of his weaknesses and you can negate it still

or you could just check your ammo or reload before hooking

this is just, the dumbest thing I have seen. what reason would hanzo need to not be able to do damage at close range? because you don’t like being head shot by him because you got too close?

Sorry but you making it easier for a one shot hero to kill you because you got too close is really dumb.

That’s like saying you want hanzo to not be able to do full headshot damage on a a standing still target because it was too easy for him.

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Most of those changes are designed to make a hero unplayable or make one broken. Stopped reading part way through an obvious troll.

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With all the mobility and high damage in the game now, plus his more active playstyle, their isn’t a lot Hog players can do to control their feeding besides hiding behind a barrier (no other tank has to deal with that). My mechanic would all Hog to be slightly more aggressive as long as he manages his ammo. Hook always needs follow through, Hog would still need to reload after getting his combo and would be punished for it, especially with that passive.

Brig : Her shield bash now only cripples an enemy hero instead of stunning it now also has a knock back effect if the enemy comes into contact with a wall they are stunned instead of slowed (this is to increase the skill needed to get the maximum effect out of her ability)

Mercy : Mercy is a pacifist and her new incarnation shall reflect that. Her gun is removed, her rez is replaced with an ability that shall place a damage reduction on one person for a short time when she ults her blessing ability shall change back into her rez for the time. (the removal of her weapon is to justify her healing ability meaning she is usless on her own outside of capturing a point with no enemies or pushing a payload)

Symmetra : Her M1 has been changed it now has a Moira sized hitbox it will also now ramp from 100 140 180 giving Symmetra more power at the start of a fight. HP has been increased to 100 health 150 shield. Her turrets now move faster when they are first thrown and lose speed the longer they fly. Her teleporter can now be toggled in options to auto use for all hero’s, its setup speed has been increased, Symmetra can press the activation button instantly after using the setup ability this is to give her a legitimate escape mechanic.

Hanzo : He now has a reload animation of re-tightening his bow string every 15 shots, His storm arrow ability does 75 damage per arrow fires 6 over 2 secconds it now however also locks hanzo in place making him vulnerable while using it he also has no say when the arrows fire they shall simply fire over the two second period he can only aim.

Mercy and Sym revert… =]

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Most of these are horrible.
Sorry.

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Some of these ideas may be fine on their own. but there is a lot of weird stuff and interactions you are coming up with.

The hanzo dragon thing is way to convoluted. You could simply make a general rule that ults are disabled in spawn

Hog being an ult battery is a weakness of of his. Its there on purpose. also no to the instant reload with a successful hook. managing your resources is part of the game.

i am also not sure just handing out knockback immunity is the way to go for dealing with it. It seems to just be reactionary to a condition a lot of people just plain don’t like.

All of these are too OP or just bad nerfs (Mercy, Moira)

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Would having the dragons disperse on contact with the spawn room be better?

I know one of hog’s weaknesses is being an ult battery but it’s becoming more and more of a thing that playstyle can’t control other than literally spending the whole game behind a shield. I also get that managing shots is a skill, that’s why I’m joining the concepts. Good piggies will manage their ammo and feed less, bad piggies that don’t manage their ammo will feed more. I should list the hook reload thing as optional, it’s just a consistency thing anyway.

Most tanks get sturdier when their built in slow mechanics activate. D.VA and Orisa move slower and get pushed less far when they shoot but when Rein shields he gets slower without boop resistance like the others. If anything, this is just making a concept consistent across all the tanks.

Never said anything about moira nd mercy is very strong her healing is very reliable removing her ability to attack would justify her superior healing

She has lower healing than Moira and Ana. Good Mercy’s can farm ult charge by shooting when the game starts or “sniping”. Mercy needs her pistol, even if it’s for small things like that . Replacing rez is bad and won’t happen

I said RELIABLE HEALING Mercy doesn’t even need to look at someone to heal them she can be a good distance away and still heal she can even heal through walls for a short while and her healing has no reload/charge that needs to be refilled, Anas healing is aim reliant and Moiras is dependent on her charge that justifies a larger amount of healing because theirs is much less reliable than the chick that can literally heal thorough a wall looking in the opposite direction!

You can’t heal through walls and the beam breaks if you don’t look at the person you’re healing. The range isn’t as long as people say either