Dream SE2-3 balance patch

Tanks

D.va

When Ejecting out of her Mech through either self destruct or by other means, D.va now has 0.2s of invulnerability and can choose to eject further.
Defence Matrix
(–) Maximum duration reduced by 1s (3s → 2s)*
(+) Can now fire her Fusion Cannon’s while Defence Matrix is up.
Boosters
(+) damage increased by 15 (15 → 30)*

Doomfist

Power Block
(+) Now blocks 100% damage on its first 0.5s* (This also means charging punch is much easier, since its linked to the damage blocked)*
(+) For those 0.5s it now basically functions as an front-ecompasing Zarya bubble, blocking all and every effect, including CC’s and debuffs, while also being immune to displacement, stick abilities also stick to the gauntlet’s front and then fall-off.
Meteor Strike
(+) Charge required reduced by 15% (1680 → 1428)
(+) Cooldown reduction while on it increased by 50% (2x → 3x)
(+) Movement speed while on it increased by 25% (16.5m/s → 20.5m/s)
(–) Full duration the player can choose the landing area decreased by 25% (4s → 3s)

Junker Queen

Carnage
(–) Impact damage reduced by 20 (90 → 70)
(+) Cooldown decreased by 2s (8s → 6s)
(+) Startup cast time reduced by about 0.5s (1s → 0.5s)
(+) Total bleeding damage increased by 20 (13,3/s → 20/s)
Commanding Shout
(–) Total Overhealth given reduced by 20%, to teammates (50 → 40) and self (200 → 160) .
(–) Duration on self reduced by 1s (5s → 4s)
(+) Duration on teammates increased by 1s (3s → 4s)
(+) Cooldown reduced by 3s (Technically 4 since it lasts 1 less)
Rampage
(–) Bleed damage reduced to 60 total over 4s (15DPS)
(–) Anti healing duration reduced to 4s
(+) Deals 40 instant melee damage on contact.
(+) Now allows for almost full control where you end up after using it with default, WASD used for steering and mouse used for aiming.

Orisa

Javelin Spear and Throw
(±) Now both share an 7s cooldown with 2 charges (or spears)
Energy Javelin (Throw)
(–) Deals 20 less impact damage (60 → 40)
(–) Now has 20-40m damage falloff
(+) Can now headshot, for 2x damage and impact stun time (0,2 → 0,4) .
Fortify
(–) Damage reduction reduced from 40% to 30%
(–) Overhealth gained reduced from 125 to 100
Terra Surge
(+) Now restores 1 Spear charge on use.

Reinhardt

Charge
(+) Now deals 50 damage on the start of the pin.
(+) Cooldown starts at button press.

Roadhog

(–) Maximum HP reduced by 100
Scrap Gun
(–) Recovery between shots increased by 0.15s (0.85s → 1s)
(–) Max ammo reduced by 1 (5 → 4)
Whole Hog
(–) Charge required increased by 10%
Take a Breather
(–) Damage reduction while using it reduced by 30%
(±) Now instead of healing himself immediately, it gives him 100 Overhealth/s (Max 200) that decays at a 20/s rate.
(+) On conclusion, cleanses Hog of every debuff.
(+) On conclusion, activates an healing buff for himself and his teammates, much like inspire on a 25HP/s for 4s, it works on a 10m cone radius in front of Hog, much like Defence Matrix but with a wider horizontal range, (kinda like he was exhaling it.)

Sigma

Experiemental Barrier
(–) Max HP reduced by 100 (700 → 600)
(–) Regenartion rate reduced by 15/s (100/s - > 85/s)
Accretion
(–) Splash and Direct hit damage reduced by 10 (40-12 → 30-9, Splash), (100 → 90, Direct)
(+) Cooldown reduced by 2s (10s → 8s)
Kinectic Grasp
(–) Shield convertion decreased by 15%
(+) Can now be cancelled manually with a second button press to gain the shields immediately.

Winston

100 Base armor converted to health (Health 350 → 450 , Armor 200 → 100)
Experimental Barrier
(–) Maximum HP reduced by 50 (700 → 650)
Tesla Cannon (Secondary fire)
(+)Time to get to full charge reduced by 0.2s (1.2s → 1s)

Wrecking Ball

Grappling Claw
(+) Is no longer locked on respawn.
(+) Maximum grapple time increased by 2s (6s → 8s)
Adaptive Shields
(–) Overhealth gained from players reduced by 20 (100 → 80)
(+) Base overhealth gained increased by 50 (100 → 150)
(+) Cooldown reduced by 1s
Minefield
(+) Ultimate charge cost reduced by 10% (1540 → 1386)

Zarya

(+) Energy decresion rate reduced by 0.2/s (2.2/s → 2/s)
Projected Barrier
(+) Allies targeted by the ability can now be targeted again 0.5s faster (2s → 1.5s)
Particle Barrier
(–) Is now disabled for 1.5s on use, the cooldown is unchanged.

Damage

New role passive

The same elim rule as the current one , for the same 2.5s:

  • Gain 20% max HP of overhealth (capped, meaning if you get multiple elims in the span of 2.5s it wont go up, nor restore it, just reset the timer you keep it, after 2.5s of your last elim, you can restore it)
  • Rate of fire increases by 10% as well, wont stack (same rules as Kitsune Rush)
Cassidy

Peacekeeper - Fan the hammer
(+) Spread angle: reduced by 3.5 degrees (from 6.50 to 3 degrees)
(+) Can now headshot
(+) Has less recoil, from 2.5 to 1.5
(+) Spread pattern is no longer randomized (Its a simple circle)
(–) Fall-off range reduced by 50% (20m-40m → 10m-20m)
(–) Deals 15 less damage (50 to 35) , before fall-off.
(–) Has an internal cooldown of 4 seconds
Magnetic Grenade
(+) Now apply a 20% slow on explosion to all targets hit (including self) but 20% more to the stuck target for 1 second.
(+) Explodes 0.7s faster on stick (from 1.2 to 0.5s)
(+) Cooldown reduced by 2 seconds
(–) Deals 61 less total dmg (from 1 impact, 65 direct, 65 explosion [131 total] to 5 impact, 35 direct , 30 explosion [70 total])
(–) Tracking reduced by about 50%
(±) Tracking moved to the projectile and not the throw.

Genji

Cyber-Agility
Now grants double jump back on wall-climb.
Dragonblade
(–) Slash damage reduced by 40 (110 to 70, -36%)
(+) Time between slashes reduced by 35%
Shurikens
(+) Damage per shuriken increased by 2 (27 → 29)
Swift Strike
(–) Damage reduced by 20 (50 → 30)
(+) Now wounds targets hit for 10 dps for 2 seconds, does not stack.

Hanzo

Storm Bow
(–) Headshot multiplier decreased to 1.5x on and after 45m.(That includes Storm and Recon arrows)
Storm Arrows
(–) Arrow count decreased by 2
(+) Damage increased by 10 (65 → 75)
Lunge
(+) Cooldown reduced by 1s (5s → 4s)
Dragonstrike
(–) Dragons disappear after traveling a total of 60m
(–) Damage per dragon reduced by 50

(–) Charge required increased by 10%
(+) Can now get damage boosted again.
(+) The initial arrow now travels as fast as his fully charged arrows (110m/s)
(+) Cast time decreased by 0.3s
(+) Arrow fly time decreased by 0.2s
(+) Dragon’s projectile speed increased by 20%

Reaper

The Reaping
(–) Healing per damage dealt decreased by 30% (35% → 25% convertion)
Hellfire Shotguns
(–) Damage per pellet decreased by 0.4, 7.5% (5.4 → 5)
(+) Spread angle decreased by 1, 15% (7 → 6)
Shadow Step (One of the three)
(+) Has 30% damage resistance while on use.
(+) Gives 30% movement speed for 3s on conclusion .
(+) Now has 2 charges.

Sojourn

Railgun
(–) No longer gains any charge nor resets its decay by hitting non-player objects
(–) Charge starts decaying 2 seconds faster (8s → 6s).
Railgun Alt Fire
(–) Headshot multiplier bonus reduced by 50% (2x → 1.5x, or 260 to 195 on full charge, before damage amplifying)

Widowmaker

Base HP reduced to 175

Support

Ana

Sleep Dart
(–) Maximum duration reduced by 2s (5s → 3s)
(–) Minimum duration reduced by 0.5s (1.5s → 1s)
(+) Cooldown reduced by 5s.

Brigitte

Rally
(–) Duration decreased by 2s (10s → 8s)
(±) Now grants 10% less movement speed but now affects all close teammates.

Kiriko

Base movement speed increased by ~10% (5.5 → 6.0)
Kitsune Rush
(–) Rate of fire increase bonus reduced by 30% (+50% → +35%)
(–) Reload time decrease bonus reduced by 30% (+50% → +35%)
(–) Cooldown reduction bonus reduced by 50% (3 x → 2x)

Protection Suzu
(–) Healing reduced by 20

Kunai
(+) Projectile speed increased by 10% (90 → 100)

Healing Ofuda
(–) Healing per talisman projectile reduced by 2 (13 → 11, 110 full burst or 78 → 73HP/S with the new recovery)
(+) Projectile speed and maximum range it can follow its target increased by 20%.
(+) Recovery decreased by 0.167 (0.667s → 0.5s)

Lúcio

Sound Barrier
(–) Maximum overhealth granted reduced by 150 (750 → 600)

Zenyatta

Orb of Discord
(–) Damage bonus received reduced by 5% (25% → 20%)

Orb of Destruction
(+) Damage increased by 2 (48 → 50)

Moira and Mercy reworks i have nothing.

Why hello there, hows your day?

I was bored, dont judge :joy: , did copy alot of stuff from previous threads.

No way. I don’t want the game to further become a shooting gallery.

So… still useless versus nade? Overall I didn’t get why gut Hog so much. Healing over time is always worse than burst one. And with 100 less HP what is he even supposed to do?

Same as DM. No, no, no. We need more structure to the game, not less. The FFA we have now is already chaotic enough.

Both no again. He’ll get shredded much easier while trying to dive. And again, no to the barrier nerf. They were nerfed enough in OW2 already.

Didn’t get the need for such a huge DPS buff. Like - why?

No, no, no. I’ve played long enough to remember old FtH and what it did to tanks.

So… not so much a real nerf. Maybe in upper brackets it will be felt negatively but in lower brackets it’s arguably even a buff as it allows for more consistency with slashes. Overall - didn’t get the need to buff Genji back. The proposed changes will make him even stronger than pre-nerfs. He doesn’t need buffs.

Storm arrows need work, I don’t mind experimentation there. But headshots doing 1.5x will kill the character.

Same issue: it will be still worthless in upper ranks and prop up Reaper even more in lower ranks where he already dominates.

Now this might be decent to be honest.

I say leave WM as she is.

It’d be interesting to see.

Brig needs way more to bring her in line. Rally won’t cut it.

Why? I don’t think Lucio’s ult of them all has issues.

Why nerf Zen? His utility is limited as it is.
Careful with them special formatting… I got suspended for 12 hours just using exactly those (no reason stated of course)

Really? Welp we’ll c what happens.

The point is well, yes, have less mitigation , cuz i believe there isnt much of a need anymore and allow her to basically be free while using it so its more fun for everyone involved, other than her peel targets.

You kinda went over the

This does not get affected by anti-healing.

Not that much i dont think, with the DPS passive being more in line and less opressive + him getting compesated by better Accretion and Kinect Grasp.

Thats the point, Winston is way too forgiving rn, and no his bubble is the only shield that got actually buffed coming to OW2.

Plus he gets compesated with more poke dmg.

Thats in trading with the current DPS passive, it should be worse all things considered.

This one needs to be aimed, doesnt work against shields and has a cooldown, alot of things holding it.

You forget the Dash nerf as well and the point is that with these breakpoints all combined, Genji cannot hit kill targets with Nano Boost with a Slash and a Dash.

Its only from a range where its utterly up to chance, so all spamming at head lvl is gone but with a better kit to compesate.

I dont think it would be worthless at all at upper ranks and you forget the huge lifesteal nerf wich is much easier to use at lower ranks.

She shall need nerfing when dive gets nerfed and her biggest competitor as well.

I disagree in fact, she has a decent base kit, she just cant compete with Kitsune Rush or Sound Barrier, theres no reason on having a Brig then.

Sound Barrier has been one of the strongest ultimates in the game since OW1, it got buffed coming to OW2 because Overhealth now only gives 50% ult charge compared to his 100% from before, a nerf should be needed. (Even though theres potentiall 1 less player receiving the shields, theres also 1 less player to stop it)

Kinda the same reason as Widow, with Dive nerfed (And Kiriko/Lúcio), Zen gets alot stronger, i think nerfing Transendence then giving him 25 extra HP could maybe even be right.

Won’t address everything, just some points:

The current passive benefits flankers the most. Your change will make it beneficial to everyone including mid and long-range hitscan who don’t care all that much at the moment about speed buff.

Umm… no? His mistakes aren’t hard to punish and you can counter-pick him to a solid degree. And he can’t just dive it and hope to down a target all by himself like a D.Va, he needs help to secure kills (a proper “dive”, i.e. when 2-3 characters work together)

I was talking in general here, especially that you propose a buff to DPS and nerf to tanks. But for D.Va - well, she’ll get melted while diving in if she has such a short DM. And there won’t be anything left for her to use for defense while she’s in. Unlike Winston her frontal critical hitbox is huge and she can’t “look away” to hide it while engaging.

Thats the point yes, but not as much as before with a much less snowbally chance, see, just cuz u get more health, it doesnt really do anything to get you closer or past cover compared to speed boost so its much easier to play around, and counter, for example any kind of dmg boosting a support gives breaks the bonus, peeling is still just as easy.

Hmm kinda yes, Winston was already strong even before D.va and Zarya got nerfed, his kit fits the new format alot, hes even playable into his counters, i feel something has to give.

Well, its not just nerf to tanks mind you, the only tank that got a net nerf i believe was Winston cuz hes just too good and still got compesated with a better right click.

For D.va, well, she would get damaged more but also be able to D.M while Shooting, so would also damage in return more, wich i think fits what D.va wants to do, wich is adapt to any situation.

^ This is very important.

Wich is okay, again, cuz she gets alot of dmg and armor to compesate.

To be honest is I had to choose - I’d take “looking away” and Winston-like critical hitbox instead of more armor any day. Without DM she melts in 1-2 seconds under almost any DPS fire.

Hmm, armor helps more when you cant get critically hit, like explosions beams, melees…etc, its has its advantages, also i think she can also hide her critbox by looking away, i see no way of shooting her cockpit from behind. (Winston also has a huge critbox mind you)

She would have like 200 extra armor compared to Winston, and again, be able to fire while D.Ming, thats huge.

On genji they should keep his low ammo count due to the passive but higher up his damage again and he will be fine. Even 28 would maybe be enough but 27 is too low. Im not for drasticall changes on things that feels fine to me. As long as you can oneshot a 200hp target with 3 shurikens and a melee im not salty.

Yes hog nerfs :smiling_face_with_three_hearts:

What about my Genji changes, what do u think?

Its kinda more of a rework than a nerf but for our current meta specifically, yes, a nerf but with these many nerfs to the meta characters like Winston, Kiriko, Lúcio and Sojourn (even Reaper) i think he’d be overral in a better place.

Should just remove the crit outside of ult altogether. Even with the other changes this is a slap on the wrist for debatably the most overpowered dps hero ever. She’s must pick and needs fundamental changes, not things that leave her effectively the same but a little slower.

Well, thats debatable, i prefer keeping the headshots cuz of skill expression, then nerfing even more other parts of her kit.

Plus i think its hard to measure how OP DPSes were in comparison bk then but i think shes pretty close to the most OP DPS character yea, maybe Hanzo just after rework or launch DF/Echo come close.

She is must pick and needs big changes i agree, but these are big changes i think, her not being able to one shot a 200 hp character without help + not being able to keep resetting her charge as easy is a big change, and i believe would leave her in a balance state, if not then even more nerfs to her charge rate and her E/Max HP.

Then you’ll need to absolutely gut all other parts of her kit so that she can be punished. These changes aren’t it.

195hp is going to 1 shot when in teamfights. Hardly anyone is running around fully topped off right in the middle of a fight. It’s effectively the same. Or she just gets a pocket and ends up just as bad as she was.

None of this is going to stop a hero filling 90%+ of the Top 500 from being S tier.

I think ure overestimating a little bit how strong she really is and underestimating how much this nerfs her:

There is a LOT of situations she gets a pick on some1 from far away that is topped off, she not being a hitscan herself other than railgun, makes it so its very difficult to confirm a kill from range even with a FULLY charged railgun to the face that mind you woulndt charge nearly as easy.

Needing to get a pocket on a 5v5 scenario (that one being Mercy of all things) is a huge nerf, specially since its not like Ashe that she can utilize said pocket all the time and only when she has her right click charged wich again, is much easier to play around.

Not to mention, her ultimate gets heavily nerfed by this change, its a ~25% decrease of potential damage, its alot.

For comparison, Tracer’s dmg got hit by 18%, and shes struggling pretty hard, and she didnt such an important breakpoint not got her ult nerfed like Sojourn.

If you expect every genji ever to have nano you’re wrong. Slash-70 dash-50 slash-70 in total- 190 dmg you have to invest 3 slashes and a dash to get a kill on 200 sry this is already a problem.

Absolutely, its a nerf even on naked blade, but mind you, he gets triple jump and 2 extra damage on his shurikens to compesate, though a slightly weaker and less snowbally Dash…

She’s literally a must pick and needs nerfs proportionate to that. There’s not much point continuing if we cant even agree on that.

triple jump needing time+wasting blade time=no value just a life.

His ult will make him a throw pick w/o pocket boost, and with a weaker dash this character will never be played again. Sounds like you are a little biased to genji if you’re going to make him as good a tank doom :

Alot of characters got to must pick spots on T500 without being super broken though, its not all about pickrate, alot of DPS characters are also pretty weak in comparison to Sojourn, nerfing her potential dmg by 25% on her strongest asset + much less uptime is a big nerf and should get her in line with her peers.

He gets triple jump on neutral play too btw.

I dont think so, though maybe he also needed his ammo back now that i think about it…

The idea is to nerf his blade but compesate his neutral play, he would still fall on a weaker state than on launch OW2 wich i think is where he should be, not too good not throw pick.

yea, that and just say blade can no longer be boosted and slash time and duration is the same, 150 dmg per slash enough for the combo but not with the dmg reduction and massive speed stack. simple solution.