Time before defense matrix resource regenerates increased from 0.75s to 0.95s
D.Va is a very flexible tank, increasing the delay for charge rate should reduce matrix uptime slightly when the Matrix is frequently being used in short bursts.
Moira:
Biotic Grasp:
Damage increased from 50dps to 55dps
Moira lacks play-making potential in a match, increasing her damage will allow her to be more on par with other support damage sources.
Soldier: 76:
Pulse Rifle:
Ammo reduced from 30 to 25
Since the buff Soldier has proven to be strong. Reverting the ammo change from November 2020 should decrease his uptime slightly allowing slightly more room for counterplay.
Tracer:
Pulse Pistols:
Fall-off decreased from 12-20m to 10-20m
Tracer is a very strong hero with a high risk reward dynamic. Reverting the fall-off change should increase the risk of playing Tracer, making it more proportional to her reward.
Hanzo:
Storm Arrows:
Arrow count reduced from 5 to 3
Cooldown increased from 8s to 10s
Damage increased from 70 to 85
Reducing the storm arrow count will reduce Hanzo’s tank busting capabilities. Increasing the damage maintains Storm Arrows as a strong duelling ability especially when duelling squishy heroes. Cooldown is increased to potentially compensate it’s newfound assassination potential and synergy with damage boosting heroes.
Reaper:
Wraith form:
Cooldown decreased from 8s to 6s
Reducing the Wraith form cooldown should allow Reaper to be more flexible when duelling his counters. It will allow Reaper to more frequently dodge key abilities from his counters without impacting other match-ups too much.
Mercy:
Valkyrie:
Caduceus staff beam range reduced from 30m to 15m
Duration reduced from 15s to 10s
Damage boost increased from 30% to 35%
Healing increased from 60hps to 75hps
Pistol fire rate increased from 5 per second to 6 per second
Valkyrie is a very hands-off ultimate, decreasing the range of the beam forces Mercy to play closer to the fight and more in harms way. This makes the ultimate more engaging for the player as they have to use cover and their movement effectively. Reducing the duration allows for an increase to power and impact of the ult.
Makes it too inconsistent vs small targets, it’s supposed to be a burst of damage in quick succession. Relying too heavily on headshots doesn’t let it do it’s job and forces it to be used to bust tanks when you can tap their heads.
Then you still have an ability that is useless vs small targets and is promoted for busting tanks to the head.
It also can’t be used top rapid fire because there is too much emphasis on rewarding accuracy.
Because the storm arrows would be faster projectile speed, but the basic arrows would just be the current speed
It’s like the difference between jabs and a haymaker punch.
Also why is Hanzo the only hero where abilities are not expected to be used in combination with primary fire?
Should Soldier get 2x helix rockets?
Should GenjiDash do 200 damage?
Nerfing valkyrie’s overall output with such a huge margin and making her far less maneuverable with half the beam range is a surefire way to make mercy even more useless. The point of valk is to enhance her survivability, not decrease it. It won’t make it more engaging when you’re forced to be in roadhog hook range just to use your ulti.
Mercy is all about positioning and movement and target prioritisation.
Valkyrie takes all 3 of those things and puts them in the bin, letting Mercy just exist for 15s.
The point of Valk is to enhance Mercy’s kit, and with this her kit is enhanced even more. Perhaps it could use a bigger buff to the ouput, but 70hps and 35% damage boost are huge buffs. You can turn a fight much easier using valk, while having more fun because you actually have to play the game, not just fly at the highest point of a map, outside of LOS of the enemy, holding left or right click vaguely at the centre of your team.
Making it less flexible isn’t making it more engaging, completely the opposite.
And no, marginal increase in output while removing uptime and range is a huge nerf. It does not leave any time for ressing and you’ll be stuck flying close to your team instead of using actual cover with valk. The closer you have to be to your team, the more constrained your mobility will also be. Best case scenario, you’d just be better off going full battlemercy mode with these nerfs.
15m is Mercy’s normal range, except she still has free flight, increased GA speed, and 20hps permanent self regen.
It makes it engaging by turning your brain on. You actually have to care about where you position, and the reduced uptime puts more emphasis on timing.
75hps or 35% damage boost for 5 other players will always be better than the pistol (even with the buff in the changes).
A whole extra 20hps for the team during valk on all targets is huge. Not considering the 35% damage boost allowing the likes of Mei to one shot headshot.
It just makes it certain that you have to completely abandon the use of your ultimate the very second you actually have to juke something. And with such little uptime, it would be extremely trivial to shut down it’s entire value. And mercy at 15m away is not actually able to juke any spam dumped towards her way.
It’s not about making it more engaging, it’s just making it garbage. Valk has a choice to engage whenever and you’re not forced to float somewhere and pretend to be afk, taking that choice away doesn’t make it take more skills or smarts to use.
If you do choose to engage then you’re using valk wrong. Optimal play is to just not die and get value for free. The only way you can make optimal play engaging is to make the ultimate more risky.
And Mercy’s mobility is not tied to her ability to heal, she can heal/boost while moving so I don’t see how this relates.
There just happens to be a ga prefers beam target setting. It makes it so you have to cut your beams in order to use ga, else you just ga to whatever is your current beam target.
With 15m beam range, it would make that setting unplayable in valk if you’re even hoping to have decent beam uptime. And somehow still be able to juke enemies within zarya’s beam range. And any kind of juke would also cut into the smaller uptime and her capacity to actually have impact, one of the biggest being resurrecting while in valk.
Very little point in free flying if you must hug your teammates constantly, to get any value. It would also make other impactful plays like contesting point in valkyrie pointless if you can’t also beam your teammates while you do so.
what are you actually trying to say here?
the fact you bring up soldier or genii makes it sound like you think being locked out of your primary fire is a good thing.
why would we give soldier more burst?
the genji comment is just dumb at best.
im genuinely curious what point you are actually trying to make with that question.
why would you need a finisher on hanzo? he has the potential to one shot the vast majority of the cast. storm arrow in its current state is used for shield break and maybe bursting a tank that is out of reliable headshot range.
Because the majority of the damage dealt by Hanzo players is bodyshots.
And dropping a 200hp hero down to 75hp, but then they get really evasive. Having a finisher would make a lot of sense to complete that kill.
As for “ranged tankbusters”, those shouldn’t exist outside of maybe a Bastion, especially with OW2 coming up.
There’s no reason a hero with more range than all but 2 other heroes in the game, needs to be spitting out more raw bodyshot damage than a pointblank Reaper.