Now, im going to be the first person to go and say Genji definetly needed to get nerfed
However, im not quite sure about these exact nerfs, and while im happy that genji finally got the nerf, i kind of have to get back into him because i suggested him to get buffed in the first place
so for recapping, Genjis changes are:
-
Shuriken damage reduced from 30 to 28
-
Secondary fire firerate reduced from 0.65 to 0.75
Now, i understand why these were done, but i want to point out the following:
Genji before his buffs: 28dmg | 0.65 firereate = 113 Dps
Genji after his buffs: 30dmg | 0.65 firerate = 121dps
Genji on Experimental: 28dmg | 0.75 firerate = 105dps
do you see what this means?
he is dealing less damage than before he got buffed right about now.
And yes, i am aware that due to the spread buffs his damage is much more consistent, so it makes sense that he deals damage to make up for it
but why not remove the newer change, that caused the problem, inestead of removing old buffs to leave the new ones in?
If i were to say what i think should be done with genji is:
- Ultimate cost increased by 15%
- Spread reduced from 9 to 12
Onto moira:
I understand why these were done, but however tacking a invencibility on a ability such as fade means one or two things:
- You either gotta increase the Fade CD to make up for the new utility
- Or you have to reduce the value of the invencibility
So, there are multiple ways we can do this: on the most basic form id say:
- Increase the cooldown of fade from 6 to 8 seconds
you want to make moira more skillfull, and i agree, however fade is pretty spammy right about now, and if you want to make it a tougher choice, you have to increase fade cooldown, as rarely unless you fade straight into the enemy team, you are unlikely to die before it comes back:
Alternatively:
- move this new effect to a separate skill on F on a 12-15s cooldown
if you want to dive in more into her “resource managment” potential, you could also make it so that it has a small cooldown, but drains like 50% of her healing resource:
and now that i mentioned, another issue with moira that remains unadressed, is her healing resource, ill be quoting another thread of mine with its ideas to do the explanation:
Basically the idea is to make all of moiras recharging methods a lot weaker, while giving her stronger healing as a tradeoff for it, making resources more precious will make moira players have to conserve their resource much more,
and here are the changes proposed on that thread:
Keep in mind those changes were targetted to the old version of moira with the big hitbox on the M2 it might need to be changed to make up for its reduction.
For the orb changes…i think they are fine…though i feel like the jump from 100dps to 150dps might be too much, especially with an ability that is an Area Of Effect. so maybe inestead of 25-150, make it 50-125.
Thats my feedback