Five hidden nerfs impacting Mei enjoyers in s9

1. With increased health, Mei now self-heals a lower percentage of her health per second with ice-block, meaning she is out of combat longer, and staggers easier.

2. Now that all heroes have the ability to self-heal out of combat, heroes with self-heal taking up a slot in their kit, no longer have a unique advantage during drawn-out fights, or out-of-combat. Removal of a unique advantage.

3. With increased enemy health, Mei lost out on all of her key icicle breakpoints for finishing targets. Landing two back-to-back icicle headshots, or four consecutive body-shots will not finish off targets receiving even minor healing.

4. The 20% healing reduction passive significantly favors heroes that can spray lots of bullets and land consistent, frequent damage. Mei is one of the heroes that disproportionately benefits significantly less than the majority of the dps hero roster.

5. Mei’s icicle damage-as-a-percent-of-health does not reflect the difficulty of managing both her charge-up icicle delay and also the projectile delay for leading/anticipating enemy movement. While her primary source of damage (icicles) the extremely difficult to land consistently, she is not sufficiently compensated for this difficulty; particularly important when soloqueueing games where unknowingly the matchmaker may expect the Mei player to carry teammates that may not be taking advantage of her utility.

8 Likes

A lot of these points are points basically every hero has to contend with, and were the literal goals of s9.

Nearly every hero has to land more damage to kill. Nearly every hero has access to slightly less healing as a % of their health.

They wanted to town down burst damage / break points, and town down how quickly heroes got healed back to full.

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Ice block should be re tuned to accommodate the new gameplay, and her primary and secondary should be increased to 120 dps and 80 per shot respectively, still a net loss like everyone else but within reasonable margin so she can still apply anyone of damage pressure

4 Likes

Buff Mei and Junk now plz

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Its kinda funny how Mei engages in a 1v1 now. Mei shots slow projectiles which are not hitscan. Projectiles needs charge up. Mei needs to hit 4-5 body shots or 3-4 headshots without missing a single shot or the enemy starts replenishing health. Mei is about to die. Mei uses a 12 sec cooldown to heal herself while unable to do anything. Enemy heals while looking at Mei. Fight continues, Mei has no cooldowns. Mei dies.

All she does is scare ppl with her wall, but if you dont panic and just shoot at the wall you are free and safe no problem. Its all just a charade, the wall. At this point, with her paperwall and 0 mobility, when everyone can self heal Mei has no identity. Or everyone is now a Mei.

Its pretty sad, yet since its Mei the community wont bat an eye, cause she is the devil no matter how many nerfs, no matter how many mechanics they remove from her kit, she is at fault for being Mei.

Very sad. :frowning:

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The issue is that Mei in a typical close range fight didn’t burst. So now she just can’t finish anyone off unless they’re just throwing.

Although, it could also just be the meta.

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I think that’s being a bit dismissive. It’s true that these were their goals, but they disproportionately effected Mei even if it doesn’t seem like it at first. She’s the lowest win rate DPS this season, even beating out heroes like Symmetra and Junkrat.

3 Likes

Except… no, they dont.

Projectile heroes have been greatly damaged by the increased health while hitscan heroes are unaffected or barely affected. Symmetra’s TTK doubled, Soldier’s TTK went up by 0.2s, Widow’s oneshot has been mostly unimpacted.

Things like Soldier’s healing let him remain in combat, Mei’s healing takes her out of combat. In fact, as he is now harder to burst, Soldier’s healing is stronger and nearly impossible to deny.

Hitscan DPS benefit disprortionally from the passive thanks to their ranged instant damage.

Not every DPS hero was treated equally before this patch, and it has only increased the gap between the top end and the rock bottom.

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Heal only kicks in 5 secs out of combat, 5 secs is along time in a drawn out fight…

You forget her primary fire…

I think your whining about little things that don’t matter on a grand scale…

Which has little range and Mei has been forced out of it.

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But mei can handle it she is more of an active tank not a passive 1

She has only 50 hp more than your regular DPS and her ice block actively pushes her out of combat. She depended on her stun to not get destroyed when trying to duel someone.

Range and combat mobility will always trump over lack of either.

Calling Mei a tank is a massive exaggeration.

2 Likes

I said “active tank” highlighting Ice Block she has around 580-590hp… Active meaning you need to do something to do something, then there is her wall…

Not really. When she clears out the debuff on Cryo-Freeze, she’s always healing at a maximum rate of 50 healing per second for 5 seconds. So she’ll always recover 200 health; if she stays for the maximum duration, she’ll also trigger the healing passive for an additional 20 health; so she’s actually healing for more than she had prior. She could never heal her entire health pool, either.

Not true of Mei, since Cryo-Freeze still removes her from play and replenishes her ammo. She can still draw out with the best of them.

Only applies to headshot to body damage. Otherwise, she maintains her two-shot headshot kill. Similarly, Cassidy, Ashe, Lucio, and a few others are in this position.

This is false. Mei has one of the highest ammo counts in the game, and is highly consistent with her primary fire.

False.

Not her primary source of damage.

This is false. Like everyone else, Mei’s projectiles saw an increase in size allowing them to land more consistently than before. Moreover, Mei is not the only one affected by this.

Irrelevant.

Yep… sorta. Mei isn’t built for burst, but sustain.

Completely unneeded.

Mei’s projectiles are some of the fastest in the game. At 115 meters per second, these are faster than Zenyatta’s, Kiriko’s, Hanzo’s, Genji’s and Lucio’s projectiles. They’re even faster than Ramattra’s and Orisa’s.

Yep, they have a start up time, but many projectiles at 100 meters per second or higher typically do (exceptions noted).

75 damage per shot from her RMB. At critical hit, this is 150 damage, twice headshotted is 300 damage.

This is false.

The enemy doesn’t recover health passively for 5 seconds out of combat. Cryo-Freeze lasts 5 seconds maximum. Mei recovers 220 health against 20 health.

Hyperbolic nonsense.

At 100 damage per second with her spray, she kills in 3 seconds. She can maintain this duration for 6 seconds.

Soldier’s healing is once every 18 seconds. Mei’s is 12 seconds. Soldier’s healing is area effect, but cannot clear debuffs in the same way Mei does.

False.

Sorta.

10 meters. Same distance Reaper and Tracer engage in.

Mei is not a tank.

It doesn’t. It’s the player’s choice to activate it.

She can still outlast them in a duel. But Cryo-Freeze has always forced a stalemate for Mei, if she freezes, there’s nothing to stop the player from leaving or coming back later or prepping a kill.

This hasn’t changed.

Ice Wall has 250 health per pillar, or 1250 total. You do not need to destroy all pillars, nor will you ever have the time.

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No its not, and calling her a 580-590hp hero is as stupid as calling Tracer a 700hp hero because of recall and blink giving her extreme evasiveness.

Mei has 300hp and she is not a tank and not even close. Genji has more combat survivability that Mei right now.

That is literally everyone in this game, at this point you are just throwing words.

You mean which blocks her own damage as well OR doesnt block any damage?

lol

Are you really going to be able to keep that beam on a Tracer, Genji, Soldier, or Sojourn for 3 seconds?

Every small increase in time counts when your ttk is that high.

It has a wider hitbox and Mei slows targets down.

Rather, it is the approach that Mei has to take to get there that’s a little harder now, but Ice Wall works here, as does her alternative fire.

Said slow doesn’t matter when people can get out of it before she can kill them.

Mei can’t really kill any meta hero right now, barring Zen, who is honestly probably favored in the 1v1.

The issue is ice wall can’t even really prevent anyone but Soldier from escaping in this meta, and even then it’s situational and he also just hard wins the 1v1 against her.

You need a school in what is passive and what is active

at most recall would equall 350hp assuming you dont recall at 0 hp cause that impossible total hp would be around 320-330 if you took it as low as possible before recall, where recall is weak is within last 3 seconds is what is recalled so her hp only goes down from there…

So how does ashe get more health then, or bastion, and even junkrat, what makes mei and active tank is that her ICE block makes her invulnerable for a time while healing her and nothing can interrupt that… She can either get the maximum effect or not depending on situation…
If down right and ideal you can stagger wall and block inter changeably

It also takes her entirely out of combat. Do you think people are going to keep shooting the ice? Do you think any of those heroes are going to stay in close range from a Mei inside the ice?

If you knew anything about Mei you would known that staying in the ice during combat for more than a second is literally suicide. No amount of healing will save you from being bursted down the moment you come out of that self stun.

Tanking is not just having a bunch of defensives for personal use lol