Genji Changes - Discussion

I have done a similar thread back in august (How to Fix Genji), although some of the things here will be similar to what I had in the old thread, a lot of things have changed, I have gotten so new ideas, changed some old ones, and in this thread, I’d like to get into more detail about each change, that’s being said let’s get into this…

Now, what are the problems we are trying to address here? Well, there are a few…
For starters I think that most of us can agree that he has most of his power in his ultimate, while his base kit suffers from it, also, he doesn’t feel like a threat unless he is nanoed while using his ultimate, does that mean he can’t do anything without nano? No, but nano covers so much of his weaknesses when using blade that it is just not worth dry blading most of the time if you have an Ana on your team.
Also, I want Genji to be enjoyable to play as and against, make it feel fun and fair.


Shuriken – General

  • Damage increased from 28 to 30
Comment

We want Genji’s base kit to feel more deadly, the first step would be to increase his damage so certain combos would surpass some breakpoints making some more suitable for different situations, so when playing against a Mccree you could know that performing a triple-headshot + dash would be enough to kill him if you perform it perfectly, but when playing against a reaper you can know that dash + triple-headshot + melee would be what you need if you perform it well, also you may have noticed that each step up in the damage breakpoints requires more resources that you can lose if you don’t perform it perfectly and is becoming harder each step, so to do more damage you’d need to invest more into the kill and have more advance tech.


Damage\Combo Table
Damage\Combo 3-Body 3-Headshot 3-Body + Melee 3-Headshot + Melee 3-Body + Dash 3-Headshot + Dash Dash+ 3-Body + Melee Dash + 3-Headshot + Melee
28 Damage 84 168 114 198 134 218 164 248
29 Damage 87 174 117 204 137 224 167 254
30 Damage 90 180 120 210 140 230 170 260

200HP Breakpoint

225HP Breakpoint

250HP Breakpoint



  • Projectile speed increased from 60m/s to 70m/s
Comment

Genji’s Shurikens can sometimes feel like they are really slow and that you really need to lead your shots sometimes, this will make it feel better and smother, to put it into perspective, this is 5m/s slower than echo’s Tri-Shot.


Shuriken – Primary Fire

  • Rate of Fire reduced from 3 shurikens per 0.95s to 3 shurikens per 0.9s
Comment

Although Genji is a close-range hero, he still needs his long-range damage to be effective and fluent to be able to finish kills or do poke damage to farm ultimate charge, this puts his DPS at 100 damage per second for Primary Fire, which is, in my opinion, the perfect amount of him.

DPS Table
Damage\ RoF 0.95s 0.9s 0.85s 0.8s
28 Damage 88.4 93.3 98.8 105
29 Damage 91.5 96.6 102.3 108.7
30 Damage 94.7 100 105.8 112.5

Shuriken – Secondary Fire

  • Recovery decreased from 0.75s to 0.7s
Comment

Genji’s current recovery time on his secondary fire makes him feel sluggish, this should make him feel a bit smoother without making it feel very spammy.


DPS Table
Damage\ RoF 0.8s 0.75s 0.7s 0.65s
28 Damage 105 112 120 129.2
29 Damage 108.7 116 124.2 133.8
30 Damage 112.5 120 128.5 138.4


  • Spread angle increased from 9 to 10
Comment

The lower spread angle made Genji very consistent, even too consistent, but the 12 spread angle was not consistent enough as well, so I think that a spread angle of 10 is the sweet spot, but that is judging by the difference between 9 and 12, so I cannot be sure about it until I can try it in-game, that being said I feel like 10 is the sweet spot until proven otherwise.


Swift Strike

  • Dash reset will be given more consistently
Conditions

Only one condition needs to be met to grant a reset

  • Genji dealt damage to the target in the last 3 seconds
  • Genji hit the target with a dash
  • Genji has dealt at least 50 damage to the target
  • Genji has gotten the final blow on the target

Comment

Dash can sometimes be given to a player seemingly randomly because he has accidentally dealt a tiny amount of damage to a target that has died later by his team, this change should make this happen less without changing how a normal player would get his reset, this will not change how Genji is played.


Deflect

  • Added a more obvious sound whenever Genji cancels Deflect
Comment

Sometimes you can’t notice that a stopped deflecting due to too much visual clutter, this should make it more obvious that he stopped, and it ties nicely to our next change.



  • Added a 0.25s delay between the deflect being canceled and Genji being able to shoot again (you can shot as deflect ends meaning that if the delay hasn’t finished before the time of deflect ended the delay would be removed)
Comment

Deflect cancel can be often oppressive and unreactable, this should make it more reactable without making it feel like a self-stun, and now canceling deflect with dash or wall climb gives you the benefit of ignoring the delay.

Video Example

https://i.imgur.com/FG8ROES.mp4



  • Duration Decreased From 2s to 1.5s
Comment

This is a revert to the buff made in the June buffs, deflect feels way too long, and when you need to play that much time off combat waiting for it to end, it feels bad to both sides.



  • Added an option to cancel Deflect with the Primary and Secondary Fire buttons (can be found in Options → Controls → Genji → Hero (off by default))
Comment

Sometimes it is very annoying to press the deflect button again to cancel it and the Primary and Secondary buttons can feel like a better fit for some people, this is just a QoL change.


Dragonblade

  • Ultimate cost increased from 1680 to 2100 (25% increase)
Comment

The damage buffs increase his charge rate by ~15% and on top of that, we add 10% so blade would be less farmable and would be gained less that way it has less overall impact.



  • Increased Dragonblade’s damage from 120 to 125
Comment

This change is to let you 2 shot 250HP heroes and to keep nano useful.



  • Dragonblade now can only swing his sword 6 times instead of 7 (doesn’t affect the recovery time)
Comment

Blade will now only let you get in 6 slashes, this lowers his potential damage from 840 to 750 in exchange for better burst damage.



  • Dragonblade can no longer be damage boosted
Comment

Nano gets rid of the weaknesses of Blade, this makes sure that Nanoblade isn’t overwhelming while still keeping it as a strong option, Nanoblade can now only deal 200 damage with slash + dash – 125 +75 = 200, so it is more counterable with heals, as even 1HP can keep the target alive, which would make Genji use another slash and waste time, so only if you can perform slash dash really fast nanoblade could “one-shot” 200HP targets, which raises the skill ceiling a lot.


Slash+Dash Damage Boost Table
Mercy (30%) Nano (50%) Supercharger (50%) Discord (30%)
Current - Normal damage boost 221 255 255 221
Current - Changed damage boost 185 195 195 185
New - Normal damage boost 227.5 262.5 262.5 227.5
New - Changed damage boost 190 200 200 190


  • The last slash will always finish now even if the duration of Blade ends before it finishes
Comment

Right now a blade swing can be canceled before it finishes (and deals damage to the enemies) because the duration of blade finished before it, this would make it always finish.



Fun Changes

Those are just fun optional changes

Ledge Dash

For people who don’t know, Ledge-Dash was a tech back in around 2016 that gave Genji the ability to dash into a ledge in an angle and gain momentum by pressing jump at the same time as they touch the ledge.

Video Example

Overwatch - Genji Ledge Dash Trick Highlight - YouTube

Add back Ledge-Dash just like Mercy’s Superjump, as a tech and not as a bug.
It would work like this, the distance traveled after hitting the ledge would be calculated by the distance traveled before hitting the ledge, the angle at which you will dash to the ledge will be the same angle that you will continue to travel at, the movement speed would be based on the distance traveled after the ledge.


The distance traveled would be calculated with the formula [x*2] with 7.5m being the max value for ‘x’, anything higher than 7.5m will just mirror its counterpart which is lower than 7.5m, so 8m = 7m, 10m = 5m, etc. The minimum distance that you can be boosted for is 5m while the max is 15m of boost at exactly 7.5m before hitting the ledge.

Distance Table
Distance Before Ledge 0m 1m 3m 5m 7m 7.5m 8m 10m 12m 14m 15m
Distance Boosted 5m 5m 6m 10m 14m 15m 14m 10m 6m 5m 5m
Total 5m 6m 9m 15m 21m 22.5m 22m 20m 18m 19m 20m
Distance Chart

https://i.imgur.com/7nwoUZk.png

As you can this creates a very interesting pattern, it will also be situational as it is unlikely that you’d be far enough from a ledge most of the time, but it will be worth using it in those situations.


The formula for the movement speed would be [y*5] when ‘y’ is the distance traveled after hitting the ledge, so for 15m (which is the maximum) you’d travel at a speed of 75m/s, and for 10m you’d travel at a speed of 50m/s, and etc.

Movement Speed Table
Distance Boosted 5m 6m 7m 8m 9m 10m 11m 12m 13m 14m 15m
Move. Speed 25m/s 30m/s 35m/s 40m/s 45m/s 50m/s 55m/s 60m/s 65m/s 70m/s 75m/s
Movement Speed Chart

https://i.imgur.com/gesTYQT.png



Melee Cancel With Deflect

As you may know, a big part of Genji is his combos, what if we had some more combos which are harder but take more resources to perform, what I’m suggesting is making it so deflect can cancel melee, and that melee would not have a delay after canceling deflect, that way you can do stuff like double melee or [3 shot + melee + deflect + dash], so that way melee cancel is back, but now it takes you a cooldown off to do so, it’s a very interesting idea, and it has a lot of potential for new combos.


Those are my changes for now, tell me if you like it, if you don’t tell me why not, I’d love to have a civil discussion with anyone here, if you don’t understand something just ask and I’ll gladly explain, and tell me if you have any other ideas or changes that you’d like to make and I’ll consider adding them if they are good.

4 Likes

Agree with everything but this.

This would lead him to die because of teamplay.

Yeah my bad, only one condition out of all of them needs to be met for him to get the reset, fixed it.

Ah okay, makes sense.

1 Like

I wouldn’t mind testing all of this out except for the Swift Strike change

I think swift strike is his only consistent and rather good ability and should be left untouched

Oh look another buff Genji thread

1 Like

Yeah, I mean, the whole change is to make it more consistent in extreme cases, it shouldn’t really matter if they add it or not, but if they do it will just get rid of annoying rare situations that feel weird.

1 Like

oh look Egryn didn’t even read the thread before replying again

3 Likes

yeah, that’s true.

I mean, wether you like it or not, he needs them as much as Doomfist does
his pickrate in GM is literally 0.59%

cannot call that fair can you?

1 Like

Love the base kit changes especially, very similar to my: Hey! Try this for Genji next Exp Card! - #126 by 킹누누-3740 thread. Although, looks like the difference between our approaches is blade.

I personally wouldnt like the removal of dmg boosted blade even though youve added small buffs to base blade for consistency purposes which is great, but the nature of just “vanilla blade dmg” is easily outplayed and outhealed mostly in higher ranks. Its a nice change for lower ranks but higher rank genjis are definitely not gonna have a fun time with it and it might as well just be used as a joke ult to just solo ult someone and pray you dont get CCed to death before you could get a kill.

2 Likes

Pickrate does not necessarily negate the current status of a hero.

1 Like

Not in the lower ranks it doesn’t
In GM the good heroes have a high pickrate
the bad heroes have a low pickrate

WAIT EGRYN YOUR BACK??!?! OMG

1 Like