The issue there is that that would be a massive nerf to her self defense since her ammo is shared between the two shot types.
If Widow takes three scoped shots to reload, fires two, and then suddenly needs the SMG? Well too bad, you’ve got no ammo despite not shooting very much beforehand.
I think slower charge time is the single reasonable nerf Widow can take without ruining the character. Otherwise a rework would be needed.
I cant remember which patch it was but widows one shot beong over time i think worked great give one shot enough damage and then damage over time thay she can still one shot but the damage over time gives team mates enough time to react and potentially save them (of course Mercy breaks this but damage boost makes everything unbalancable)
1 ) Head crits reduced by 30%
2 ) fully charged shots reduced by 15%
3 ) decrease hook CD down to 6 seconds.
4 ) decrease scope charge time by 0.5 seconds.
5 ) Allow Venom mine to reduce healing by 15%.
6 ) increase SMG mode damage by 5%
What this does is it allows the impact shift of the character to work so its not so bad to be hit from distances across the map by an enemy widow player, but at the same time allowing escape and defense so widow isn’t a glass canon.
honestly widow doesn’t need nerfs.
she’s only painful with Teamwork that works around her. no nerf that doesn’t destroy the hero will fix the issue of sigma sitting next to her and invulnerability beeing so free to use.
I would make Widow more dive-able by nerfing, removing or re-working that stupid grapple to be less of a “get out of jail free” card. If you’re going to give a character the power to spam oneshots, then they need to be appropriately counterable to make up for it.
I don’t care how sK1LLeD!!! The Widow is. The character gives way too much reward for good aim, more reward than any other character besides Tracer. She’s straight up oppressive to fight against if she has even decent aim.
Lower her hp to 125 or 150 and nerf the grapple. No, she’s not getting any compensation buffs. a good / decent widow already has too much control over the flow of the game.
Thats the main one. Can play around with moving her power around her kit like Nerf scoped dmg a tad. Buff mine and smg a tad. Make her less annoying where shes strong, less weak where shes weak. Buff her hp back.
Honestly i dont care too much. Can keep her as she is too. I dont play in the ranks where shes most oppressive.
it was a April fools patch some years ago and no, it did not work great.
For the Widow, the delay of the kill did not feel good in any way, basically playing with High ping.
For the Target it did not matter if you do not healing near by and dying to a DOT feels far worse the a fast and painless death. If you have a Support near you, they could easily counter heal it without much effort.
Furthermore it made hitting the Head as Widow very unrewarding since it would be more effective to go for bodyshots/ securing the Kill with a Bodyshot.
Reducing the Time of the DOT would make it that Supports would have less of a chance to counter it, but It would still not change the effects Widow had, reducing it so much that the Headshot is worth it would make it impossible for the Supports to counteract it while still not feeling good for the Widow
Slow fire rate, slow scoping, slow charge rate, nuff said. Slow fire rate means she cant instantly delete a team in less than 10 seconds. Slow scoping means she cant upscope and 180 a flanker. Slow charge means she cant bunny hop and land one shots. This forces widow to actually lane like a real sniper would and she can keep her one shot. Flankers would have a 90% chance at taking her down every time they close the gap on her. The other 10% depends on how the widow positions and uses the grapple to escape.
By halving the sightlines on every single poke map and adding multiple, covered, relevant flank routes on every section of the map. Maps like Circuit, Junkertown and Havana simply should not exist because they create mandatory mirror matches that not a single soul but the Widow player enjoys.
As long as widow can one shot 4/5 members of a team at an uncontestable range, she will always be broken.
Because the gameplay and whether you live or die is out of your hands. You can do everything right you can close the distance, get in her face, move around her quickly… but if she lands the shot it LITERALLY does not matter.
All widow has to do… is land that one shot.
Widow is a DPS hero who FORCES an entire team to swap to deal with her and can hold and threaten more space than a tank can. Even if she is missing, just the sheer threat of the one shot from that uncontestable range immediately forces the enemy team to entirely change their way of play and forces them into bad angles because they cannot feasibly peek anything without risk of getting their head blown off.
The hero is fundamentally broken. The best you can do while still “preserving hero identity”, is make her actually weak against close range engagements. Make her commit to the position she chooses, grapple is too good of a dive escape and by the time you have your cooldowns back to reengage on her new position and punish the long cooldown of grapple, she’s getting help from her supports and this is where the issue of needing multiple swaps is forced.
This is the exact reason why sombra is only a good counter in low elo. Sombra can’t do anything against a widow who is getting support. Nothing. But then also… widow isn’t a low elo hero. So idk why it gets mentioned in the first place as a counter.
This would solve it without having to gut widow’s identity. I’d say 70% of team fights are won by whoever gets the first pick. Widow on those maps becomes mandatory because of how powerful her getting that opening pick is (and everyone else is forced to semi-afk until their widow gets that pick).
Realistically they’ll never get rid of her one shot, so reworking maps to not have long sightlines is a good answer