I improved the patchnotes

Have I got a goodie for you. I felt the patchnotes were lacking a few things, so I decided to make some of my own. I’ve made sure to include patch notes you’ll love and some that may be controversial :wink:

Orisa -
energy javelin
cooldown increased from 6 to 12 seconds.
Energy Javelin cast time increased from 0.3 to 0.9 seconds, recovery time reduced from 0.4 to 0.1 seconds.

Developer comments: We feel we’ve shifted too much of Orisa’s power into her javelin, being a high damage fast ability on a low cooldown that also stuns. This ability can be frustrating to play against. (P.S I gave up on writing dev comments after this one, I cba)

Primary fire
falloff range rescaled to 40-60 meters from the old 20-30 meters.
Damage falloff at maximum range increased from 50% to 70%.

Fortify
Damage reduction reduced from 45% to 40%. Can now be headshot during fortify.

Javelin spin
allows vertical mobility while looking up. Speed bonus increased to 70%.

Ramattra -
ravenous vortex
no longer slows, but still pulls enemies downwards.
Vertical hitbox increased from 8 to 40 25 meters.
damage increased from 15 to 50 35 per second.

Reinhardt -
health increased from 350 to 375

Wrecking Ball -
Adaptive shields
is now a barrier shield around wrecking ball and not overhealth

Cassidy -
Peacekeeper
damage falloff range rescaled back to 25-45 meters.

Magnetic grenade
Removed hinder effect from magnetic grenade.

Roll
distance traveled increased by 20%

Junkrat -
Trap
Removed
New ability: Fireworks

Mei -
new passive: brain freeze, Grows an ice block around the head of targets under fire from mei’s endothermic blaster. This ice block works as an extension of the head hitbox and breaks after mei fires an icicle at it.

Pharah -
Reworked mobility to work like Echo’s

Reaper -
new alt fire meant to be used at slightly longer ranges similar to roadhog’s alternative fire (Okay ima keep it a buck, I think reaper should get a right click, but I didn’t have any ideas so I just gave a cop out answer)

Sombra -
Hack
Failed hacks no longer reduce cooldown of the ability

Symmetra -
sentries
no longer slow.
damage increased from 25 to 40 damage per second.

Widowmaker -
smg
damage increased from 13 to 15

Ana -
Sleep dart
Cooldown increased from 14 to 15 seconds

Baptiste -
primary fire
damage reduced from 25 to 24.

Brigitte -
Rally
Shield bash no longer stuns during rally. Bonus movement speed increased from 15% to 30%. Ultimate cost reduced by 2%

Illari -
outburst
cooldown increased from 7 to 10 seconds

Kiriko -
swift step
cooldown increased from 7 to 12 seconds

Lifeweaver -
Primary
Minimum maximum heal charge rescaled from 10-75 to 20-65.
Reduced time to switch between weapons to 0.1 seconds

Mercy -
guardian angel
cooldown increased from 1.5 to 2.5 seconds

support passive - time to activate increased from 2 to 2.5 seconds

4 Likes

Skyboxes aren’t that high. They’re closer to 25 meters.

Really need to learn what is distance in OW… game doesn’t really have good tell-tale features here.

2 Likes

I’d go for this. Dunno what that 2% ult cost reduction is for though.

I miss old Rally.

1 Like

The fact you didn’t even think about increasing the cooldown of life grip or changing lifeweavers grip to be able to cancel it with damage is disappointing.

I have some more things I’d like to add.

Lifeweaver, life grip doesn’t instantly move someone anymore, instead the bubble can be broken by dealing 300 damage within 1,5 seconds. If that damage cap is not reached the gripped target is moved.
Another possibility is to have the shield be able to be broken mid way by dealing 300 damage.
Petal: no longer moves targets out of a zarya grav, instead it moves the grav upwards.
Reasoning:
Lifeweaver has the ability to negate literally every single tank ultimate or play, you cannot outplay it because it almost never has to be used because lifeweaver outheals allot of the damage being dealt.
The petal with grav means that zarya can still gain effectiveness from her grav if they destroy the petal because people are still grouped up in there. The petal can still provide cover for the lifeweavers teammates inside the grav but it can no longer be entirely negated by a single ability instead of a ultimate.

Illari, the hitbox size of illari’s gun needs to change imo and it needs to have 70 damage and not 75.
Reasoning:
They nerfed ana’s damage and healing because the damage and healing was too impactful but then added a support with more base damage and easier way of healing that doesn’t use the same ammo and has movement and boop ability in one and can headshot. The hitbox size of the bullets to hit a headshot is too forgiving for the amount of impactful damage it does.
That doesn’t add up at all imo and its incredibly easy to just repeatedly headshot a tank and farm fast damage and ultimate.
It also has a very forgiving range and doesn’t even have a movement debuff for the amount of damage it does. Compare that to ashe or widow who have scopes who lower movement speed, illari can outduel them in her range very easily if the dps miss their first shot

Mercy doesn’t need too change imo.
Reasoning:
You can shoot and hit and kill her as dps quite easiliy. For tanks, you can go onto something else, you are fighting a 2v1.

Zenyatta needs discord orb damage increase needs to be max 15% for teammates and 25% for zen himself. It should have a lockout duration (it doesn’t work too increase damage) for teammates when it got removed by either blocking with shield, suzu or line of sight when its on a tank or if zen swapped to a different target within a timeframe and reapplied it.

If its then reapplied to a tank in a specific timeframe, it still works to deal 25% additional damage for zen himself, but not his teammates. As in, it isn’t effective for his teammates if he reapplied the discord after it got removed due to los, shield or suzu or when he changed target for more than 2 seconds.
They can give back the previous range of discord.
Zenyatta’s kick has a cooldown of 4 seconds to apply the knockback, he can still do melee hits, during that cooldown but for the normal damage instead of 45.
Reasoning:
Zen continuesly being able to discord a tank after it got removed is frustrating and frankly the 25% damage increase for a entire team is too much. Tanks use too many of the defensive resources/cooldowns to live through the damage/get rid of the discord and are then unable to make a play because they will get immediately discorded again.
There are also only a handfull of tanks capable of removing the discord themselfs other then not waiting behind a wall for 1,5 seconds. Only sigma rammatra, rein and zarya can get rid of the discord without getting suzu’d or getting out of los.
With all of them it entails their shield/bubble doesnt get destroyed in the upcoming 1,5 seconds. The lockout duration should keep tanks from getting permanently discorded and melted especially against unfavourable/hardcounters that they will continuesly play against.

Mei freeze/slow should slow a tank down by max 20% and not higher.
Reasoning: They already have so many things too deal with in terms of cc, mei also has her mei wall to cc them. Ontop of that 100 dps is allot for just holding leftclick on a target that you cannot miss due to increased hitbox size and slowed movement speed. The leftclick also negates allot of forms of damage mitigation on tanks, orisa javelin spin, dva defence matrix, sigma grasp.
100 dps with a giant hitbox that cannot move is too much. Ontop of that all the tanks need to be in close(ish) proximity of mei to deal effective damage to her other than with firestrikes, with zarya right clicks or with orisa’s gun.

A different approach would be to lower the damage output of her leftclick when she is in close proximity to her mei wall to prevent her from just holding leftclick and slowing people to death trying to escape the wall.

Bastion, give him a ammo count that equals 70% of the capable damage output he has now and make him deal 75% of the regular damage onto tanks.
Reasoning:
He deals too much damage towards tanks currently and makes multiple of them completely incapable of playing their hero. Winston for one, cannot play the game into a bastion if the bastion ain’t stupid.
The ammo count of a total of 70% of his current capable damage is because he needs too more precisely aim and think about what targets to shoot other then hold leftclick and delete characters. Its unfun and frustrating to play against from both a tank standpoint and dps/support.

1 Like

I smell a gold or silver player… or a bad DPS. It depends.

2 Likes

The Orisa one funny. Ignoring that Javelin is literally the only part of her kit that isn’t boring, so you are making the only fun part of her kit less important, you basically need her to the ground to let her fly.

Pretty much none of the other changes address any of the actual problems (except removing Hinder) so they could certainly be Blizzard patch notes.

Kiriko just needs 20% increase to her hitbox and that’s it. Maybe some tweaking to healing numbers too but nerfing her movement kind of kills what makes the hero fun.

why…

What’s the difference? Other than stopping Reaper from getting self-healing being a direct nerf to one of the least useful heroes?

w

w

I’d prefer a smoke grenade to help me escape/split people apart from their team.

No… just no

better come with some pharahmercy nerfs

Still annoying just in a different way

w

Out of all the things wrong with her… outburst is not one of them

w

this just incentivizes pocketing

You can block cc with a shield, so sleepdart, nade, hack, hinder etc.
I personally like this idea except that it should provide much less shielding, maybe put 2/10th of the adaptive shield health into a actual shield or have it be a different ability with a 15 second cooldown and lower the amount of adaptive shields by lets say 40-50%.

It means he wont get chain cc’d immediately upon arrival because he is so predictable in movement and is incredibly easy to hit with cc.

1 Like

Oh, I did not know that, my depth perception for overwatch is not the best :confounded:

high five

‎‎‎‎‎‎‎‎‎‎

1 Like

I’m just a mercy hater bro :roll_eyes:

1 Like

You forgot the most important one

Moira - Holding right click down for 5 seconds crashes Moira players PC.

3 Likes

Okay I do admit 50 dps might be a little much but honestly I just want that damn pharah to die without me having to swap to dva

Now the only thing your missing is soldier nerfs

You right, I didn’t think about it like that. Thanks for informing me.

I a 100% get that, but 50 dps aint it. Maybe just have it be a big cube (bigger than what it is now) that drags everything down from the sky for like 5 seconds straight.

Thank God you’re not in the dev team

3 Likes

Awesome!.. what, um, what’s that do, though

2 Likes

No worries.

Most players have trouble telling the distance between objects in this game, the criminal part is beam weapons having set distances and not much indication of how long they are.

1 Like

Yeah the indication for those is rough.

For anyone who wants to know the numbers, from the top of my head are these:
12 meter range: Symmetra.
15 meter range: Zarya.
15 meter range: Illari’s secondary fire heal.
20 meter range: Moira’s grasp (rightclick).

I can’t think of Winstons telsa cannon range but im pretty sure its like 3,5 meters maximum or something like that.

1 Like