I like the next patch

it probably is, alot of top ow streamers arent talking about it (probably NDA) and i heard the person who leaked it got into alot of trouble with Blizzard

i doubt blizzard would keep another quickplay hacked under cover

That just says they are all going off the same leak.

honestly, given blizzards track record
their method of reducing burst damage and healing is just increasing health so burst damage is not as effective, this fits the MO

I agree completely. Definitely a wait and see, but this patch is what I’ve been asking for since release of 5 v 5.

You can’t lose ~50k (best guess tbh) worth of dmg mitigation and expect the game to be as good or fair.

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I doubt they’d get the content creators and pro players to test it out beforehand if it was just a qp hacked.

Its even further removed from what made OW game of the year and special
So yeah its horrible
The end.

If the leak patch is real, this game is reaaaally dead. Worst thing ever done. Pls, PLEASE, remove the bronze balance team from blizzard. They are really killing the game with this “$”#$… Paladins 2.0…

willing to try it out if the leak/romors are right. of course im not jumping the gun and judging it yet. if i like it or not i mean

with the certain heroes i play none of them are pure sustain. widow, sombra and ashe… i heard ashe may be good tho and yea i play sojourn so she is kind of sustain mixed with widow so… who knows

as for support i think moira will be gutted a little? not sure, and mercy/ana dont have a clue

i do know one thing, if the heal debuff for the dps role isnt generalized then soldier is going to wreck and bastion too

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Also if everyone has roughly the x1.25 times health to begin with the effect of the anti will be less likely to convert itself to a kill.

The big thing about these changes is that DPS ttk increases (compared to the current 200hp state) if the target is not getting healed. DPS ttk stays roughly the same if they are (200 vs 250hp with 0.8 times incoming healing). If you’re antied you’re not getting healed so the bigger healthpool will sustain you longer and maybe allows you to live through it more likely.

Also the big frustration coming from the immortality mechanics is that since the game currently so bursty where people combust almost involuntarily the immos are by far the most effective way to keeping all that combustion at bay. If combustion happens less, immos in general will have less value in comparison. Maybe yet another idea with the increased healthpools is to reduce the whole problem of people exploding almost randomly.

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Most of the heroes I play, in fact, will be less useful. Tee hee. That’s so fun. Yay! I cannot wait to experience the thrill. It’s so good. My favorite part of Overwatch is dropping heroes I love.

This patch is basically if you were on a rainbow rocket ship blasted into space but then you find out that you will die alone… I mean you find a new, better civilization and make tons of friends! Peace and love. :peace_symbol:

This is why I am going back to my old first main, Zen. Lets see how much fun tanks have with discord on them and 20% less heals lol.

  1. They kind of did with making it take longer to kill a tank and having the time of being antinaded down to 4 seconds.
  2. They did with 20% less heal dps passive
  3. Yes they still need to do this
  4. They did only Widow can one shot now and that is only if she is closer and she is only 200hp
  5. Not sure. I like dive and that requires being spread out
  6. doesn’t exist in your list lol
  7. Not a bad idea as that means support can get you back up and going quicker when you are safe out of combat
  8. Don’t get what you mean do you mean make them easier to kill?
  9. No headshots are fine this one is a get good.

Also given the wider shots, jumping you as a flanker sounds like it will be “fun”

Sombra sounds like she will fall somewhat out of use, which I am sure will make people cry hot tears :slight_smile:

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You seem to be applying too broad of a brush to very specific overwatch problems, ironically, exactly what the dev team is doing.

There are no universal “Support” problems. Lucio’s problems aren’t Illari’s problems aren’t Ana’s problems aren’t Mercy’s problems.

The same is true of tanks, and to a lesser degree, DPS.

This patch universally accomplishes nothing positive except reducing the impact of most burst instakills. It misses the boat on call mech, which still instakills most squishies from full health, and if we’re reducing frustrating 1 shots, that needs to go, but it breaks skill expression rewards, and really misses the mark on what is categorically broken about many heroes.

Tanks and DPS having 2 innates is absurd.

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Well for what it’s worth, I think instead they should just reduce headshot damage by -1.0x beyond 40m range.

Which only really affects Widow, Hanzo, Sojourn, and kinda Kiriko.

I feel this patch would likely kill the game but I’m willing to try it out.

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I love how this is glossed over as a non issue when it’s going to take months to a year to fix and will make everyone who doesn’t main the handful of chosen heroes quit.

It reminds me of wayyy back in the day when Runescape announced a massive, game changing patch that fundamentally changed the game. The feedback was overwhelmingly negative but they carried on regardless to modernise the game, address long term issues, make the game feel more fluid, attract more players etc. Similar to the reasoning being used now.

When the patch hit live they lost half of their paying members in 1 month and it never recovered.

It was a total disaster and the game eventually released an old school version which to this day is more successful.

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Guess, I should go make a pretty version of the patch concept I posted 3 months ago.

Considering it does a lot of similar stuff, but with way less sideffects.

Fixing how it feels against "Problem Heroes"

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I’ve played this game for years so of course I’m gonna give the patch a chance, but the increasing the size of bullets is bad regardless. There is no reason to lower the skill floor at all.

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Sorry, but I just don’t see this. Gaining 12.5% more HP means you, objectively, die 12.5 percent slower. If a tank is dying in 2-3 seconds, that realistically means you now die in 2.3-3.4 seconds.

I think particularly the DPS passive was extremely short sighted when it comes to tank gameplay, and the tank role would need a LOT of adjustment if we’re going to drastically reduce the effectivity of healing. And I’m sorry, but this doesn’t have that.

It genuinely feels like the tank experience is being sacrificed here so that DPS can feel more powerful. Which is frankly a bad move since tank is already clogging queue times.

Worse, in terms of hero balance, it exacerbates longstanding problems. Heroes with barriers have an answer to the DPS thing–heroes without barriers continue to suffer heavily. It’s the same reason nade/sleep are broken against non-barrier tanks. This patch will HEAVILY gear people towards tanks with some way of fully-blocking damage so they can be healed, and literally 0 adjustment was made for that.

It… feels extremely lazy not to at least TRY to make tank gameplay not a hot mess in this patch. It genuinely reminds me of when they just lopped off 150 hp from all the tanks, as if a 300 hp junkerqueen was going to be totally fine.

I’m fine with moving up the baselines to try and cut down on damage and healing. I’ve been a proponent of it in the past. But tank NEEDS adjustments to make this work, and I frankly don’t see any evidence of effort in that direction.

It used to be my favorite role, and now I can’t stand playing it. Really tired of Blizzard more or less shoving the role under the bus in favor of the other two.

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