I’ll keep this direct.
Reducing Swift Step’s duration isn’t going to fix Kiriko. The issue is not the uptime. The issue is that she has long-range, high-frequency mobility with virtually zero risk or consequence.
She can dive the backline, bait cooldowns, escape instantly, and repeat the cycle—over and over again. There is no punishment window, no commitment, no vulnerability. That is a design failure.
Mobility in Overwatch should come with tradeoffs. Kiriko’s doesn’t. She bypasses entire layers of positioning, tempo, and spacing, and she gets away with it for free.
This isn’t just about balance numbers. This is about a mechanic that fundamentally breaks the flow of team fights.
You nerfed heroes like Junkrat because they created “frustrating experiences” for others. That was your justification. But now, Kiriko is one of the most frustrating heroes to play against, and you’re not even acknowledging it.
So what changed? Is it only frustrating if it’s explosive damage and not slow, drawn-out attrition? Or is it just inconsistent philosophy?
This is what frustrates players: when you apply design principles selectively, and when it’s obvious that the people balancing the game don’t understand how the game actually plays out at a high level.
And frankly, it feels like you don’t play your own game. Or if you do, it’s at a rank where these issues don’t show up clearly. Silver and Gold tier players often cling to their perspective and dismiss higher-level play, and I can’t help but feel that same kind of tunnel vision in your recent design choices.
Play your own game. Seriously. Play at Diamond or above, watch how Kiriko completely undermines pressure, and ask yourself: is this the kind of hero interaction that creates a fair, readable fight?
Because right now, it’s not. And players feel it.