sombra nerf: virus become useless, her gun cant finish target fast enough before enemy team help your target
tracer nerf: easier to die cause enemy bigger projectile, damage not enough to fast enough to burst 250 hp
genji nerf: same as tracer, nano blade cant 1shot anymore, vanila blade even more trash takes 3 slash and dash minimum if they have zen orb
hanzo nerf: removed 1shot
cassidy nerf: breaking point damage nerf huge
reaper nerf: target takes too long to kill with 250 hp
its a flat nerf for widow.
first the HP.
She would only have 80% of the Standard hp compared to now with 87,5%
Her VM and SMG would be even worse than they already ate
All breakpoints for musclememory would changed and since you need to charge longer the enemy has more time between shots.
Or to be more precise it’s a Pharah nerf, but a Pharmercy buff. Because with Pharmercy you’re still 2-shotting players while being more durable, but as a solo Pharah you require 3 shots now to kill someone which is a considerable nerf
I would disagree on Junk, this is a nerf for him at higher levels of play. He lives or dies on the Flankrat nade+mine combo. You either have to double nade now or waste both your mines leaving no escape option. The extra TTK is plenty of time for the target to react or get help from their team. Additionally “suicide Rat” play style where he dives and trades for 1-2 picks won’t get the 2 picks as often which is way he creates value at lower ranks.
Forgot to add. He will get more random spam kills at chokes due to projectile size increase but that’s neither fun for the enemy player nor a skill expression from the Junk.
Junk is hit the hardest out of every hero since his combo is effectively removed and it’s his entire value in high ranks. It’s a nuke level nerf to him.
To put it into perspective his last nerf took mine damage down to 100 from 120 and that caused his high rank viability to crash and burn. He immediately had his top 500 representation halve on every region and the drop was so harsh that Blizzard reverted back to 110 damage.
And that was just added inconsistency to his combo with it still being possible to kill squishies. This is an outright removal.
He’ll legitimately be F tier and probably the worst hero in the game.
These lists don’t really seem comprehensive to a nerf in spike damage and healing, just more of a “They’re going to suck compared to how other heroes are currently doing.”
Everyone’s going to suck more. That’s kind of the point. I don’t see anyone gaining a notable tactical advantage from it.
Every other hero is getting a hp buff as well. It’s not a net buff to him and does nothing to change the immense loss of his combo.
I can’t stress enough how huge it is for him to lose it and he’s useless without it. There’s no playing around it his combo is literally his entire value. He’s going to be unplayable in high ranks if this goes live.
Maybe these changes would be an overall buff to Sym? Generally my issue with having a Sym on side is that she’s a real resource hog if using the beam, because she needs help to stay upright. She wasn’t exactly amazing before but that 225 → 200 HP nerf seemed pretty brutal on her. And if Sym doesn’t use the beam then, well, she’d be better off on almost any other projectile character either now or in the post-patch apocalypse. No change there then.
Oh, and turrets presumably apply the healing debuff, too, so that’d be neat.
Note that I’m not arguing that Sym will actually be good. I’m just thinking that she might be better than she is now, which is not the same thing.
It’s more his kit being severely underpowered for years. The only reason he’s been remotely viable in high ranks is due to his mains exploiting a single part of his kit along with weird map geometry and the lack of sound from flying to effectively int onto backlines. It’s never been his intended playstyle but a lot of the time it’s the only way to get enough value.
You’re not considering it holistically. DPS passive being able to block healing for a set time obviously has an outsized impact on a tank like Roadhog, while a tank like Rein with a shield to hide behind and prevent damage/allow extra time for healing would be less effected. It’s a net nerf for tank play across the board, but some tanks will be hurt far more than others, namely all those without a shield.
You’re also not considering how fragile the playability of certain non-meta picks like Doomfist is. Base health was buffed to 250 HP, and Doom’s fully charged rocket punch connecting with a wall was buffed 35 damage. That extra 15 HP buffer on all heroes is HUGE considering that heroes with finicky hitboxes like Ana and Kiriko frequently survive rocket punch + 4 hand cannon shots with a sliver of health left already.
It doesn’t matter if Doom has an extra 100 HP because that’s not going to keep him in the fight long enough to get RP back off cooldown, and enemies he dives will escape/get healing faster than his hand cannon reloads. You can’t use seismic slam to finish them off because you need it for escape.
But if you look at it holistically, most heroes are going to be experiencing this.
The entire point is to combat spike damage and healing. Not to buff everyone’s HP 25% then buff dps and wombo combos across the board so we’re right back where we started.
Yeah, but you can’t possibly argue that it isn’t disproportionately affecting heroes and restricting the “playable” roster even further.
Hanzo and Junk will be in the dumpster, while hitscan heroes will thrive. They need to rework like 75% of the characters if they want them to be viable. Junk lives and dies on his nade+mine combo, and Hanzo, well if you get dinked with an arrow at long range you just duck into cover and heal up. He’s no threat anymore.
If you think players throw a fit when they see Ball, Doom, (heck I even saw it with Hog before his rework)… the meta will be “play a shield tank or I throw.” Tank will respond, “play 76/Soj/Torb/Mei or I throw”.
The game will feel like quad tank meta in OW1, except every hero is a mini-tank. We’ll be more reliant on ults than ever. Stand at choke shooting shield so we can get the DPS anti-heal passive on the tank. Shield tank ducks into cover. Enemy tries to push in, gets walled off by Mei to give tank extra time to recharge shield and abilities and heal up. Wall goes down, tank re-takes choke. Repeat until first team to get their ults to enable them to make a “real” play and secure a kill.
When I originally posted I wasn’t taking tanks into consideration, and yea, they’ll tweaks things as all the changes settle in for sure, but please explain the point I quoted, considering both Junk and say 76 will have to shoot more to secure their kills.
The only person I can think of who gets a mathematical advantage from this is Echo.
its kind of dumb, soldier becomes the best dps hands down. guess who we are playing against right now most matches. now he will be permanent. its just call of dooty now
76 will be able to apply the anti-heal passive with a single bullet. Super easy, and able to be applied at range.
With +50 HP on all heroes, 76 requires 3 extra bullets to secure a kill = 0.333 seconds (9 bullets per second fire rate).
Junk requires an extra nade to secure a kill = 0.667 seconds. Double 76’s increased TTK, assuming 100% accuracy from both heroes. As we know 1/3 of a second difference is a long time in FPS games.
In reality the changes hurt Junk harder when accuracy is considered, since direct hit accuracy of his nades is almost always lower than bullet accuracy of a 76 player of equal skill. That 1/3 of a second also includes Junk being closer to the enemy than 76 would be and putting himself more at risk to try and get the kill.
I’m just hoping they finally give him a rework that doesn’t feel like Spamzo anymore. Even if he hasn’t been “great,” the ability to one-shot point blank, mid range, and long range makes it feel like he has very little counter picks specifically in DPS. But I don’t believe they should take his identity away completely, even if he was never intended to be Spamzo, so I hope they give him a rework that makes him feel a little more viable (and fun to play against).
I think this is the problem. High ranks 76 will perform better and Junk would see higher win rates at low ranks. But that 1/3 of a second is much smaller when no one has 100% accuracy.