Making a dream balnace patch. Again cus why not

NOTES

My dream patch goes for a more moba-dps kind of game rather than any normal fps.

Another thing to mention is that I try my best to split the roles into

  • Dps responsible for damage and kills securing
  • Tanks responsible for space and protection
  • Support responsible for consistent healing and stats.

So if you see any major changes to one of the heroes. You know why it is here.

General change

Barriers
Barriers now take 1.25X more damage from projectiles.
The reasoning for that change it to make projectiles a bit stronger, making shields a bit less general and giving spot light to other tanks that counter such heroes.

Tanks

D.va

  • Defense matrix recharge increased from 16% per second up to 18%

Orisa

  • Fortify: Damage resistance decreased from 40% down to 25%
  • protective barrier: Hp increased from 600 up to 900

Reinhardt

  • Buffs reverted
  • Shield hp increased from 1,600 up to 1,800

Roadhog

  • Damage per shot reduced from 150 down to 125
  • Fire rate increased from recovery of 0.85 down to 0.7
  • Hook range was reduced from 20 down to 15
  • New passive called Body guard: Enemies within range of 15 meters or less with line of sight to Roadhog receive damage nerf of 75% (Doing 75% of the damage) for 5 seconds. (Works as an effect so any effect cleaning removes it)
  • Damage resistance from take a breather reduced from 50% down to 30%

Sigma

  • Experimental barrier: hp increased from 700 up to 800.
    Experimental barrier now starts 5 meters away from Sigma.

Winston

  • Barrier projector hp increased from 700 up to 800

Wrecking ball

  • Pile driver: damage reduced from 100 down to 80.
  • Ammo: Increased from 80 up to 100.

Zarya

  • Projected Barrier: Gives 1 bubble for every team member which is 8 meters or less from the targeted team member, cool down increased from 8 up to 10.
  • Energy per bubble reduced to 30% down from 40%
  • hp of each bubble reduced from 200 down to 150.
  • Max damage reduced from 170 down to 150 and from 95 down to 85.

Dps

Ashe

  • Dynamite now has a recovery of 0.3 seconds after being thrown in order to increase effectiveness of dive.

Bastion

  • Configuration: casting time reduced from 1 sec to 0.5 sec into sentry. from 0.5 sec 0.25 sec into recon. from 1 sec into 0.8 sec into tank mode.
  • While transforming Bastion keeps his passive
  • Configuration: Tank : damage increased from 205 up to 250. splash increased to 160.

Doomfist

  • Shield from rocket punched increased from 30 up to 35. Shields from seismic slam and upper cut decreased from 30 down to 25.
  • Uppercut: Recovery reduced from 0.35 seconds down to 0.3 seconds
  • Rocket punch: charge reduced from 1.4 to 1.2
  • Seismic slam: Now works around height rather than time. the the more distance between the start of the slam to the end the more damage it will do. Boops reduce the damage of a slam.

Genji

  • Fan of blades: Recovery decreased from 0.75 down to 0.7

Mei

  • Primary fire ammo consumption reduced from 20 per second down to 15.
  • Endothermic Blaster: Projectile speed of her primary fire increased from 20 meters per second up to 25 meters per second.
  • Ice wall hp increased from 400 up to 450

Symmetra

  • Headbox size decreased to fit the model more.
  • Hp decreased from 225 down to 200
  • ammo increased from 70 p to 90
  • Primary fire works like aim bot again (This change is there just to make her a bit more unique rather than a mini Zarya who she already function similar to)
  • Secondary fire nerfed from 120 to 90, can go through shields again
  • Amount of turrets increased from 3 up to 5
  • each turret has 20 hp and does 25 damage per second.
  • Casting time reduced from 0.5 down to 0.25 sec
  • deployment reduced from 1 second to 0.7 seconds
  • slowness has been increased from -20% up to 25%
  • cool down decreased from 10 seconds per turret down to 5.
  • Leve 1 primary fire damage increased from 60 up to 70, level 3 primary fire decreased from 180 down to 170.
  • Teleport has been replaced with a new ability called Light Mode: Symmetra will glow blue and will receive extra 50 shields for a duration of 4 seconds, during that mode her beam will instantly level up (from 1 to 2 or from 2 to 3), shields will keep on regenerating for the whole duration. 10 seconds cool down.

Widowmaker

  • Grapple hook Now disconnects while being damaged
  • Projectile speed of grapple hook reduced from 20 meters per second to 18 meters per second
  • Cool down of grapple hook reduced from 12 down to 8 (with it not being an escape tool anymore no need for a long cool down)
  • Hp increased from 175 up to 200

Support

Ana

  • Sleep dart waking up duration will be decreased from 0.5 seconds to 0.3 seconds
  • anti nade damage decreased from 60 down to 50, and healing decreased from 100 down to 90.

Brigitte

  • hp changed from 150 hp and 50 armor to 100 hp and 100 armor
  • Inspire healing for team members has been reduced from 15 down to 14.
  • Repair pack: Now gives 75 healing and 25 temporary armor, range reduced from 30 meters down to 25.
  • Shield bash now trigger inspires
  • Shield bash damage increased from 5 up to 35
  • Whip shot damage has been decreased from 70 down to 50
  • Rally: area of effect increased from 8.5 meters up to 10 meters.

Lucio

  • Shields decay decreased from 125 shields per second down to 100 shields per second.

Mercy

  • Mercy is very balanced right now but I still chose to try giving her that change just for fun, if you don’t like it just ignore it.
    EXPERIMENTAL.
    Resurrect return to be an ultimate. For every team member Mercy rez the cast time increased by 0.25/0.3 seconds

Zenyatta

  • Orb of discord damage reduced from 30% down to 25%
3 Likes

why is lucio nerfed

is this the support utopia

nerf a trash hero?

Can you explain this? Because currently two turrets do 80 damage so technically 1.5 current turrets would do the same amount of damage as all 5 turrets combined. And if she needs buffs anywhere I think is in her turrets. These are her main source of damage, so I would love for her to have 5 but not reduce the damage by like 2/3

Lucio’s change is a buff. It’s a decrease in the speed that Lucio’s shields naturally decay. In other words, more hp would remain over time.

5 Likes

oh alr then where is genji buffs

2 Likes

I thought hogs hook range was 20m.

This is me being bad at math and writing 12 instead of 25. Thank you for noticing and being polite in your comment :slight_smile: I would fix it right away.

Overall to me he’s really fine… The maximum I ready to give him is recovery buffed from 0.75 down to 0.7 but I’m not sure he needs it so I’m waiting with it.

This is me (again) being horrible at math. I will fix the numbers again, thank you for the comment :slight_smile:

2 Likes

Thxs for clarifying I was the heck he saying?! Like what, no

1 Like

lol sorry, I guess it’s a combination of mixing up the hp and damage and the amount of turrets with the fact it’s already almost midnight and I’m a bit tired :sweat_smile: :joy:

1 Like

Ya i totally get it lol

1 Like

1.5 is not a bit and I feel like you forget Characters like junk are a projectile hero and would make him an obnoxious rein counter.

Well rein and many other tanks become trash tier.

1 Like

That’s… Not cool… You’re basically guaranteeing single shield comps will suck.

3 Likes

D.Va’s defense matrix is already 16%.

They changed it In October of 2019.

Most projectile heroes have a very limited range making them only good fairly close. My goal is to make sure other protections see play as well in order to make sure no protection is too op compared to another.
If enemies run Junkrat you should already not go for brawl but if you do choose to use it. Snipers,kiters,divers,time based shields. They are all great counters.

If 1.5X is too much I might nerf it to 1.25X, but overall the point is to make projectile strong against shields as much that long range for example is strong on bubble. Every protection is good for something else, I don’t want anything to dominate over the others.

depends on the enemies and your second tank. If you looked at other tank you"l see I buffed their protections. I’m trying to make it so shields act more similar to hook for example where it’s good when it needed but not something you HAVE to use. It just makes them op and a meta pick over other tanks…

I don’t mind nerfing the modifier to 1.25X if it’s too much but the point is to make them worse

Either way, If enemies run Widowmaker,Soldier:76,Ashe,Mccree,Ana,Zarya,Mei,Roadhog,Reaper,Tracer, D.va/Hammond,Doomfist,Bastion,Sombra,Torbjorn’s turret,Symmetra, Reinhardt,Brgitte, Winston’s beam or Moira’s beam. All of these things still do the same damage for shields.

So it’s really not that massive of a nerf.

Just a buff for most of the projectile heroes who already struggle a lot in the game and the ones who don’t already go past shields.

Shields for hit scan and beams.
time based shields for projectiles and hit scans
Sounds fair to me.

You’re right, I had a calculation mistake (3rd time already…)

It takes D.va 7 seconds to recharge matrix which equals to 14.29% charge rate, what I did not take into account is that she has 0.75 delay before it starts recharging which equals to 6.25 seconds of recharging or 16% per second. My bad :sweat_smile: And thank you for the quick fix.

Reminder that Hanzo, Zennyatta, Roadhog, Torb’s gun, Orisa and Sigma are all projectile.

At 1.50x Roadhog would do above 900 damage per clip on shields - and yes that is with 125 damage per shot as you suggested. You’re also increasing his fire rate which makes emptying the clip even faster. That’s Hog alone, by himself, no one else needed.

Sigma already puts a ton of pressure into barriers because his damage is literally constant. He would do 105 DPS on shields at 20m range.

Orisa would do 195 DPS on shields. No range limit, largest clip in the game.

This is not the way to go, not even at 1.25x. Anything that goes “lets break shields faster” enforces the issue. Shields are breaking too fast already, that’s the basis of the current and most 2020 patches, which makes “self tanking” cooldows a necessity (Breather, Grasp, Fortify, Adaptive Shields), which makes hitscan stronger because they can crit, generally have better range and are more consistant.

Shields would break faster with 2 hitscan DPS in the comp. You’re not making shields counter hitscan, because they do it now, so why would they do it when they break even faster?

If anything one should try the alternative, make hitscan 50% less damaging against shields. Not a fan of that either I must say.

But if you Don’t use hook you are a horrible hog player?

Thats not a good example.

honestly, sacrificing 2 tapping tracers is something i just cant do
even for piercing :pensive::raised_back_of_hand:

1 Like

Probably the worst change you could do to Mei right now…

2.0 lock - one’s damage values were already illogical considering the nature of the weapon and its absolutely tiny skill requirements.

So needless to say that buffing its damage even more would be an absolutely terrible change.

Nah… Let’s not.

1 Like

True, bout out of these 6, Only Orisa and Zenyatta really got range, the others just have to play up close. I don’t think it’s fair for shields to be good up close and from range all at once but I do agree they should be long>medium>high range.

From 178 damage per second overall to 267.85 damage per second, but I agree it might be a bit too much. with 1.25X the numbers are a bit closer.

With 1.25x modifier it will be 82.4 damage per second, a bit more fair.

I increased shields hp, old shields were very hard to deal with for most hit scans so while I don’t make it the same amount, I do make it so the new shields can hold their ground much better than the old ones. The best example being Orisa who can now hold her ground much more consistently, making her shield a true wall against hit scans.

I want the goal of shields as a consistent hp based protection to be good against as the name suggests consistent damage.
It makes no sense to me the ability will be bad good against 3/4 of the damage in the game while hook for example is only effective against more specific stuff.

My goal is making them a reliable source of protection against hit scans and beams while needing the help of other tanks against other protections. Projectiles speed just make it much easier to block them with any reaction based shield and overall react to their shot from range, making them a more useful of a medium-close range kind of an attack.

Can also work I guess… The only difference will be about beams and melee, how much it takes them to break the shields.

I’m sorry I’m not sure I understood.

The point of the current Hook in this patch is being a more defensive kind of an ability rather than offensive.
You use it for protecting a team member from a diver rather than trying to get a pick.

As I stated at the start, I’m going with tanks for a more defensive kind of play style, leaving high damage and kills mostly for the dps.
So the hook is more of a defensive tool now.

Understandable. But on the bright side with the new feature your primary fire will be better for her so that’s a nice thing :slight_smile:

?
I guess the projectile speed needs a small buff as well but what’s the problem? Right now it’s just too easy to run out of ammo while freezing a target, I want it to feel a bit more oppressive.
Especially when you’re supposed to be good against dive being able to deal with fast targets is important.

???
Against big targets or slow target it will be the same thing doing close to no changes.
The only heroes it will be changed for are fast heroes like Genji or Lucio which she was supposed to counter.

Noting about the damage here is really problematic.

I prefer uniqueness over skill anyways. She’s already very easy to counter by poke,dive or kite. Making her a bit better where she supposed to be good is not a fair.

Wrong. 120 max charge on a lock - on weapon after a low charge up time was already problematic. You’re advocating to buff that damage to 170, which needless to say would be extremely damaging.

Additionally, you say that such a change would only affect high - mobility heroes like Genji, etc., but you realize that it also affects all other heroes as well, right? Especially since they don’t have that mobility that could potentially be used to evade the lock - on beam.

Yeah it’s not about what you prefer. This is a Competitive video game according to the people who made it themselves and it can only be called sso if it follows the general “low skill = low reward” / “high skill = high reward” balance philosophy.

Symmetra 2.0 at least has always been weak against Dive, but of course that doesn’t excuse the specific problem at question here.

And I’m gonna repeat that 120DPS was already too much. No reason whatsoever to make said primary fire even more of a “low skill = high reward” ability than it already was.