MooshPaw's patch notes

What a MIRACLE a “MooshPaw” title isn’t a bunch of drama

Hopefully

Anyway here are what I’d like to see to get the game balanced

Note: These changes are not meant to include any new models, but it will include things that could have been in the past such as ability charges, shield generator ahem spoilers

General

Defense boosts and armor also reduce healing as well
Even though having a target with up to double the health is nice, having what is technically double the healing received isn’t really balanced IMO, and unless it’s a 2v6 there’s no realistic way of killing a defense boosted target

Ana Ammo reduced from 12 to 10 Healing Increased from 70 to 75

Nano boost
Damage boost decreased from 50% to 30%
Defense boost decreased from 50% to 30%
Now applies a 25% speedboost

This makes nano’d targets less frustrating to deal against by being able to deal more damage to them. Because of the defense boost changes and the number changes, it now grants a speedboost to not lose all its power

Ashe The Viper Unscoped No longer has spread Damage reduced from 20-40 to 16-38

Scoped
Recovery time Increased from .7s to .8s

BOB
No longer gains ult charge while active

Baptiste Biotic launcher Healing reduced from 60 to 55

Exo boots
Crouching multiple times will fill the gauge rather than resetting it
Interact now deletes the charge accumulated

Immortality field
Replaced with cleanse field
Has 200hp
Lasts for 7s
Radius Increased from 5m to 7m
Everyone inside the field gets every status effect and DoT cleansed. They also get an additional 20% defense boost inside it
Cooldown reduced to 17s

Amp matrix
Length reduced from 9m to 7.5m

These changes to Baptiste want to remove some of the power of high very high heals due to the buffs, and nerf the gigant size of amp matrix, while giving him a lot of flexibility on exo boots and giving him a much less annoying and more frequent utility

Bastion Health Health reduced from 200 to 100 Armor Increased from 100 to 150 *Total hp 250*

Ironclad
Defense boost Increased from 20% to 30%
Now applies to all modes
Only applies during his normal health

Configuration recon
No longer has spread
Has recoil (just like soldier)
Fall off Increased from 25-45m to 30-50m

Configuration sentry
Ammo reduced from 300 to 125

Reconfigure
Cast time to enter sentry mode reduced from 1s to .8s
Cast time to exit sentry mode reduced from .5s to .25s
Bastion can now move during the cast time to exit sentry mode, he can’t heal or shoot while the cast time is active

Repair
Can now shoot while healing (recon mode only)

Configuration tank
Direct damage Increased from 205 to 255
Cast time reduced from 1.5s to 1s
Duration decreased from 8s to 7s

These changes plan to make bastion better at mid combat and incentive recon mode rather than sentry mode, they also intend to improve bastion’s ult to be deadlier

Brigitte Health Health Increased from 150 to 200

Inspire
Healing per second reduced from 15 to 10
Duration Increased from 6 to 8s
Self healing Increased from 15 to 20
Self healing duration decreased from 6s to 4s

Repair pack
Cooldown Increased from 6s to 8s
Charges reduced to 1
Now instantly heals the target for 75hp
If the target is full HP it adds +50 armor

Barrier shield
Health Increased to 300

Shield bash
Cooldown reduced from 7s to 6s
Damage Increased from 5 to 10
Stun reduced from .75s to .7s

Rally
Max armor reduced from 100 to 50 (or 75)
Duration decreased from 10s to 6s
Armor Increased from 30 per sec to 50 per sec
Armor stays up to 40s up from 30s
Speedboost now affects allies as well

I’m severely nerfing Brig’s healing while making her much much more tanky to say on the frontline, while also give her the anti flank armor pack. Armor with 3 charges was an issue because giving armor to 3 flankers was too good, however it never was an issue with 1 charge, instead it countered flankers more than helping them, so brig is back to the tanky anti flank to stop them but not necessarily kill them unless they are caught off guard with no cooldowns. I also tried some weird experiments with rally to make it much more effective mid fight rather than before the fight, while reducing it’s total potential, this could maybe make her better at rush comps rather than bunker comps

Doomfist The best defence Max shields reduced from 150 to 100 Shield gained per enemy hit increased from 30 to 40

Rocket Punch
Damage (Punch) reduced from 50-100 to 40-85
Damage (Wall) reduced from 50-150 to 50 -90
Max charge time reduced from 1.4s to 1s

Seismic Slam
Max damage reduced from 125 to 100
Cooldown reduced from 6s to 4s
Travel speed increased from 25m/s to 30m/s
Fixed a bug that would cause inconsistances upon landing

Rising Uppercut
Damage increased from 50 to 75
Cooldown reduced from 6s to 5s
Recovery time reduced from .3s to .2s

I’m looking for ways to make doomfist more active, he’ll lose the ability to one shot but he’s able to move much quicker. Seismic slam is looking to get to the target faster, although losing a bit of it’s damage, it’s also looking to not fail the hit registration to be much more consistent, the rein coding for earth shatter registration should be applied

D.va Fusion Cannons Movement penalty reduced from -40% to -35%

Defense Matrix
Range increased from 10m to 12m
Max duration increased from 2s to 2.3s
Fixed inconsistencies where the player would see damage absorbed when it wasn’t being absorbed

Boosters
Damage increased from 10 to 30
Speedboost increased from +118% to +150%
Duration decreased from 2s to 1.5s

These changes are meant for dva to be much more mobile but messing up the movement could leave her into a very bad position. She’s also meant to be more tanky and overall better at her diving job

Echo Sticky Bombs Cooldown increased from 6s to 8s

Duplicate
Echo will now turn back with the health she transformed with
If Echo copied someone when she was above 50% health, she’ll return with 50% health when the duplicate is killed

Later on you’ll see more hitscan nerfs, this is mainly done for her to be a little less strong without making harsh nerfs since she’s balanced overall

Genji Shuriken Damage increased from 28 to 30

Deflect
Duration decreased from 2s to 1.5s

DragonBlade
Cost increased by 10%

Based on general thoughts this is what most people can agree it’s fine, i’d rather get rid of the deflect cancel but genji players don’t seem to want to lose it, which is understandable, it makes him much more fluid. Making Dragon blade no damageboostable would be ideal but i’m guessing they don’t do it because it wouldn’t be consistent. It’d be the only melee weapon that can’t recieve damage boost, making it weird

Hanzo Storm Bow Projectile speed increased from 110m/s to 120m/s

Sonic Arrow
Radius reduced from 9m to 7m
Duration increased from 6s to 8s
Cooldown decreased from 12s to 8s
Cooldown begins when the ability is over

Storm Arrows
Projectile speed reduced from 110m/s to 75m/s
Damage increased from 70 to 80
Ammo reduced from 5 to 4
Headshot multiplier increased from x2 to x2.5
Cooldown increased from 10s to 12s

These changes are oriented to make hanzo much more powerful and effective as a long range sniper, while reducing his spam potential, making landing shots much more effective and rewarding, the changes to sonic arrow are oriented to make him more skillful when placing his sonic arrow to cover a smaller place for longer

Junkrat Frag Launcher Max splash damage reduced from 80 to 65 Projectile size increased from .2m to .3m

Steel Trap
Health reduced from 100 to 75
Root time upon activation reduced from 3s to 2s
Cooldown decreased from 10s to 8s
Can now hold up to 2 charges
If 2 traps are placed, junkrat will be able to place a new trap by replacing the oldest one
Interact will now destroy a trap when looking at it

Concussion Mine
Damage reduced from 120 to 100
Can now place 2 mines at the same time

HUD
Now shows traps’ health
Now shows Concussion Mines’s health
Now shows where Concussion Mines are located

These changes are oriented to make junkrat a much better zone controller by being able to set up and block multiple paths at the same time and have a way to interact with them. To make it less frustraiting to play against, he won’t be able to 1shot through traps, instead he’ll have to be where the target is, unless he spends more resources on certain path

Lúcio Wall Ride Speedboost reduced from 30% to 25%

Crossfade
Radius reduced from 12m to 10m
Healing increased from 16hp/s to 20hp/s
Speedboost increased from +25% to +30%

Amp it Up
Cooldown reduced from 12s to 10s
When activated, crossfade radius increases to 15m
Speedboost increased from +60% to +75%
Duration decreased from 3s to 2.5s

These changes are meant to make lúcio much more active and strong while making his abilities more frequent but less longer, making his cooldown management much more important

Mccree has no changes he’s pretty balanced IMO

Mei Endothermic Blaster Ammo increased from 120 to 150 Freeze duration increased from 1.3s to 1.5s

Mei’s freeze has become too hard to pull off and the reward is very little, this should allow her to get more reward out of freeze and punish better
(I wanted to increase the secondary fire cost but i wasn’t sure about it)

Mercy Caduceus Staff Damage boost reduced from +30% to -25%

Valkyrie
Now has 2 resurrect charges

This is an attemp to make mercy’s damage boost weaker but her ult stronger, before you say “moth meta” they never tried 2 charges WITH cast time, take in mind mercy will be stuck for 3s when trying to resurrect 2 targets, so i think it’s worth the try

Moira Biotic Grasp Lock on window increased by 37%

Moira was never meant as a high skill high reward hero, although this increased her skill floor, it never touched the ceiling, her reward was still little, so i think it’s best for moira to remain easy to pick up but without much exploration

Orisa Fortify Duration decreased from 4s to 3s Damage reduction increased from 40% to 50% Cooldown increased from 10s to 12s

Protective Barrier
Health increased from 600 to 850
Cooldown reduced from 10s to 8s
Duration decreased from 20s to 12s

These changes are oriented to make orisa more skillful when managing her resourcers but makes those resources stronger when active. It also tries to remove the dependence of sigma, more of him later

Pharah Health Health decreased from 200 to 100 Armor increased from 0 to 75 *Total now 175*

Hover Jets
Fuel regeneration increased from 35%/s to 40%/s
Can now crouch mid air to accelerate downwards

Jump Jet
Cooldown reduced from 10s to 8s

Concussive blast
Cooldown increased from 9s to 13s (1s is cast time so 8s->12s)
Can now hold 2 charges
Enemy knockback decreased by 30%
Self knockback increased by 20%

These changes are trying to make pharah much more mobile and strong against chip damage while weak against burst damage. (It might and hopefully address her issue on console as well)

Reaper HellFire Shotguns Spread decreased by 10%
Reinhardt Rocket Hammer Damage reduced from 85 to 75

Barrier Field
Health increased from 1600 to 2000

Earth Shatter
Duration increased from 2.5s to 3s
Range reduced from 20m to 15m

These are partial reverts from previus patches, while also doing a powershift for earth shatter to make it as powerful as it used to be but without the long range it currently has

I currently don’t have changes for roadhog, he’s annoying but balanced IMO

Sigma Hyperspheres Damage reduced from 55 to 45 Range reduced from 22m to 19m

Experimental Barrier
Health increased from 700 to 1000
Cooldown when destroyed increased from 5s to 8s
Regeneration rate increased from 80/s to 120/s

Kinetic grasp
Health gained increased from 60% to 75% of the damage absorbed
Max shields reduced from 400 to 100
Cooldown decreased from 12s to 10s
Duration decreased from 2s to 1.5s
Shield is gained as he absorbs damage
After he maxes out on shields, The rest of damage absorbed will transfer to the barrier’s health

Accretion
Cooldown increased from 10s to 12s
Direct hit damage decreased from 70 to 65
Splash damage decreased from 40 to 35
Self damage decreased from 20 to 15

Stun now scales with distance
Minimum stun is now .5s
Max stun is now 2.5s

These changes although not perfect, are looking to significantly reduce sigma’s damage and utility to make him a main tank rather than a hybrid, Experiment is needed to see if this is enough to get rid of double barrier or not, take in mind double barrier isn’t a barrier problem, otherwise Rein Orisa would’ve been meta long ago, it also isn’t the problem of being able to shoot while having a barrier, otherwise winston orisa would’ve been meta, instead is the issue of sigma not only having tons of utility but also damage and range, what causes double barrier

Soldier 76 Heavy Pulse Rifle Ammo reduced from 30 to 25 Fall off starts at 35m up from 30

Helix rocket
Cooldown increased from 6s to 8s

Trying to overall reduce the power of hitscans, these are minor adjustments to make soldier less powerful at close range but rewards presicion at long ranges

Sombra Hack Duration increased from 5s to 5.5s Cooldown increased from 8s to 10s Cast time increased from .65s to .8s

Stealth
Speedboost increased from +50% to +75%

Translocator
Cooldown decreased from 6s to 4s

EMP
Radius reduced from 15m to 12m

These changes are meant to take some power away from hack and EMP and put it to her other abilities to increase her uptime

Symmetra *Note: Possibly moved into support*

Photon Projector
Primary fire
Damage changed from 60/120/180 to 80/120/160
Range increased from 12m to 15m

Secondary Fire
Damage reduced from 120 to 95
Charge time reduced from 1s to .65s
Recovery time reduced from .25s to .1s

Sentry Turrets

Replaced for Shield Generator
Cooldown is 12s
Duration is infinite
Cooldown starts when Shield generator is destroyed (By enemy or self by pressing the ability button)
Can be placed up to 5m in front of symmetra
Adds +50shield hp to every teammate in a 50m radius
Health is 75
Shield health is 150
total 200

Teleporter
Duration decreased from infinite to 4s (After cast time)
Cooldown reduced from 10s to 6s
Cooldown begins when tp is destroyed
Shield health decreased from 250 to 150
Cast time reduced from 2s to 1.5s

These changes are meant to make sym much more active by being able to use her abilities more often, have longer range and being more consistent at her damage by sacrificing total damage potential

No changes to Torb He’s fine IMO

Tracer Pulse Pistols Fall off starts at 10m down from 13

Reverts that seem needed for the current state of the game

Widowmaker *Note: Although I tried the most to not mess up too much with major muscle memory, i think widow being able to deal 300burst every .9s is too good for a sniper, these changes are meant to make widow a better long range sniper by sacrificing speed*

Health
Decreased from 175 to 150

Widow’s kiss
Ammo reduced from 35 to 30

Scoped
Max damage increased from 120 to 180 (headshot damage is now 450)
Max charge time is reached after 3s, up from .9s
Fall off removed

Unscopped
Fall off starts at 10m, down from 15m
Damage increased from 6.5-13 to 7.5-15
Spread reduced by 10%

Grappling hook
Cooldown reduced from 12s to 8s

Venom Mine
Cooldown reduced from 15s to 8s
Max damage reduced from 75 to 45 (duration decreased from 5s to 3s)
Now has 2 charges
Up to 2 mines can be placed at the same time

Infrasight
Cost reduced by 15%
Upon activation, widow’s kiss scopped charge charges 50% faster

These changes are meant to make widow fragil at close range and very slow but very bursty and long range, while making her deadlier once she gains ult

Winston Health Health decreased from 400 to 300 Armor increased from 100 to 200 *Total is now 550*

These changes are meant to make winton much more durable

Wrecking Ball *Name changed to Hammond* (cmon jeff everybody wants this) Anyway

Quad cannons
Ammo increased from 80 to 100

Grappling Claw
Now has a duration limit of 10s
Knockback reduced from 10m to 8m

Adaptive Shields
Enemies now gain 50% of the damage dealth to the shields
Shield gained reduced from 100 to 75
Shield gained per enemy around reduced from 100 to 50
Radius increased from 8m to 12m
Cooldown reduced to 8s
Cooldown starts after the ability is over or shields are destroyed

Minefield
Duration decreased from 20s to 15s
Can no longer gain ult charge while active

Zarya Health Shield health increased from 200 to 250

Energy
Decay increased from 1.6%/s to 2%/s

Particle Cannon
Primary fire
Damage reduced from 95-180 to 90-155
Range increased from 15m to 18m
Secondary Fire
Damage reduced from 47-95 to 45-90

Particle Barrier
Health Decreased from 200 to 150
Max energy gain increased from 40 to 50
Duration reduced from 2s to 1.5s
Cooldown reduced from 10s to 9s

Projected Barrier
Health decreased from 200 to 150
Max energy reduced from 40 to 25
Now has 2 charges

These changes are looking to make zarya more tanky by reducing her damage slightly

There are no changes to zenny, he’s fine IMO

Feel free to leave some salt down here, or any feedback you have about it, what are your thoughts, would this make a better or worse overwatch

Edit: Clarification on sym’s changes
Edit2: Forgot to add a hanzo change
Edit3: forgot to add a doomfist change

10 Likes

I like most of these tbh

I actually like these Sym changes and making the shield gen a ability sounds great. But would it be able to stack? Since you can technically place one every 12 sec. Also would her ult stay the same?

2 Likes

how did you read them all lul

Oh well i think i should edit for clarification, but cooldown wouldn’t start until destroyed

Yes

1 Like

im a fast reader…its a curse…so much awkward waiting in class after I read what the teacher gave us

3 Likes

Fat no.

This literally removes its only purpose

2 Likes

I gotta read more of these in context but some seem broken. Giving hanzo a 2.5 multiplier for an 80 damage storm arrow with increased speed seems like it would be insanely broken.

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Wait i actually decreased the speed, looks like it didn’t save smh
Thx for that i’ll edit that

miss click

True

The won’t tho ;(

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Okay, here’s my basic takeaway:

Ana - I like the nano changes, it completely changes priority nano candidates. Boostio will be Flash McMurder.

Ashe might be getting too nerfed with your bap field changes as she’s the only real DoT. Her ability to escape easily with coach gun and not being diveable is her issue.

Bap’s giant window is fine. It’s an immobile ult.

All the Bastion changes would need to be implemented selectively as there’s just too many to forsee balance.

The brig changes effectively limit her to AoE only, as repair pack would only be used to enable flankers. Iffy change.

How did you make changes to Doomfist and NOT address his .35 second suicide stall!? I like that you went to make him more fluid at expense to his 1 shot.

I like the dVa changes.

Genji might be weak as now he’s a bladebot and he won’t be as good as a nano target with nano changes. Maybe show him more love.

Junkrats trap changes are interesting. I see you want him to be able to set two traps and two mines but neither is lethal combo. Jury is out on this one tbh.

I think Lucio is good as is, but you’d make him a healbot brawl comp by increasing his AoE healing while gutting brig. Reddit Lucio would be even more hard throw.

Mei might attention in other areas of her kit imo.

NO 2ND REZ FOR MERCY PERIOD.

Moira changes are good.

Orisa changes with Sig changes is a definite double barrier returns scenario. These two changes cannot coexist.

Reaper changes are good.

I do like the return of Sig’s stun scale though.

If you want to delete Widow at least hide it better.

Winston would still be the worst tank

I dunno how the WreckingBall changes would pan out.

Sombra is flat out Uber buffed. Pro play must pick.

ABSOLUTELY NO 2ND ZARYA BUBBLE. Zarya already bubble saves and cleanses 3 people in the time it takes to throw one bap lamp. Now she can literally bubble her entire team and someone twice in that amount of time. HARD. NO.

Thanks for taking time to organize all this and come up with it. I hope my feedback helped.

1 Like

Adaptive Shields
Enemies now gain 50% of the damage dealth to the shields

Explain please. Sounds like Deflect, lol.

1 Like

Patch is pretty big so i will describe only few changes

Unlikely -5% from DM will change strength of pocketing ( dm boosting )

I’d like to say that the main problem here is ressurect because Mercy can give pocketed allie second life without losing anything, before if she was going to do same thing she had to use her ult which had more than 30 sec CD

So i don’t think that something will happen to dmg boosting or pocketing if only ressurect become an ult or DM lowered to 10% . So with these changes Mercy’s get huge direct buff

If Sombra is going to get 0.8 sec cast time back CD when hack is canceled has to be removed, because it will be much easier to interrupt and then abuse this 2 sec CD, So she will able to hack someone only with EMP

Then it need to have timer because speed will be high that means ability will lose it weakness ( i don’t think that anyone against it :^) )

If TL’s cooldown continue to start when Sombra throw TL

Then with 4 sec it will be nearly instant

Since cast time was increased there’s much more chances to interrupt Sombra’s EMP, but with this change she will be needed to be closer to enemy, so for enemy stun or kill Sombra during cast time will be super easy that will make EMP bad

I don’t think that making an ability that provides 50 shield hp in huge radius spammable is a good idea

Because as ability it will be even stronger than ressurect or nade also Symm will sill have tp
That probably will make her kit busted

Ball doesn’t need anything from it if CC heroes will be viable ( Sombra , Mei, Brig etc )

The main reason why Ball is very powerful right now is that his counters are garbage ( except McCree )


But you have some pretty good ideas !

but not a Widow one

1 Like

Sym changes seem more of a support than dps. Plus I think she should keep her turret and they would need a buff some kind since they are pretty flimsy.

Maybe give back Sym shield generator ult option.

I like this :sunglasses:

1 Like

You nerf her this much but left Mccree literally second dps right now unchanged?
Just nerf Ashe’s reload. Ashe is mostly balanced. Mercy makes her unbalanced.

These were awful. I can’t explain why in short. But here is why:

Just let Moira be more skillful. Buff the reward if she needs more skill. Don’t just make her easier.

This ruins Mercy.

She will almsot never get 2 resurrects off.

I cannot tell if this is OP or terrible. But combined with your Brig it’s a monster. Just have Brig pack Widow all the time and she has 200hp with OP damage. This is why overheal was removed.

Nano better charge quicker. A worse than brig rally speedboost does not make up for essentially making it as good as damage boost with slight damage reduction. This really makes using it on dps worthless.

Overall; not a fan from what I’ve seen. I only looked at characters I play though.

1 Like

Why post got flagged ??? xD

Forum in bad mood today

3 Likes

I guess they’ve only read MooshPaw and clicked the flag icon.

2 Likes

I know right?
The forums strike again…

2 Likes