I did a thing. The idea here is making Brigitte more of a front-line threat BUT making her slightly harder in terms of decision making.
Shield:
Health increased to 300 (MAYBE 350, would require testing of break points)
(Upping her shield we let Brigitte just a little more free to block more damage and stay on the front line slightly longer so she can get her value from inspire.)
Repair Pack:
Will do a burst heal of 50hp then apply a heal over time of 30hps for 2 seconds after the 50 burst. 110 total healing.
If the target is full health upon application, the pack will convert 50hp into armour and will not heal. Armour will linger for 3 seconds then revert.
Cooldown reduced to 5 seconds (cannot hold multiple charges)
(The idea of these changes let’s the pack be used for a pre-engage again, OR a good peel tool. The limit of 1 pack and the 5 second cool-down means that Brigitte players will need to choose between those 2 options and suffer the consequences if they fail.)
Whip-shot:
Mace hitbox tightened by 10%
(There are a few situations where the Mace can make contact with things that is physically wasn’t touching, making the enemy feel like the inspire wasn’t earned, this will just mean that Brigitte needs to be slightly more on target, making inspire feel more earned)
Literally just load up overwatch and test it in the practice range yourself.
I can hit tracer with enough space in between the whip shot & the tracer to fit in another tracer.
To be honest I would make her whipshot hitbox even larger. It’s not going to one-hit you like Roadhog’s hook and look how ridiculously large that is. And it’s really her main method of activating heals in most cases, because you’re either too far away or she’s just too fragile to go into a serious brawl.
Those numbers are also false information as they are not correct
0 meters is impossible to have, and they didn’t provide anything else. there are other ways to find correct measurements.
These people obviously made the workshop, but when you look at KarQ’a vid
It’s actually been checked multiple times and rendered.
Not saying their workshop is bad, I too was horrible at it at the beginning, but it’s not accurate at all
As far as we can test mace and even hooks don’t have one and are just flying dots if that dot touches a Character hitbox the mace “hits”
Here is a video to character hitboxes.
So testing on a Tracer like you did is inaccurate to say the least.
Im the OP of the before linked post that includes all Projectile hitboxes while i haven’t tested it in the latest few version cuz i didn’t see any Projectile changes in the test notes.
But the ws code I gave for the test should still work and is at any time recreatable and retestable and unless a flaw is found with the method its the most accurate we have.
No there not false information and aslong as noone can provide any incorrection with the method used.
Size 0.0 simply means that it does not have a hit"box" but more of a hit-coordinate. Brigs mace and hogs hook are just a dot basically unlike hanzos arrow which is a ball for the system.
It could also mean that the size of the hitbox is smaller as my measurement accuracy so something like 0.05 tho that unlikely imo.
And more accuracy really isn’t needed and yea a render would be outside of my abilities but that to isn’t needed when not making a fancy youtube Video but using numbers.
My post has been through alot of criticism which all has been adressed and replyed to. And while a few things such as a 0.0 size might seem “wrong” to the untrained eye from the clip included it should be clear.
Would need to check up on that could be that mace is an exaption or even bugged with how it interacts with shields and player hitboxes.
Thats the one flaw my post has that it works with shields as there could (when unlikely) be differences between then and player hitboxes but because player hitboxes are inaccurate and we don’t have numbers on them its not possible to get something more accurate. Atleast for my cause I haven’t spent any time with all the new workshop features from the last time they added new ones.
For example we know for a fact that the collision hitbox of Projectile with walls and floors etc is different from there hitboxes tho we know nothing about how shields are different from players.
All I can guarantee is thats how it interacts with shields and that almost all measurements also are the same with player hitboxes. But there is no way to proof that to 100% because again there inaccurate af.
Well this thread became a whip-shot debate post very quickly. I was just noting what I saw, which was it makes contact with things that it sometimes maybe shouldn’t. I have 100’s of hours on her it’s the only thing in her gameplay just feels unfair sometimes.