Global Changes
Tank balance is currently out of whack, mostly due to the armor changes. Reeling those in as well as slightly decreasing the headshot passive to make headshots on tanks more rewarding.
- Armor is nerfed. Don’t care to do the math. Reduce maximum damage mitigation.
- Tank headshot mitigation reduced from 25% to 20%.
D. Va
The undisputed queen of tanks right now. Mostly because of armor, but also because her buffed burst damage along with the lowering of health pools has made her dive exceptionally strong. Taking her burst down a notch, and giving her more of a fighting chance when playing into her worst matchups.
- Micro Missiles explosions damage reverted to 4 from 5.5
- Boosters damage reduced from 25 to 20
- DM now reduces damage taken from beams by 30%
Junker Queen
Definitely going to be an incredibly strong pick after armor is nerfed. She actually has the highest winrate among tanks. Rampage is a fight deciding ult so I’m scaling back the bleed slightly to give it slightly more counterplay.
- Rampage bleed damage reduced from 90 to 70.
- Carnage impact damage reduced from 105 to 95.
Roadhog
Roadhog sucks. Big time. His stats are pathetic. I think its safe to say his rework was a failure at this point. These buffs are more of a mini-rework in themselves to give Roadhog more team utility and a form of mobility, two things he severely lacks. Think of pig pen as Roadhog’s version of a Junkrat concussion mine.
- Take a Breather now heals nearby allies for 40 health per second
- Roadhog can now overcharge Pig Pen by briefly holding the button after placing it. Pig Pen will then self-destruct, dealing 60 damage to enemies, and launching Roadhog several meters away from it. If Roadhog is on top of Pig Pen when it activates it will boost him into directly into the air. Self destructing Pig Pen reduces its cooldown by 3 seconds.
Zarya
Just a little something to give Zarya a little more mobility. I feel like we’re finally getting in a decent spot where Counterwatch isn’t AS big of a deal for tanks. This should help her in that regard slightly.
- Self knockback from secondary fire increased by 50%
Bastion
Bastion needs a little love, in ways other than tank busting.
- No longer takes self-damage from grenade
- Self knockback increased from 17.5 meters per second to 22.5
- 100 health converted to armor
Hanzo
Who really thought Hanzo deserve that health nerf? Who really thought 225 health on Moira and Mercy were justified? I’m reverting the health nerf for Hanzo and a couple other characters. In exchange for Hanzo being able to oneshot less characters with his primary, I’m giving him a new ability that will allow him to oneshot on a resource.
- Health reverted to 250
- Hanzo’s reload is now “Heavy Arrows”. Hanzo can store up to 3 charges at a time. Each arrow takes 50% faster to load but deals an additional 30 damage. Hanzo gains a charge every 5 seconds.
Mei
Mei has been feeling a bit lackluster lately, mainly because her primary fire is hard to use effectively now. These changes should make it a bit easier to use and also a bit more effective at letting her stick to slippery targets once she starts blasting them.
- Endothermic Blaster’s ammo consumption decreased by 20%
- Endothermic Blaster’s slow duration increased from .6 seconds to .8
Reaper
My idea of a Reaper mini-rework. Nothing too fancy. Very similar to Winston’s new alt fire. He has been performing very well lately as a backline assassin, so the slight nerfs to his lifesteal and shadow step should help make his engages more reactable, while still allowing us to give him more versatility in his kit in areas he struggles.
- Lifesteal passive reduced from 35% to 30%
- Shadow Step cast time increased from 1.15 to 1.3
- Reaper’s secondary fire allows him to charge a shot from both shotguns with decreased spread and fall-off range, but reduced damage and costing twice as much ammo.
Sojourn
Sojourn is struggling even with her last set of buffs. Just making her railgun a bit stronger, especially when it comes to smoothing the transition back to her primary fire after shooting a charged shot off.
- Railgun alt fire maximum damage increased from 100 to 110
- Railgun cast time recovery reduced from .65 to .45
- Railgun projectile radius increased from .08-.15 to .10 to .17
Soldier 76
Soldier was already struggling before the armor changes. With those tuned down he’s back to being somewhat playable. This buff should help him stay a bit more competitive.
- Biotic Field cooldown reduced from 18 to 16.
Sombra
STOP MESSING WITH SOMBRA’S TTK! Stop making her even more volatile than she was before! Sombra shouldn’t be exploding the backline in half a second, and she shouldn’t be exploding in half a second either. These changes are a total revert, which should help make playing against and with Sombra more stable.
- Health reverted to 250.
- Virus impact damage reverted from 35 to 25.
- Virus damage over time reverted from 75 to 90.
- Stealth movement speed reverted from 60% to 45%.
Symmetra
Some small Symmetra buffs to make her secondary fire and teleporter a bit better and hopefully allow her to place turrets more easily during a fight. These buffs should more helpful to an “on the move” Symmetra, on maps and game modes where Sym is weakest rather than where she’s already strong.
- Photon Projector alt fire minimum splash damage increased from 5 to 20.
- Teleporter shield health increased from 200 to 250.
- Sentry Turret missile speed increased from 20 meters per second to 30.
Tracer
Tracer is still the undisputed queen of the DPS despite her last nerf. She’s really been cooking since the hitbox changes. Giving her another slap on the wrist to hopefully let the others compete a bit more, and give her a bit more risk if she wants to land those one clip kills.
- Pulse pistols spread increased by 10%.
Venture
Venture is lowkey one of the strongest characters in the game and has been for a while. The stats don’t lie, and while the health nerfs and rise of dive definitely is to blame for part of it, I believe a slight slap on the wrist couldn’t hurt too.
- Explorer’s Resolve’s passive shields decreased from 40 per ability to 35.
- Drill Dash damage over time reduced from 60 to 50.
Lifeweaver
Lifeweaver’s last set of changes were definitely a step in the right direction, finally, but he’s still struggling to keep up. These buffs are to further incentivize him “weaving” between damage and healing when he can.
- Healing Blossom passive charge rate increased by 20%.
- Thorn Volley projectile speed increased from 80 meters per second to 85.
- Weapons now swap 25% faster.
- Passive reload timers reduced from 2.5 seconds to 2 seconds.
Mercy
I don’t understand why we’re making Mercy even more of a pocket bot. Reverting her health back to help with her survivability so she doesn’t have to hide as much.
- Health reverted to 250 from 225.
Moira
Moira. The support chosen for her easy access to survivability at the cost of utility. The support whose easy-aim primary is often complained about. Yeah, let’s not nerf the reason people pick her and buff the reason people hate her to compensate. Reverted.
- Health reverted to 250 from 225.
- Biotic Grasp damage reverted from 65 to 60.
Zenyatta
Zen has been struggling a bit. This buff is to make him more flexible in different comps by giving him a little more healing he desperately lacks.
- Orb of Harmony healing increased from 30 to 35.