CODE to try the changes: P2ST4
Hey! Welcome to my own patch notes, where I manage to balance the game on my own way. If this post is liked, I’m going to post my balance changes every two weeks. Not all heroes have been balanced, only 10. The rest of them will be tuned by the next weeks. See you!
Ashe:
Primary fire (Scoped)
Fire recovery has increased from 0.7 to 0.85
Damage has increased from 80 to 85
Movement penalty has been reduced from -25% to -10%
Coach gun
Knockback to enemies has been reduced by 30%.
Ashe is a little bit too powerful when talking about damage dealing, so the DPS is going down as well as coach gun utility to defend from divers and flankers, but with a better ADS mobility and damage per shot.
Baptiste
Primary fire:
Ammo has been reduced from 45 to 30
Immortality field
Cooldown has increased from 25 to 35sec.
Nerf to Baptiste’s spam damage capability and making immortality field only usable once per fight. If I see he’s too nerfed I’m going to buff him in some other ways.
Doomfist:
Primary fire:
Projectile speed has been increased by 15%
Rocket punch:
damage has been reduced by 30% (impact on walls and punch DMG) which leads to a full charge punch and a wall hit deal 175dmg (no oneshot for 200hp)
Uppercut:
Recovery time has been reduced from 0.35 to 0.25
Slam:
Movement speed has been increased by 10%
Power shift from his punch to all his kit, to make him have a higher skill floor and power on higher sr, as well as making him feel more fluid to play. Shoutout to all Doom players posting on forums who gave me this idea.
Echo:
Sticky bombs:
Cooldown has been increased from 6s to 8s
Focusing beam:
DPS has been reduced by 25% (37.5dps on +50%hp characters and 150dps on -50%hp characters)
Since I’m nerfing all hitscans, I’ll also nerf Echo because her power would be abusively broken with hitscans losing power.
Genji
Shurikens:
Damage has been increased from 28 to 30
Secondary fire:
(Can’t program this on workshop, but secondary fire rate to 0.7 and spread to 10.5)
Deflect:
Cooldown has been reduced from 8 to 6
It now lasts 1.5s
Dragonblade:
Now lasts 8 seconds
Can’t be damage boosted
A powershift from blade power to Genji’s kit power, as well as changes to higher his skill floor and ceiling and power in higher sr.
Hanzo:
Arrow projectile speed increased from 110m/s to 125m/s
Storm arrows:
Charges decreased from 5 to 4.
The point of these is to make Hanzo more of a sniper category and to reduce his spam capability.
McCree:
HP has been decreased from 225hp to 200hp
Reload time has increased from 1.2s to 1.4s
Since all game’s power will be nerfed, McCree won’t need his reload buff as much and I’m nerfing his health pool to not make him very tanky against some targets.
Sigma:
Primary fire:
Damage has increased from 55 per ball to 65 per ball
Shooting recovery has been increased from 1.5s to 2s
Acrettion:
Cooldown has decreased from 10s to 8s
Boop distance has increased by 15%
Kinetic grasp:
Cooldown has been decreased from 10s to 8s
Experimental barrier:
Deleted from the game
If he’s too weak, I’ll make his kinetic grasp self-cancelable next patch notes.
The point of this changes is to get rid from double shield, and to turn Sigma to a pure off-tank.
Soldier 76:
Primary fire:
Ammo has been decreased from 30 to 25.
Helix rockets:
Cooldown has increased from 6 to 8s
Reverts to buffs in order to tune down his power to a line with lower power, in order to make projectile heroes and hitscans equitative in power.
Lúcio:
AMP:
Cooldown has been decreased from 12s to 10s
Speed granted from 60% to 70%
This is a revert to a Lúcio nerf on goats and a buff, to make brawl comp more able to rush static comps.
I may have forgot to put a change on the patch notes. I’ll be checking it and I will edit if I realise about a mistake or a forgotten patch note.
Let me what you think in the reply section, I might take some ideas from there. See you (perhaps) on the next patch notes!