I would like you to consider nerfing Sojourn, Zarya, Pharah (Pharah is at least in the controller environment), Ramattra, and beam characters in general.
(1) Sojourn
・please nerf the firepower of main weapons, sub weapons, and disruptor shots.
・please adjust sliding ability
Sojourn’s main weapon is a continuous-fire type and reloads fast and has higher dps than the Soldier’s because it is easier to hit bullets due to the easier recoil control. I would like to see the main shooting firepower nerfed in this regard.
Even if the sub weapon is nerfed to 195 damage per headshot while fully charged, it is still easy for a sojourn to do 5 damage with the main shooting. It doesn’t make much of a difference in my experience.
So I would like to see thestrong text sub-shot damage adjusted to at least 140-160 max with the headshot. it should be adjusted to make it impossible to take them down unless they are well weakened with nerfed main shot or with teammates.
As for the disruptor shot, a ranged attack with wide area, high and continuous damage with slow is too strong for Sojourn, a high mobility, high firepower character.
As for the same ranged attacks, Ash’s Dynamite and Widowmaker’s Venom Trap, they are acceptable.
Since the characters have low mobility and have a hard time when approached and their main weapons are not continuous-fire type, it is difficult for a beginner to gain damage, so there is a viewpoint that other damage sources are needed.
Also, the ranged attack skill itself is parabolic, the damage judgment is instantaneous, and it requires skill to hit the opponent, and furthermore, it can be instantly disarmed with Kiriko’s bell, so even high firepower makes sense.
(Personally, I think the damage could be enhanced with regard to the Widowmaker’s Venom Trap.)
Sojourn, on the other hand, is highly mobile and both main and sub weapons are powerful enough even after the above nerf. she is not a particularly difficult character to get close to, in fact, she is sometimes stronger in close combat.
But she even has a ranged attack with a wide range, high firepower, and slow speed, and since it flies straight to cross hair, it requires little skill to hit.
The bell of Kiriko is also difficult to use when we damaged by the disruptor shot, because we have to spread out instead of gathering.
I would like the disruptor shot to be removed, or nerfed in at least two of the following areas: firepower, area of effect, and duration of effect.
Regarding sliding.
Wrecking Ball’s piledriver is hitting but sliding continues as is. so i require an adjustment to stop the movement.
Considering that Sojourn is propelled by jets, it would be also natural for her to continue sliding even though his body floats. Personally, however, I would prefer that Sojourn’s movement also stop if the movement of other characters is almost completely stopped.
(2) Zarya
・please nerf the barrier stock from 2 to 1.
・please nerf the range of the beam so that as the firepower increases with the barrier, the range of the beam becomes shorter.
・please remove the shield health.
As for the barrier, it is too strong to be almost invincible twice at any given time. Kiriko’s bell also has one stock and it is important to judge when to use it, but Zarya can continue to turn the barrier the same when the cool time is extended by a few seconds as long as she uses shielding and applies the barrier when she thinks she is in danger.
Two stocks are still too strong because they can be easily matched to Ultimate of both teammate and enemy.
I would understand if this barrier was a damage reduction like Doomfist or Ramattra, or if she couldn’t attack during the barrier like Reinhardt.
However, it is strange to have two stockpiles of this type of barrier, since it can nullify damage from all directions, and can attack freely from inside the barrier, as well as convert its firepower.
About the beam’s range
I would like to see the range of the beam shortened as the firepower increases.
Right now there is not a single disadvantage to increasing firepower with barriers, and it is unreasonable that even mobile characters cannot escape from Zarya’s beams with increased firepower.
However, by adjusting the disadvantage of shortening the range in inverse proportion to the firepower, we can give Zarya player a choice in how she stands. She can either push through at once with her high firepower and short range while being hit by bullets, or she can use her low firepower and long range to slowly and safely cut down her opponent.
This way, the choice of whether to use a barrier or health against the opponent’s attacks becomes the depth of this character.
You will also have the choice to preserve the barrier to counter the opponent’s Ultimate or other attacks. (Right now, even if you don’t conserve your barrier during normal use, it is too strong because you have two stocks and can easily counter an Ultimate, so you don’t have the option to conserve it).
Furthermore, a shorter range would reduce the irrational inability of even the most mobile characters to escape.
More to the point, it would allow Zarya to hit hard against melee attackers such as Reinhardt, which Zarya is not good at, and conversely, even characters that Zarya can beat easily would not be able to beat at medium range, so I think this is a good adjustment, although it is not very forward.
How about the following adjustments?
Power: Range
0%: 15m ⇆ 100%: 7m
Regarding the shield health
Zarya is a character that can use the omni-directional damage nullification barrier even while attacking, so unlike Reinhardt and Sigma, it does not matter if attacked from behind, reducing her health itself is more difficult and time consuming than other characters.
And yet, shield health that recovers automatically and armor health with damage reduction are too strong.
Please change the shield health to normal health.
(3) Pharah (Controller environment)
・please nerf the strength to 150.
・please nerf the explosion range and firepower of the main weapon.
as a premise, it is more difficult to aim in a controller environment than in a keyboard-mouse environment. Especially for beginners, it is almost impossible to aim at Pharah.
currently, even though she is a surprise attack character, she can always stay in the battlefield without having to hide, especially with Mercy’s heal, and she can keep firing with Mercy’s damage-boosting ranged attacks.
The disadvantage is that you have to aim while stopping a little, even if your sniper-type one-shot is a high firepower character, whereas Pharah can spread ranged attacks while constantly moving. It is difficult to fire deviation, but since it is a ranged attack, it will hit the enemy without well aiming.
If Pharah has 200 health, we will not be able to drop her even though Kiriko’s headshot with difficult controller aim.
This is even more so when Mercy’s heal is attached. Even if you do your best to kill them, mercy will revive pharah soon.
Even if you put a turret on the ground because it is hard to aim with the controller, it will be destroyed immediately due to pharah’s firepower, and even if you put up a shield, it will still be destroyed.
To be honest, it is too strong and not fun whether the enemies or allies are using it. It is too unfriendly to beginners who can’t aim precisely.
I don’t know about the key mouse environment, but in a controller environment, please nerf its health, firepower, and explosion range.
Even if these nerfs are done, Pharah is still a strong surprise attack character when she can fly freely. The choice comes down to whether or not you are willing to take that risk.
If you try not to get hit to compensate for her low health, she will naturally attack less often.
This is a great way to avoid being headshot and not being dropped, which would end the match in an unreasonable manner. This is a stressful match, especially for beginners in a controller environment, and should be adjusted to avoid this.
I think it would be better to adjust the firepower of the main weapon so that even with Mercy’s damage boost, it takes 3 direct hits to break Torbjorn’s turret, and 4 hits without the damage boost. A direct hit would do 70 damage (91 damage with the damage boost), and a blast would do a maximum of 40 damage (52 damage with the damage boost), which is about right.
If the blast range is reduced with this firepower, a character with 200 health can just barely withstand up to two direct hits with damage boost, and if that happens, the support might be able to catch up with the heal, and the turret can do some damage.
if Pharah’s health is 150, you can drop her early if you can get a headshot in. This would reduce the sense of unreasonableness, make Pharah really a surprise attack character, and make it more difficult to keep shooting one way than it is now, because it would also make it more difficult for Pharah to aim on her own side.
(4) Ramattra
・please nerf the amount of health recovery to 2/3 when using Ultimate.
It is quite strong that the effect time of Ramattra’s Ultimate lasts as long as the enemy is in the effect range. there is nothing that can be done when Ramattra’s Ultimate, which even gained Nemesis form armor, is unleashed, especially in the last base attack such as overtime.
The balance is such that even the strong ranged attacks of Ultimate by Mei, Junkrat, Dva, etc. can be nullified by Kiriko’s bell if done well, but there is no way to avoid Lamattola’s Ultimate in an unshielded base.
I would like to see more options to defeat Ramattra’s Ultimate other than abandoning the base. The duration of the effect is unique and should be maintained. I think it would be best to reduce the amount of heal from the support in order to be able to have the option of defeating Ramattra in the base, which can block damage in addition to the armor of the Nemesis form.
If the amount of recovery is reduced while Ultimate is in effect, the player may be killed if he activates Ultimate while surrounded by enemies with low HP, even if it is the last time he activates Ultimate. The longer Ultimate effect time is not always a good thing, so this is where strategy comes into play.
(5) Beam characters in general
Zarya, Winston, Symmetra, Echo, Mei, Moira, etc.
There are various ways to deal with real bullet attacks other than barriers, such as Sigma’s Kinetic Grasp, Genji’s Leaf Return, Dva’s Defense Matrix, etc. They can be bounced back, nullified, or absorbed.
Beam attacks, however, currently have no other way to deal with them other than barriers. They have practically continuous hitscan weapon, so simply crossing the cross hair will always result in damage.
In addition, since the aforementioned abilities are almost completely neutralized, especially with the enhanced Zarya and Symmetra, there are no weaknesses other than the fact that the range is shorter than that of real bullets, which makes it seem unreasonable.
Moira, in particular, still feels a little too strong because it can attack infinitely no matter how much it misses to fire and does not require reloading.
Therefore, in the future, I would like to see new characters with abilities other than barriers that can reflect, nullify, weaken, or absorb beams (meaningless against live ammunition), or to replace the abilities of the current characters.
These are my requests.
I can understand any character to have a strong Ultimate. I think it is acceptable if Sojourn also increases the damage of sub-shots in Ultimate and headshots do 200 damage.
However, if the firepower of attacks that are not particularly risky is too high under normal circumstances without Ultimate, or if there are no disadvantages even with Ultimate, it will feel unreasonable and the game will not be interesting.