(Official) Overwatch 2 Balance Patch notes - 12/15/2022

Hmm, that is interesting, hadn’t actually thought about that possibility, but also don’t remember her past heal/dmg numbers.

2 Likes

The devs just need to go ham and not be afraid.

Whats that everyone trusts that this over nerf will be corrected? and no one cares cause they know we are gonna do something fast? and we can just try stuff to see?

it all just sounds like so much win to me.

1.48.0.0 - 5/19/2020

Biotic Rifle

  • Healing reduced from 75 to 70.

Yeah, they are independent.

Yes, slowing the enemy makes it easier for Sojourn to land her shots. That’s synergy. I don’t really see how a damage-only field really makes sense with the rest of her kit nor fits with her core character fantasy. If there’s some sci-fi history that associates cyber-enhanced rail-gun users with damage fields, I’m not aware of it. It can sort of serve in a defensive capacity, but Sojourn herself doesn’t really need that much because she has a strong mobility cooldown already and deals pretty decent close-range damage anyway. Best I can come up with is that zoning enemies out of one area makes them more predictable to come through some alternate path for her to shoot at. I suppose it could also be a means to deal that tiny extra bit of damage to finish someone who is headshot, but that doesn’t feel that cohesive to me. She could already do that with her gun, and the disruptor shot is pretty slow to use as something to reach someone who escaped around a corner or something.

Like, Ashe’s dynamite is sort-of similar, but it both fits with her character fantasy and interacts with her gun, since she can shoot it to detonate it wherever she wants in its trajectory. Widow’s Venom Mine serves an important defensive purpose in both softening up a flanker and giving her a warning, and it gives her brief wallhacks to give her an easier scoped shot. Soldier’s Helix gives him a source of burst damage that he doesn’t get from his gun. Even Cassidy’s mag grenade, which I do not like at all, gives him a reliable close-range combo. Compared to these, Sojourn’s non-snaring Disruptor Shot just feels out of place.

I’m not saying that they should have left Disruptor Shot as-is, but I expected that if they nerfed it they would nerf the damage and maybe reduce the amount of slowing, rather than preserving the damage and getting rid of the slow completely. I think removing the slow entirely makes her less interesting.

It’s a really strong CC effect in the DPS role, something Blizzard has been trying to get rid of. I imagine their thought was stacking it with Mei and Ram in some weird hell comp where a team just gets erased by faux graviton every so often.

As it is, Mei/Ram seem like a match made in hell, so adding disruptor’s frankly unnecessary damage on top of functionally rooting someone caught in vortex is just insult to injury.

It is possible to do 5.5 damage. We just don’t see the .5 on our sides.

So glad we get to see this thread again