A new patch is now live on PC, Xbox, PlayStation, and Nintendo Switch. Read below to learn more about the latest changes.
The next experiment begins! This time we’re hoping to get your feedback on some balance changes. We’re using the 2-2-2 Role Queue ruleset so that you can get a feel for how these balance changes might affect the live game.
HERO UPDATES (ONLY IN EXPERIMENTAL)
- Hitscan damage now scales to 30% at maximum falloff range, down from 50% for the following heroes:
- Soldier: 76
- Wrecking Ball
Developer Comments: This change may be difficult to notice immediately as it scales damage over a range slightly more than before, but it will lower the impact of hitscan damage outside of their intended optimal ranges.
- Weapon spread reduced from 1.5 to 1.2
Developer Comments: We’re making Bastion’s Configuration: Recon weapon more reliable to help strengthen his run-and-gun gameplay when moving between spots he wants to post up with Configuration: Sentry.
- Damage area reduced from 3 to 2.5 meters
- No longer builds ultimate charge while using Self Destruct until after her mech detonates
Developer Comments: No longer building ultimate charge in the window of time between using Self Destruct and when it detonates is targeted at Echo’s Duplicate ability when copying D.Va. Echo’s accelerated ultimate charge enabled her to have Call Mech available before the Self Destruct explosion went off, making it very difficult for enemies to find a safe place to hide.
Heavy Pulse Rifle
- Damage falloff is disabled while Tactical Visor is active
Developer Comments: This will make Tactical Visor effective for more than just the aim assist, which slightly loses some value as player aim improves.
- Damage falloff range increased from 60-85 to 70-100 meters
Developer Comments: We’re adjusting Widowmaker’s optimal range to be slightly further out to account for some map locations where counter-sniping was common but just barely outside of the effective range with the damage falloff. For Widowmaker, the sniping damage falloff is mainly in place to restrict the lethality of mid-air grapple shots at the extreme distances possible on some maps.