WIDOWMAKER
Widow’s Kiss
- Maximum base damage increased from 120 to 125.
- Critical Headshot modifier reduced from 2.5x to 2x.
- 60% damage dropoff between 40 meters to 50 meters range.
Comments: The damage-dropoff basically does the “Map Based Changes” without the ridiculously resource-intensive map changes.
HANZO
StormBow (Primary Fire), Sonic Arrow
- Damage reduced down from 125 to 75.
- Maximum projectile speed increased from 110m/s to 150m/s.
- Bow pull charge speed increased by 25%.
Sonic Arrow
- Flashes red “Detected” message on enemy’s screens when they first enter detection range.
Comments: Hanzo is largely a “Sniper” hero that gets used in Brawl more often. So let’s turn him into more of a Brawl type hero. Additionally, Sonic Arrow is nearly inaudible/invisible to opponents, so change that so it can be counterplayed.
SOJOURN
Railgun (Primary Fire)
- Fire rate increased from 14 to 15 shots per second.
- Accuracy spread decreased by 39%.
Railgun (Alternate Fire)
- Damage reduced from 130 to 120.
- Can not deal critical headshot damage.
Railgun (Alternate Fire)
- Can deal critical headshot damage.
Comments: Basically just reverting the primary fire nerfs, then making the Railgun more similar to a hitscan Soldier rocket. Rather than a 195 damage “basically a oneshot”.
PHARAH
Rocket Launcher
- Explosion radius reduced 50%.
Concussive Blast
- Cooldown reduced from 9 seconds to 6 seconds.
Comments: In addition to the Mercy changes, this pushes Pharah away from a spam-at-range playstyle, and more into a DiveBomb playstyle. Which also put’s Pharah at ranges where it’s easier to shoot her back, but also easier to dodge.
MERCY
Caduceus Staff
- Healing reduced to 35 healing per second on teammates that are more than 8 meters off the ground.
- (Note: Genji DoubleJump is 7.8 meters high).
- Guardian Angel Cooldown is reverted back to just being a 1.5 second cooldown.
Comments: One of the main problems with Mercy was “Pocketing Snipers and Flying Heroes” this set of patches addresses both of those. And as a compensation prize, she gets her mobility back.
Now that we got that out of the way, Tank Debuff stuff.
ANA
Biotic Grenade
- Duration decreased from 3.5 seconds to 2 seconds on Tanks
Biotic Rifle
- Added the ability to headshot for 90 damage, with a 1.2x headshot multiplier.
Comments: Greatly reduces her capability to terrorize tanks with an easy ability. However she gets something really fun in return.
ZENYATTA
Discord Orb
- Incoming damage debuff reduced from 25% to 15% on Tanks
Health
- Added 25 additional Shield Health, for a total of 225 total health.
Trancendence (Ultimate)
- Ultimate charge cost reduced by 20%.
Comments: Greatly reduces his capability to terrorize tanks with an easy ability. In return, he’s less squishy, and maintains more impact with his Ultimate. And offsets the reduced ultcharge feeding he’d get off Tanks.
And because, why not
GENJI
Shuriken
- Damage increased from 27 to 29.
Comments: Hardly anybody was landing those 3x headshot + melee combos below Masters, and it’s a high risk + high reward + high skill maneuver. Let the high ELO players have fun. Als the “Nerf Genji” meme is getting a bit old.
And because further “why not”.
ROADHOG
Tough Skin (Passive)
- Is immune to very short duration stuns.
Vapor Trail (Take a Breather)
- During the 2 second duration of Take a Breather, Roadhog releases a persistent vapor cloud. This obstructs vision for enemy players, and slowly heals teammates. Additionally, enemy players are highlighted through the smoke, (similar to a Sonic Arrow). Smoke duration lasts for 4 seconds.
https://www.youtube.com/watch?v=E6Y762TEd3MComments: I really have no idea what direction the developers are heading with Roadhog, but it sure does suck to have to deal with AntiHeals, Javelins, SleepDarts and LifeGrips. Perhaps take some of those counters off his shoulders.