Patch Notes for October 21st Experimental Card w/ Video

We’re really buffing McCree without touching his flash/fan combo aka the tank delete button.

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torbs overload is already a huge pain in the ***, it doesnt need a buff
cree buffs look fine, but isnt he already in a good spot? its not needed
moiras is fine
junkrat change is weird, projectiles in this game dont have falloff
name one projectile ability in this game with falloff, go ahead i’ll wait

come on now

These are the funniest changes I have ever seen. Devs confirmed for hacks once again.

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Good job there isn’t a downvote option anymore because these are the maybe the worst changes I’ve ever seen.

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Originally the argument was that these changes would make things for tanks worse. The counter arguments only takes one tank into consideration. There are more tank players and more tank characters than just you and dva. Well I know that it may not seem like a personal problem to you because of however you may play, but generally these changes will make things harder for tanks. Dva has a matrix which has unlimited amount of health for a set amount of time, so increase in damage against dvas matrix is really trivial. However for tanks that have a shield an increase in damage will have a significant effect on their shields.

It undeniably will make things harder for tanks when facing those characters, not only because what got buffed is specifically effective against tanks but at the very least because the characters got buffed. Whether they can help tank players having them on their teams sure the possibility is there, however that argument has to take all other characters scenarios into consideration it is not as focused as the one against tanks and therefore not as strong an argument.

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Oh man NEW COWBOY HERO CONFIRMED, never heard of this guy McCree sounds awfully familiar though.

At least the McCree changes made me laugh

Junkrat is just depressing however…

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If you turn around and say his name three times in a dark room, all your pictures will turn into fruit.

So why do we need Junkrat to be a short range DPS when we have shotgun characters and Doomfist?

He is area control, part of his gameplay is making life hard at chokes or on the point, sometimes indirectly. Hitscans are so lethal that sometimes the only way to deal with them is to fire high and from behind cover in a big arc. This removes entire aspects of his gameplay and you might as well just play Reaper or Torb instead. They’re more durable at such lethal ranges.

It isn’t all just spam, sometimes you use his range to take advantage of someone you know is coming through a doorway or to stand behind cover and kill Widow with artillery fire. That takes aim and timing.

Also, part of good design is giving the player info they need to play with. Who is going to know EXACTLY what “between 15-20m” is? Imagine landing your shots on Junk at a range you think is good but they take 80% reduced damage since there’s no range indicator. What an awful feeling.

Why would a grenade just randomly do 80% less damage? You gonna add stupid range stipulations on Ana’s grenade too? Pharah rockets? Zen orbs? Hanzo? You can just spam all those abilities at chokes or into a crowd and get value, better fix that.

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You said it, tanks are already under insane amounts of damage, increasing the damage output of a hero just puts them under even more damage. it doesnt matter than Torb can peel for other heroes, because that same peeling damage is going to be focused mostly on the front line, at the tanks.

Yes, but those nerfs should have come in this experimental as well, buffing him becuase “He will eventually get nerfs” is not really a good balance philosophy. Realistically i dont think he deserves either of those buffs, especially not at the same time with 0 compensation nerfs.

What about the other tanks tho? Rein will ahve a hard time closing the gap, once he does he can get 4 shotted not counting his grenade plus all the other incoming damage, Orisa´s shield alreary breaks as soon as it is placed. I play junk and even i think this could end up pretty badly

It is not a bad buff, but it is pretty bad considerig the increase in damage with this patch, she still does the same heals only slightly more consistent. it doesnt help her compete at all with the supports with utility

Hiya folks,

So everyone knows, the community team is monitoring and reading your immediate feedback to the new Experimental Card.

For those who have already taken the time to jump in and test the changes for yourself, thank you very much. I understand how these changes could cause a lot of critical conversation.

If I could ask one personal favor; avoiding hyperbole and invectives when sharing your experiences helps us community folks get to the meat of your feedback much quicker. It also makes it far more likely that we can respond to your thoughts with developer insight.

Let’s work together to make sure your experience is clearly communicated to the devs.

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Are these buffs supposed to offset some future nerfs they get to their CC? In particular mines and flashbang being less disruptive? And Torbjorn turret getting some damage reduction / less range?

Thank goodness this is only experimental and you all know these changes are pretty terrible

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The McCree buffs seem unnecessary, but the Junkrat ones look terrible. The falloff change is a significant nerf to any Junkrat that can actually aim, but the buff to impact damage means he’s now annihilates anyone, even tanks, within 15 meters. It just encourages an absurdly stupid, suicidal style of play.

i think its a safe bet people arent capable of that after seeing these forums over 5 years :sweat_smile:

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Hey Andy, thanks for replying to posts like usual.

Just wondering, when are we going to remove lamp from the game so we can all have fun again? And hopefully none of today’s proposed changes make it through as none of them address the core problems that exist currently.

Bap and Brigs synergy literally enables things like Sigma/Orisa to be near unstoppable, this is a problem and I think the first thing to take out or reduce in over all effectiveness is the lamp. None of today’s changes address core issues that the devs do not seem to want to tackle directly and head on? I’m open to being wrong but why does nothing ever get tackled head on.

Initial impressions:

  1. Torb - Suprised he was buffed as he was already lowkey strong.
  2. McCree - Decent changes. Thank you for not touching his stun. And I’m sure you guys tested roll in the air with a previous ExC.
  3. Moira - She definitely needs more help so I’ll take what I can get
  4. Junkrat - This is the one I’m not sold on. He’s pretty balanced and I see these changes as unnecessary. It is lowering his skill ceiling and making the character less interesting. I really hope this one doesn’t go through.
  5. CONGRATS ON YOUR 100th POST!!!
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Understatement of the year.

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Is this an out of season April Fools joke?

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Disappointed to not see any Bap lamp nerfs. One of the most frustrating abilities in the game to play against.

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