ammo usage increased from 3 to 6 during sniper mode
reload time increased from 1,5 seconds to 2 seconds
rate of fire reduced from 10 Hz to 5 Hz
Bastion
Sentry Mode can deal headshots now
Ironclad works now during transformation
Ironclad is increased from 20% to 30% during Tank configuration
Volume of all sound indicators got lowered a bit
Reaper
Number of pellets increased from 20 to 23
Shadow Step now creates a black mist around the destination area. Enemys outside cant see inside and vice versa.
Casting time reduced from 2,5 to 2 seconds.
Black mist stays for 6 seconds.
New ability (right mouse button): Vendetta: target enemys incoming heal is reduced by 30% for 4 s. Maximum range: 12m. Cooldown: 12 s.
Sombra
Hack: can now be used during primary atack.
Hanzo
Removed Lunge
increased bow charging time from 0,5s to 1s
increased reload time from 0,5s to 1s
min. projectile speed increased from 26m/s to 35m/s
max. projectile speed decreased from 100m/s to 75m/s
Storm Arrows: No longer can headshot.
Cooldown increased from 8s to 10s
Damage reduced from 70 to 65 per shot.
Dragonstrike: charge required increased from 1500 to 2000 points.
Torbjörn
Level 1 Turret HP increased from 150 HP to 225 HP.
Mercy
Resurrect: decreased revived ally´s health from 100% to 60%
McCree
Minimum damage increased from 21 to 35
Mei
Icicle: minimum damage increased from 22 to 35
Ana
Health increased from 200 HP to 225 HP
Roadhog
Number of pellets increased from 25 to 28
Lucio
Crossfade: area of effect increased from 10m to 12m
Practice Range
added Painfield
added Healfield
two additional targets in the sky moving in an eight-pattern
1000 HP shield barrier infront of a wall with HP counter and small area for headshot multiplier. regenerating 100H HP/s after 3 seconds without damage.
This seems pretty harsh. I would just reduce the CD on her grapple back to 12 seconds like it was prebuff.
Seems fine. Assuming volume is quality of life change.
Might be a bit much when looking at all the other changes also in your patch notes. Might also totally be fine. shrug.
Interesting. Would be cool to see that.
Definitely too much at once. He does need a nerf. I would break damage boost interaction. Maybe add a couple other changes (projectile speed reduced?) But not all of them at once, especially with these other buffs.
Fair enough.
Seems fine to me. Maybe make it 70%.
Seems like it would be a good change to me.
Controversial opinion, I think Mei is in a pretty good spot at the moment. I would buff the icicle damage to 27 - 30 if we buff it, but I don’t think it actually needs more than that given all of her other utility.
This would help a little, though I don’t think this helps fix any of her fundamental flaws that hold her back.
Yes, the selfheal nerf could be really devastating but i still included it because her healthpool feels way too extended during an atack with the ongoing heal. She solo kills pure damage heroes in range while tanking the damage with her healthpool, not her shield. She should use her shield ability for that. Forthermore i think she should only support others, not herself, making her rely on other supports to stay alive (healthwise). Thats why i still took away the selfheal.
Other than that the shield HP nerf is a must have. I nearly never saw her shield actually burst or found myself in that situation playing her. Thats an indicator to nerf it and it would be much more healthy for one or two people to take out her shield alone if she doesnt find cover for a longer time. 600 cant be beaten and is a waste of time and ammo if you think about that she regenerates 100 shield HP/s, 400 is just fine for opponents and herself to still use her bash with it.
Widow
It seems harsh but i dont think it is.
Widow has zero resource management related to ammunition. She can currently shoot 10 sniper shots (30/3) before reloading and every single shot can insta-kill 200HP heroes. I saw noone actually using all 10 available shots and make good use of it other than spray&pray, even then people still reload before the weapon is empty. 5 shots max is totally fine. This would also reward enemys catching her off-guard as she would have left less bullets to defend herself. She already has a hook to retreat so it should be fine (i dont think a hook cd nerf does anything, it still will be ready whenever she needs it). For the same reason i reduced the assoult mode rate of fire. She already has a really powerful insta-kill weapon which is still pretty fast, so she doesnt need that good of a close range weapon to defend herself. Its not fair for heroes like soldier or bastion if she has such a good assault rifle. Again, people should be rewarded for coming close not getting punished from a fast DPS weapon, shes the one having a grapling hook, not the enemy.
Hanzo
The thing with the dmg boost break is that its a direct nerf for supports aswell and thats one thing i wanted to avoid. Didnt want to punish players who play support in terms of hero composition and ability compatibility.
I didnt cut off his maximum damage but reduced his damage over time and made it harder to aim at long distanced with the reduced max projectile speed. So he can still hit critical shots or even do one hit kills but just less often. A lowered overall damage output over time also works against his current brainless arrow spam since he doesnt need to reload.
I obviously removed Lunge because it was a big problem before Lunge to catch Hanzo. Smart players just stood at the edge of a cliff and constantly jumped down and climbed up again befor hitting the ground, so an atacker never knew on which floor he was. Most atackers use abilities with cooldown to climb a floor so Hanzo could always outplay them since they could never reach him in time once they used their climbing ability once. Lunge is additional broken and unfair against breach heroes like Rein and WInston. They can only use their mobile ability once to get near enemys and they need that as close range heroes, once used Hanzo can just leap away with Lunge which makes the whole mechanic of the other heroes meaningless. Hanzo can climb which requires positioning, he doesnt need another escape mechanic (with such a low CD its getting used offensive&defensive).
Storm Arrows shouldnt be just better primary atacks but situational. So with my changes Hanzos primary atack needs more reloading and charging time and while charging he moves slower. Storm Arrows should now be used if enemys come too close because Storm Arrows provide no movement reduction and negate reload and charging time compared to primary atacks to fight better in mid to close range situations against faced enemys. This ability got more precious since his primary atacks got slower even though the enormous damage reduction.
The Dragonstrike´s increased charge time may be a little bit too much with the already reduced damage over time but this ultimate has a such a big impact as team wiper and knowing how many times its ready during a single game that i still thought its justified to add this change.
Mei
Youre right, i just added this because it feels heavily unrewarding hitting a far away target with a slow traveling ice shard which fire is delayed only to deal 22 damage. Didnt know better so i sticked to this change.
Ana
I wouldnt underestimate the power of a bigger health pool even if its only 25 HP more. But i know what you mean. Shes an easy target and could need mobility or a more common slef heal than the nade. The only thing is that i think something like this would make her overpowered.
How comes? I just think a selfheal isnt needed with 250HP/Armor and being able to push threats away or shieldblock enemys. Healing ally´s passive and active is enough.
rate of fire = bullets per second = Hz
its all the same, i dont see the problem here.
An automatically created fog within the ability and an additional ability that needs a single mouse button click is “too complicated”? What?
He should still have more ongoing dmg than before the rework. So thats not quite right.
How does increasing the Level 1 turret HP turn Torb into a Gunslinger?
So you want her to be good aswell and dont provide any solution but instead you blame my attempt? > 200HP already denies common damage combos and lets you survive one hit kill shots. You have to start somewhere and i think that is a good start.
There was no explanation given for any of the heroes in the patchnotes. The idea behind the reaper and roadhog shotgun buff was to buff the close range dmg and let a fraction of the pellets hit more often without making shotguns more precise like reducing the spread or something.
Instant kills from snipers are far more common than from shotguns while standing right next to them. So i thought this was needed to bring the risk/reward ratio back in line for standing right next to the enemy(s).
The aura benefits werent touched and the benefits are still more than manageable for the enemy team. His main role is still support and its shoking how many ally´s are always out of range. His mobility shouldnt work against his ability, so 2m more in every direction shouldnt break the game.
You mean the pain - & healfield? Some people want to try out things with a specific amount of health, especially as healer, repeatedly.
Ofc you can. What you also can do is provide own solutions or more detailed answers.