Devs could take a step back from some changes that the playerbase isn’t going to be that happy with, and replace them with some changes the playerbase is going to love.
Let me demonstrate:
Doomfist
Uppercut
- Doomfist’s recovery time reduced back to 0.2sec, down from 0.5sec.
Rocket Punch
- No Wall-Slam damage on targets knocked back further than 6m range.
- Maximum knockback distance is 12m range.
- Blocks enemy player movement, Ultimate casting and ability casting.
- However currently active Ultimates or Abilities are not interrupted.
- Enemy players can also still use their primary fire and secondary fire attacks.
Comments: Doomfist players regain their fluidity of movement, which is especially important for a melee range fighter. In return the amount of crowd control from Doomfist, and “unfair” feeling of using a rocket punch into a crowd that’s nowhere near a wall and instantly dying to wallslam. These changes are meant to focus on the “Feels bad to play against” aspect of Doomfist. While still maintaining a fun, useful and high skill cap playstyle.
Hanzo
Normal Arrows
- Revert
Storm Arrow
- Reduced to 3 arrows
- Each arrow does 56 damage
- Headshots for 2.5x damage
NOTE: Alternate version of this, would be to keep the projectile speed changes.
And reduce StormArrows to 3, with no damage changes.Another version, StormArrows do 35 damage, and have a 4x headshot multiplier.
Comments: These changes make sure Hanzo is a considered to be a Sniper, instead of a general purpose hero that is good at killing all player types and barriers. It increases the player skill needed by making it so that headshots are more required from a “Sniper”.
Reaper
Lifesteal
- Reduced to 30%
Shadow Step
- Cooldown reduced to 8 seconds, down from 10 seconds.
Comments: Reduces the power of Reaper between Platinum and Bronze, while also preventing Reaper from being the forefront of a resurgence of a composition similar to GOATs.
Orisa
Fortify
- Reverted
Halt!
- Does not pull enemies that Orisa cannot see.
- 50% Slow effect duration reduced to 0 seconds, down from 0.45 seconds.
Comments: Enemy players are no longer dragged out from behind cover and eliminated easily.
Note: Not entirely sure about the mix on this one, but wanted to highlight the options.
Symmetra
Teleporter
- Time to deploy is instant.
- No longer teleports pre-existing sentries.
Comments: This allows Symmetra to be very useful to her teammates with her teleporter. Allowing for highly creative attack strategies. In-trade she loses her ability to instantly deploy 3 sentries behind the enemy team. As this would be too powerful.
Bastion
Configuration : Recon
- Ironclad passive increased to 40%, up from 0%.
- Hitboxes overall reduced by 20%. (As formfitting as possible, especially the head hitbox).
Configuration : Tank (Ultimate)
- Transformation reduced to 0.5sec
Comments: Giving Bastion additional power to his Sentry form seemed like it was not a good idea. However Bastion was too weak. So power was given to his other forms. In particular, Bastion has one of the largest hero hitboxes while in Recon form. So he was given damage resistance to counteract the higher likelyhood of taking damage. Could also give him as much as 50% damage reduction during the half-second of transformation, as a “parry” mechanic.
Torbjorn / D.va / Winston
- Head hitbox size reduced by 20%.
Comments: If needed.