Random Patch Idea I have

Pharah:

  • Can now move downwards if crouching while midair

Hanzo:

  • Arrow speed buffed to 125 max from 110
  • Storm arrow recovery reduced to 0.3 from 0.25
  • Storm arrow count reduced from 5 to 3

Doomfist:

  • Uppercut recovery reverted back to 0.2 seconds
  • Punch charge up time buffed to 0.9 seconds from 1.4
  • Max Punch collision Damage nerfed to 75
  • Max wall collision damage nerfed to 100
  • Seismic slam buffed to 17.5m
  • Added crouch slam back(Maybe, idk about this but I think that it would be cool to try out.)

Genji:

  • Deflect can no longer be canceled
  • Fire rate buffed to 0.7 from 0.75
  • Deflect duration reduced from 2 seconds to 1.5
  • Shuriken damage buffed to 29 from 28
  • Spread nerfed from 9 to 10
  • Ult charge nerfed by 20%

Tracer:

  • Falloff reverted from 12-20m to 10-20m

Echo:

  • Sticky bomb explosion damage nerfed to 23 from 25(max explosion damage goes down from 180 to 168.)

D.va:

  • Defense matrix buffed to 15m from 10m.

Zarya

  • decay rate reverted
  • bubbles now get more energy (up to 50 per bubble)
  • less/no knockback when bubbled
  • Projected barrier no longer extends in front of barrier fields

Orisa:

  • 400hp, 25% fortify, 900 hp barrier

Mccree:

  • FTH damage nerfed from 50 to 45
  • Reload speed nerfed from 1.2 to 1.4 seconds
9 Likes

IMO Pharah would need a little bit more fuel, for it to make sense. Devs also had problems to do it, idk if they will try it again

I see that wall impact doesn’t need to one shot, but doing only max 150 damage is pretty bad. What if only wall impact damage would be max 85 from 150, what is now. 185 wouldn’t be a one shot, but also would be somewhat deadly.

Does Tracer really need more nerfs, she is only doing well in GM. I think 12-20 is already enough.

In my opinion Zarya doesn’t need any changes. But rather than this, what about: Faster decay, but right clicks have bigger AoE to do more damage and knockback yourself and enemies more.

I’m a big Orisa fan and used to play Orisa a lot, this is my idea:

  • Barrier cooldown decreased from 10 to 8 seconds
  • Primary fire projectile speed reverted from 120 to 90
  • Movement speed penalty from firing reverted from -30% to -50%
  • Halt projectile speed reverted from 25 to 20m/s
  • Halt AoE radius increased from 5 to 6m

Why? Less shield HP to enemies have to spam through. Halt is a fun offense and defensive ability, Orisa needs it because she has no mobility.

She’s still meta and most top tier players think that she’s busted(even danteh thinks so.)

I like it

Me likey. Me very likey.

1 Like

I love these changes so much! Only thing is orisa needs some brawl so probably keep fortify as it is, but make her barrier HP like 750 - 800 or something. At the most make it 35% dmg reduction?

Also! Zarya bubble shouldn’t extend in front of rein barrier!

2 Likes

Added!

1 Like

After this I stopped reading because it isn’t your idea


(I didn’t really stop reading ok?)

2 Likes

Explosion damage is 150 not 180. Impact damage is 5 per bomb up to 30.

So are you reducing the impact damage or are you reducing the explosion damage?

This is something they wanted to do but there were bugs so it was removed until they can fix it. It probably has to do with the engine.

70x3 is 210, every 10 seconds. This makes it one of the weakest abilities in the game based on cooldown.

Rocket Punch is now the weakest ability in the game based on cooldown alone. Doomfist also becomes the least damaging hero in the game, being lower than Mei’s primary damage. And even lower than Moira or Brigitte.

So now armor is better than Fortify. And Double-barrier is back.

Still better than Storm Arrows, Rocket Punch, and Sticky Bombs.

Doesn’t change output, only risk.

1 Like

I’m reducing the explosion damage.

He’s supposed to be a mid range duelist, snipers shouldn’t spread tanks.

I buffed his combos though, which most doomfist players want.

Double shield was being played cause of the utility of the comp, not cause of the shields.

Sticky bombs will still be able to kill squishies.

https://www.reddit.com/r/Competitiveoverwatch/comments/dbgmgx/ptr_tracer_damage_comparison/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
It hits a ton of damage break points.

So then maximum explosion damage is 138 then.

No you didn’t.

No he’s not.

No it wasn’t.

Pretty much anything will kill 200 health heroes, that’s not really the point.

Again, it only changes risk.

1 Like

The changes for Genji and Doom are literally nerfs lol

How so? I can make a case for doom but not genji.

Imagine if you would, playing McCree and using Deadeye. But Deadeye doesn’t do anything, and it can’t cancelled. So you sit there, walking slow for four whole seconds and glowing bright red and unable to do anything to do anything else until Deadeye completes.

That’s what you did to Deflect.


And if you can’t see the problem with Rocket Punch’s damage being that low with that much cooldown and as his primary source of damage. I can’t help you. You don’t seem to understand much of the fundamental gameplay of Doomfist.

I changed the doom changes.

Deflect does not make you stand still and you could always cancel it with a wall. I’m trying to increase his skill floor while also increasing his damage.

…or swift strike.

1 Like

You mostly used wall though since you most likely didn’t have dash avaliable.

That is a bad change I think. Makes all barrier tanks worse with Zarya and does not seem consistent with how the game works when looking at how other barriers can overlap each other.

Huh? Why would dash not be available? What Genji routinely burns through dash before using deflect?

I think they worded it wrongly. They meant projected barrier shouldn’t extend in front on reins barrier when he’s holding his barrier up.

1 Like

You usually use dash to engage.