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.
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!
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.
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.
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.
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.