Genji
Shuriken damage: 30
Right-click attack interval: 0.75 sec
Ammo: 24
Why? 30 damage is the threshold that really matters, this has way more substantial impact in securing kills than a 0.68sec attack interval. Then with dash damage and a quick-melee between each right-click you only need to land a total of 4 hits on a 200HP opponent. Look at Necros’ play, he’s struggling because even at 0.68 sec attack interval he’s not landing enough shuriken, he’s dealing dash damage, dealing quickmelee damage, but too often only 2 shuriken hit per right click.
30 damage was bad but that was also in combination with a fast attack rate. This is trading a fast time to kill for a far less risky combo as Genji’s risk is huge, if he can’t get a kill then he’s stuck with no dash reset to escape.
McCree
Flashbang radius: 1m
Fan hammer spread: 8 (+23%)
This keeps all of McCree’s goodies including his 225HP health but means he has to work for it. Not only does flash not reach as far but is harder to use at extremely close range as if the projectile misses and flies past them then if they’re within 6m they’ll be too close.
To compensate for the wider spread of fan-hammer you need to get so close that the flashbang will “airburst” unless you land a direct hit, so if you want a flash + fan you now need to land a direct hit with flashbang.
Bastion
Sentry transformation: 0.5sec (halved)
Spread reduction: 0.66 sec (halved)
Sentry ammo: 250
Bastion just needs to be a lot more responsive, so many things knock Bastion out of sentry now that 1.0 sec transformation into sentry is so slow and in contradiction with how transforming from sentry to recon is 0.5 sec. The spread starting wide is a nice idea as opponents have time to react but it gives them too much time to react, it gives them time to shoot back and destroy sentry rather than use escape/immunity abilities.
Hanzo
Arrow max velocity: 125m/s
Arrow max damage: 120
Storm arrows: 4
That extra 5 damage only substantially impacts 2 heroes: Reaper and Mei. It doesn’t affect Torb as his armour reduces a headshot to 245 damage. But able to insta-kill either of those close range characters is not balanced, it’s part of what’s holding them back from contention. Primary + storm arrows would now do a total of 400 damage so can still frag Zarya/Sig/Sentry.
Reaper
Wraith Form: fly
The April 1 ExC was on the right track, this allowed Reaper to do something Tracer couldn’t do: vertical escape. Being able to escape to high ground is key to his survivability and hanging out on high ground he can drop in and use a high falling speed to quickly close within shotgun range. He could even deal with flying enemies by flying up above them and drop past them shooting at them.
Roadhog
Pellet damage: 6 (150 damage per shot)
Hook pull-in distance: 2m
Hook is the skill component of Hog’s kit, it should have the reward, not the right click spam.
Hog’s hook used to pull anyone hit by hook close enough to land all pellets of primary fire (2m) then it was pushed back that small-hitbox opponents would have too many pellets miss. The devs seem to have forgotten about this nerf to his combo and now they decide he’s not doing so well they up his damage instead of reverting the nerf they made years ago. They only slightly reverted it in 2020 (sept-26), they should have fully reverted it instead of buffing damage.