What I hoped to see was was increased but scaling damage depending on how close it was to centre of mass rewarding good aim (but keep the same refill rate regardless of where the beam goes). What I expected was a straight reduction in beam size.
Props to blizzard, I didn’t expect nothing… XD
Isn’t this the only thing it addresses? 3 less seconds to bounce around, moves faster so it doesn’t do as much damage when I’m range of you and a reduced damage range 
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It’s still a terrible change for moira that no one asked for, the hero didn’t need it, and it wasn’t the problem with her kit.
The change going through to her healing orb too is a little annoying.
Fr, they really need to take a look at her right click hurt box. That thing is way too big. It’s so big people legitimately do mistake it for a lock on.
Or bad supports can get ez kills on flankers. 
holy shoot stop complaining about bap he is in a really good state
You get ult charge… For existing…
What kind of argument is this?
Is that even possible on the experimental card?
I honestly dont know whi the hell works there like at all. We’ve had 0 additions of content outside of rialto mission and a few heroes since Y1…we get almost no balamce changes or experimental cards…whst the bell are they even doing? How hard is it to tweak number every 2 weeks like League of Legends does. Rhey have more than 100 chamos and they manage to keep the game dynamic. Ovw its just so stale it tastes like a muddy disgusting puddle.
flankers dying to the lowest damage in the game? embarrassing 
I feel like it is considering they did the really wild tank changes on Experimental before for 1-3-2.
Why are you expecting a rework? No rework was mentioned
Those tank changes were really just applying different effects to teammates in a radius for example though right? Simpler than changing hitbox size.
By my understanding, experimental card runs off the workshop tech, which I don’t think allows you to mess around with hitboxes. That’s why we needed a PTR to change the hitbox of Mei’s wall and stuff.
Ah, maybe you’re right.
Although I do wonder, because they added brand-new mechanics like the whole Damage Resistance clouds.
Who knows, though. ._.
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Of course it’s going to be ‘random’ after it’s intended bounces. Like I said most good Moira players go up to 3-4 bounces .
Psh red shells, blue shells are way worse and OP…
I didn’t quote the whole thing but yeah. The map terrain can be wonky when it comes to bouncing objects. It’s like one little tilted part can send the orb flying.
Actually, they are quite harmful because come without compensation.
That’s a way too complicated an issue. It’s also a matter of perspective that a lot of people lack.
It’s low-damage, fair range, no headshot, no lucky-shot weapon. It’s “auto-aim” is there as a way to stop you doing anything ‘amazing’ with it. It’s there to make her weapon not a crutch, but purely additive. Just look at Mercy and Zen, both heroes can drop someone in a second, but Moira takes a lot longer, but does so consistently in time.
They can’t just remove or nerf it M2 because it’s already one of the weakest weapons in the game for a whole host of reasons. It’s low-skill and low-value because it’s meant to force people off damage. It’s job is to pressure divers and flankers while also giving them a predicable window to escape. It’s the damage orb that adds with this to make it an issue. The damage orb needs to be changed.
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Maybe they can’t have all of them out yet on experimental without putting the patch in first?
I don’t want it just nerfed, though. I want it rebalanced.
Throw some higher rewards for it. Increasing its damage, or increasing how much healing meter it gives, or even bumping up its self-heal are options to compensate-buff it so that you get higher rewards for it.
Net-nerfing it is not what I want.