We all know Power Slide makes Sojourn undiveable. Disruptor Shot has already been appropriately nerfed. Many complain about Railgun’s secondary fire. Yet it does help keep Barriers in check, while simultaneously requiring relative mechanical skill to land. And in a game where Sustain numbers are still way too high for 5v5, the ability to one-shot is essential.
So while Power Slide is still an issue and likely needs a slight increase in it’s CD, an 8 second mobility CD isn’t breaking her kit. Nor is her secondary fire, which I would argue is healthy for the state of the current game.
The real culprit in Sojourn’s power lies in her Primary Fire.
Let’s discuss some numbers:
Railgun Damage: 10 per projectile
Railgun Firerate: 14 per second
Railgun Ammunition: 45
Projectile Speed: 160 MPS
Alt Fire Cast: 0.6 seconds
Reload Speed: 1.2 seconds
Damage Falloff: ZERO
Projectile Spread: N/A only available number is the last nerf so let’s assume 28°.
So what numbers in the above are criminalizing Sojourn’s primary fire?
At 10dmg per projectile, at 14pps with 45 projectiles at her disposal, Sojourn can dish out 450 damage in approximately 3.3 seconds. This makes the assumption she lands every shot.
However in landing every shot, Sojourn would have the capability of firing her Alt Fire at 100 charge twice, dealing an additional 130 damage on each occasion. Doing this twice adds an additional 1.2 seconds to her DPS uptime.
So in total IN A 4.5 SECOND WINDOW Sojourn has the potential to deal 710 damage, if every shot is landed…ON JUST THE BODY.
None of this has accounted for her crit damage, although it is making an accuracy assumption. And while we all know not every Sojourn is going to land every projectile and every shot, it does show the potential ceiling the hero holds in regards to damage just around the hero’s primary and Alt Fire.
Imagine adding damage amplifiers like Mercy DB or Discord, and you can see how whacked out her DPS potential would become.
In regards to the two numbers I’d like to see immediately addressed:
Weapon Spread
Charge Rate
So I went to the practice range.
And while in the practice range something became disgustingly apparent to myself.
Sojourn seemingly has 0 weapon spread.
I’d encourage you all to try the following test:
From the right side door of spawn to the bot by the railing is slightly over 50m (probably around 53-55m). Crouching on the stairs gave me the maximum possible distance while maintaining LOS.
From this position, I managed to fully charge Sojourn’s rail gun with exactly 20 body shots without missing a single projectile.
I know what you’re thinking!
“But Papi! Bot bodies are huge!”
You’re right. So I tested it again with headshots.
In doing so, I managed to land every single one of my first 10 projectiles on the face of the bot at +50m.
But I know what you’re thinking!
“But Papi! Bot heads are huge!”
So what I did next was hit up a friend to join me.
They stood next to the bot and watched where all of the projectiles landed.
My aiming pointing was the light on the face of the bot.
Every single projectile hit the light.
I wanted to see it for myself, so we swapped positions.
Sure enough Sojourn’s alleged “weapon spread” is virtually non-existent.
And any naysayers out there are more than welcome to try this test.
It’s actually disgusting.
As for Sojourn’s Charge Rate, 10 critical hits will send a player to 100, or 20 body shots. And when the weapon has virtually ZERO spread it’s rather easy to just beam up to 100 Charge.
710 DPS, all body shots, virtually 0 falloff, zero multipliers in under 5 seconds
So what do I believe Sojourn needs for balance?
Moreso than anything else, she needs weapon spread.
This will effectively do 2 things to her playstyle and kit:
#1. Sojourn will have to play closer
With virtually ZERO damage falloff and a laser of a weapon, Sojourn can sit way beyond reach and just poke everything out. The counter-play options are severely limited when a hero has seemingly infinite range. Roughly 1/3 of the roster instantly becomes unplayable for the majority of the playerbase.
#2. Sojourn will have less uptime
Why bother repositioning for better angles/more damage if you can just laser everything from anywhere?
The less time spent repositioning is more time spent dealing damage. Forcing Sojourn’s to play closer will force more frequent repositioning and positioning battles in general.
Otherwise she’ll just continue to hold eternal sightlines and make lanes unplayable.
Sojourn needs to be forced into closer engagements.
Increase her weapon spread by 37°.
Reduce ammunition from 45 to 40.
Increase Railgun Charge from 20/10 to 25/10
Does this dumpster her?
Maybe.
But it’s sure as hell better than what we’re dealing with now.