Vendetta Analysis Conclusion

So after enough games; and observations I’ve pretty much come to a couple of conclusions on what’s going on with Vendetta.

In short, Vendetta can rack up a lot of deaths, but still keep pace with the rest of the team’s damage totals, if not completely exceed them. It’s not unusual to see Vendetta with 10+ deaths, and still have 10k or more damage after 7 or 8 minutes.

Primarily, this is the result of Onslaught’s built-in Haste effect, and the area-effect damage inherent in Vendetta’s primary fire and Overhead Slash. 130 damage is unusual for any area-effect ability in the game (most of them are tied to cooldowns), and most abilities that do 130 damage are explosive with fall-off damage on the extreme ends.

This typically does not apply to certain ultimates, like Genji’s Dragonblade which cleaves for 110 damage per swing on a 6-second duration. Vendetta blows past this with 5 stacks of Onslaught, and goes even faster with 8 seconds and a 40% Haste effect via Relentless Perk. So the result is that she is ALWAYS doing Genji’s ultimate-level damage and cleaves while also having more effective health and speed than Genji would in Dragonblade form.

Moreover, Soaring Slice is on a 6-second cooldown comparatively to Genji’s Swiftstrike cooldown of 9 seconds (with a possible refresh on kills); it is much easier to close-the-gap with Soaring Slice than Swiftstrike, and Onslaught is also boosting her movement speed to 7 meters per second at maximum stacks. Just slightly slower than Soldier’s Sprint.

FWIW, Genji’s movement speed boost under Dragonblade is 30%, and matches up with Vendetta’s movement at 5 Onslaught stacks.

So when you’re observing Vendetta in play, you are literally seeing a permanent Dragonblade-form Genji. Only now, they can close the gap on you more frequently than Genji could, and they have ranged abilities with Projected Edge. Nanoboost Vendetta and you got something even stronger than Genji’s “Nanoblade”.

Put it simply, Vendetta’s balance is way off, and it doesn’t seem like she went through proper internal QA testing here.


Blizzard will probably bring in the balancing patch in two weeks, (Jan 6th); if not next week. And there’s likely to be a few changes coming in for Vendetta, and here’s where I think they’ll tackle.

  • Onslaught stacks go from 5% to 3% per stack
  • Overhead Strike no longer pierces through targets
  • Soaring Slice cooldown increased from 6 to 8 seconds.
  • Onslaught Perk Relentless stack percentage is reduced to 3% per stack (if not removed completely).

Outside that, damage reductions might be necessary. Overhead Strike cannot remain in its current form. Nor can she remain with that current Haste effect. Primary fire might need another damage reduction.

Whirlwind Dash is unclear. Upfront damage is usually better in Overwatch due to lethality demands, but it probably wouldn’t hurt to move the initial 80 damage towards her Perk, or increase the base cooldown; if not a direct damage reduction at the base level.


As is (and it shouldn’t be surprising) Vendetta’s numbers are way off from the typically tight damage-output balancing of Overwatch 2. She is so far out of tune, I’m seriously wondering how they allowed her to release like this. Maybe it had something to do with her former recovery timings; but I doubt it, as the numbers don’t really make sense with viewed in critical detail. She has no reload times, can cleave multiple targets for full damage, can critically hit multiple targets in one Overhead Strike, and she’s basically running around as Dragonblade-form Genji at all times.

I’m not sure how they overlooked this if she had been in development for a solid year; the numbers are completely out-of-tune.

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Giving a melee hero movement speed to stick to targets is perhaps one of the dumbest things you can do. Mahvel has over a dozen of them, and none of them do THAT. For good reason. And no, I do not hate melee heroes. Reinhardt is my lord and savior. But have you ever heard me ask for innate MOVEMENT SPEED? No! What the actual?

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Movement speed on melee attacks can be done in Stadium and in that Halloween mask mode.

Both get absolutely insane with Rein.

I agree that Vendetta probably doesn’t need a movement speed increase. Attack speed alone is already extremely good.

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Good observations. Personally, I think her vertical mobility is an issue as well; it just seems like it’s way too easy for her to flip over and around you (or over buildings/high ground). Combined with how forgiving her attack hitboxes are, her ease of use for the amount of power she provides seems way off the mark, even if it is easy to overextend and die with her; high deaths clearly aren’t stopping her from winning games.

Damage, mobility, survivability….at least one of these elements, and probably at least two of them, need to be hit substantially to bring her down to more reasonable levels. I’d really like to see her vertical mobility and offensive hitboxes adjusted. I don’t mind them taking a few iterations instead of hammering everything at once, but they do need to be meaningful nerfs with how silly her win rate is across the board. Playing most supports into her kind of sucks (and I don’t want or expect most supports to be favored in a 1v1 with a DPS, but they should have more than a marginal chance of escape or be able to put up enough of a threat to have a meaningful chance of punishing mistakes on the DPS’s part).

Actually the reverse is more then likely true, where they could pull back on the attack speed.

As she does need the moment speed to stay in melee range and move between targets post throwing her self at the enemy.

Keep in mind she is competing in a slot with characters that have double her range and survivability in venture, near infinitely better mobility in tracer, And heroes like soldier or ashe that are still pumping a lot more damage long outside the ranges of all the melee and anti mobility tools.


Otherwise she would get in with throw, smack one hero, and have to leave with spin in every scenario that isn’t a grav play or getting speed boosted by juno or lucio.

Eh…. The majority of supports have movement boosts though.

She would never even hit anyone that isn’t afk without her speed being a bit buffed.

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That is pretty much why Reinhardt is a troll hero.

He does his job. He makes space. Vend needs to secure elims.

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Well most AoE attacks are much larger.

You are very rarely hitting more than one person with Vend’s overhead.

I mean, I do not really care. I play Hunkrat and give her the John Kramer treatment. Give her twice the movement speed and I would still have Italian for dinner.

:woman_shrugging:

Just remove the armor and she’ll be fine.

Most area-effect attacks are about 3 to 4 meters. Some - mostly Support - have wider area-effects. Vendetta’s Overhead Strike has a 7 meter piercing range; which is much larger than other melee.

There are other line-based area effects; biggest ones being Sojourn’s Charged Railgun Shots, Genji’'s Swiftstrike, and Reinhardt’s Firestrikes, but all of them are cooldown-oriented, or have (in the case of Sojourn) narrow hitboxes.

Vendetta’s is wider - I’m not sure how much wider, but it is wider than Freja’s Take Aim projectiles. Probably the size of Mei’s RMB projectiles (0.2).

Based on what I can see, Vendetta can die often, so I’m not too concerned with her durability (especially when she can Perk for lifesteal), more concerned with how much damage she’s outputting - especially under Onslaught.

At 15 meters, Soaring Slice doesn’t seem too out of bounds for a mobility cooldown that also does damage. More concerning is how frequently she can do it and how much cover she gets when it loads in or locks in a Overhead Strike. You’re basically get about 21 meters of coverage with it.

So, cooldown either gets increased, or they shorten the range to 10 meters to account for Overhead Strike’s coverage.

The damage doesn’t feel too bad, until Onslaught starts factoring in, then it gets really rough. She’s fragile enough for a typical Damage-role hero; but build up enough momentum and she starts wiping the floor against a lot of heroes. It’s not unusual for her to take a few targets down with her.

Then there’s also some “flying tech” where she can pick up a lot of horizontal movement while in the air; this is probably unintended, but we’ll see where that goes.

Overhead Strike, as is, might need a narrowing of the hitbox; its piercing component is also a problem. Damage needs to come down if its not narrowed, but they can also take several avenues in adjusting it (or changing up a few things elsewhere to make Overhead Strike more “worth it”).

I’m not having much trouble with her, admittedly, but most of what I’ve been playing; - Support-wise - tends be more spaced out than the usual Supports. Wuyang being my current Support main. Other good choices would be Lifeweaver, or Juno.

Yeah, basically. Soaring Slice, and the larger range of her Overstrike Strike with its Piercing component help here.

She’ll need move speed, but the attack speed is likely fairly excessive; she’s hitting harder than Dragonblade Genji, and slightly faster too when she gets Perked for it.

Combined that with ranged piercing shots, she’s more than adept for the lagging short-range she’ll struggle with on more mobile targets. A few hits or swings of Projected Edge or Soaring Slice will stack up Onslaught and increase her movement speed; but it also might be a little overkill at present.

Yes but that’s why most piercing effects in this game mean very little nothing.

A circular AoE is much more effect compared to a line based AoE. Sojourn’s piercing is rarely happening, Firestrike piercing can happen but that’s also because it’s a larger projectile and travels forever (same reason why you’ll pierce far more often with Vend’s projectile than you will with her melee), genji’s swiftstrike much larger area.

For something like Vend’s overhead unless they are straight up stacked on top of each other essentially? It’s just not happening often.