The following video is a basic comparison to the changes made in the Experimental Play mode released on (February 25th). I hope you find this video handy for your discussions.
Remember to report your feedback about the Experimental Play in the pinned thread!
Cheers everyone! (^^)v
This was a relatively hard one to do with all of the radical changes in comparison to live but I think the time invested is worth it if it helps those to see the changes side by side. That being said, nothing beats actually playing the mode and experiencing it for yourself. I also wanted to get this done as I believe this “Triple Damage” mode and many experimental play changes will never make it to the full live game, so that this way we can look back and see “what could have been.” In any case, as always any comments about the video production is appreciated as I try to do this most as a reliable source of information for the forums.
Working on a new video showcasing the new PTR balance changes right now… that is a lot easier to do!
Hopefully, they won’t be doing any more patches between the Experimental Card and the PTR tomorrow, the last 36 hours have been crazy. In any case, the PTR video is now up.
Having to build a workshop script to control 12 dummy bots and cleanly present Roadhog’s Breather Buff and Zarya’s Projection Barrier Buff took 2 hours to get working correctly.
So been playing 3-2-1 as tank and honestly it’s the most fun I’ve had playing tank in along time. But for it to be more successful a few things need to happen.
Anchor tanks need better mobility options
By this I mean the ability to no be so easily flankable. With 3 dps it’s to easy to pick angles on the tanks to melt them where as the mobile tanks can easily offset this by diving the isolated dps. Some few ideas i have in mind
Rein Rein can cancel charge Rein speed reduction while holding shield is reduced
Orisa Speed reduction while shooting is reduced Fortify removes all speed penalties
Sigma Experimental Barrier 1 second cooldown removed Kinetic Grasp gives slight speed boost upon absorption
Also a change to winston so he does feel like wrecking ball light.
Winston
Winston can pick up barrier once placed
Also a few tweaks to how healing works so I’m not just getting melted and seeing how more squishes mean more overall lower hps vs DPS
Universal Change to where all Tanks receive 8% healing buff
This is due to the fact that as more mobile dps is flying around tanks are just getting pummeled really fast. With this it will make tanks feel less squishy when focused by three dps and healers feel more impactful
My video may not accurately depict truly the impact that HP bus and armor changes do have especially when I’m going against the Symmetra turrets. Beam damage remains relatively consistent against armor in comparison to more burst damage like attacks. That’s why I chose to use the turrets, to the show more accurate depiction, but it also does kind of cloud it at the same time.
I think for any armor or HP changes, I think I’ll demonstrate the change of only one turret instead of three in the future.