tapping hammond with mei’s primary fire shouldn’t halt him completely. i still don’t get this
i don’t agree with this at all. Shields are meant to permit ally attacks and block enemy attacks. Why would a barrier pass through a big fat mine from the enemy team.
Yeah his hard counters are ridiculous for the high skill floor he has.
It’s already difficult enough to navigate him through the maps with all the obstacles and awkward walls and small corridors. But then you have Mei who completely shuts him down with one whiff of her primary fire.
It’s stupid.
I’d rather see him get a new ult (I know there’s no hope for this til next year but oh well). Need less area denial in the game. 2
Hammond does need help so any buff would go a long way especially consistency.
Tired of being called a feeder when you literally can’t do as much sad other tanks.
Absolutely all of these. There’s only one change I would add which is to either make his reload like a little faster, or just give him 100 bullets, while he is a tank and isn’t meant to have a ton of damage he always feels like he’s just a bit to short to finish someone off sometimes.
So either make his reload faster so you can actually reload in time, or give him more bullets. (not both though)
For one thing, because an area denial weapon that doesn’t stop people from strolling through it while being completely protected isn’t a very good weapon, much less an ultimate. Also, the barriers pass through stationary objects all the time. Maybe the shield doesn’t block them. Or maybe the mines sense the difference between people and shields.
There would still be plenty of ways to deal with them without shields.
The 3 buffs you did remove intentional counter plays to the hero…
Blizz already addresses this. They stated that they want to leave a sense of vulnerability when using his shields. It would be to easy to swing around while also popping shields. I tend to agree with them.
It is. I’ve done it loads of times as a Wrecking Ball to an enemy’s minefield. Super easy to wipe them all out.
Everytime I pop my shield to destroy mines, my shield always, and i mean always breaks.
Mines do 130 damage each and there’s 15 of them combined damage 1,950. A really easy way to clear the mines is with Reinhardt shield. I’ll stand in the field before they activate then just spin with my shield deployed. Another way to clear a patch of mines with Rein is to charge through them before they activate. His hitbox is so big it makes a nice path through the mines.
Any attack, ability, or ultimate that does Area of effect damage can clear the mines before they activate.
Ehhhh, probably not.
Junkrat’s trap is now invincible until it activates.
How about no? It’s not like there’s no cost to using your shield to destory mines; now you have no shield to protect your team.
Yes.
Don’t understand why this isn’t already a thing.
Alright.
My turn:
Buffs:
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Hammond can now control the length of his grapple with shift and spacebar.
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Ammo clip increased by 10.
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Jump height during max speed is 15% higher.
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EDIT: Reload sound. Forgot to mention it in this list.
Nerfs:
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Max grapple time of 15 seconds (Maybe. But probably shouldn’t add that).
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Nothing else because he doesn’t deserve to be slapped with tons of nerfs. And that previous nerf is still a maaaaybe.
buffs
- Agreed he is too easily focused down you often will get stunned or focused down before you can even deploy the shield
- Too strong
- Again too strong
QOL
- sure why not
- I could see this being helpful
- yes please his claw is so buggy
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Agreed honestly I’d give him both his damage is pretty similar to that of Sombra. Meaning you often get someone down to one shot range then have to reload.
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Agreed he is too easily focused down you often will get stunned or focused down before you can even deploy the shield
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A small bump while already rolling would be good. He is the fastest moving hero while in ball form that momentum should do a little knockback.
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Agreed his mines are on the weak side. My changes would be
Minefield
- damage lowered to 100 from 130
- minimum area of effect increased to 12 meters from 6
- number of mines increased to 25 from 15
Not sure what you are trying to say here. You realize I mean activate not detonate right? The mines don’t arm right away. It takes them a second or two after they’re deployed.

Adaptive shield no longer breaks Hammond out of ball-mode.
So you want a swinging ball that will do cleave damage every swing, that can summon a shield and has absolutely no crit box?
Yeah that’s OP.
Trust me, there’s still plenty left. You can’t have too many counter plays for a hero or they are useless.
I do get what you’re trying to say. I just don’t think it’s a good idea.
wrecking ball needs nerfs if anything lol
Why not? People will still have the time to evacuate the mine zone. The mines could still be destroyed after they arm but before they blow up on someone. And he can still have his ultimate robbed by a stun.
The only character that has an object ultimate that can be destroyed before having any effect is Junkrat and that is an an undodgeable team wipe ultimate. Minefield is nowhere near that powerful.