Yeetles Experimental Patch Notes: V2

This was a repost from another post I made today, but it was derailed by someone just clogging up the thread with a bunch of stuff against me. I’m sorry for how everyone (including myself) behaved in that thread, it was too much and everyone got too heated.

The goal was never to incite anything. Far from it. It was to simply talk about some patch notes that I had for my own experimental card.

Here’s the game code: D9YYX

Patch Notes:

Baptiste

Biotic Launcher (Secondary Fire)

  • Direct hit healing reduced from 70 to 60

Baptise has outshined other supports due to his immense healing and his great utility provided by immortality field. Reducing his healing helps focus his kit more on his immortality field so other supports that are more healing-focused can shine.

Brigitte

General

  • Health/Armor redistributed from 150/50 to 175/50 (Total now 225)

Inspire

  • Self Healing reduced from 15 to 12 (does not reduce healing on allies)

Brigitte’s kit was designed to be a frontline brawler that provided healing by being aggressive. These changes are made so she can better fit the frontline support role and shift her play style away from being away from the action.

Hanzo

Storm Arrow

  • Damage reduced from 70 to 60 per arrow
  • Cooldown reduced from 10 seconds to 8 seconds

Buffs to Hanzo’s Storm arrow have now proven to be too powerful. These changes dial back that power while still providing more uptime for the ability.

Lucio

Sound Barrier

  • Ultimate Generation rate increased by 10%

Lucio has an incredibly effective, yet costly, ultimate. We’re reducing his ult charge so he can have it be more in line with other costly ultimates in the game that it is often used to protect from.

McCree

General

  • Health reduced from 225 to 200

Fan the Hammer

  • Damage per bullet reduced from 50 to 46

McCree is an incredibly powerful Damage hero that has been proven to be too good at too many things. These changes are reducing how easy it is for McCree to threaten a Tank’s life total and redirect him to a mid-range hitscan again.

Moira

Biotic Grasp (Primary Fire)

  • Resource consumption rate reduced by 22% (total uptime increased from 9 seconds to 11 seconds)

Moira’s design philosophy is that she’s a healer that provides utility through the raw strength of her healing and damage. However, other healers with more utility have still been able to out-heal her. The goal of these changes are to further solidify Moira as the best support for raw healing alone.

Reinhardt

General

  • Health/Armor redistributed from 300/200 to 350/200

Rocket Hammer

  • Damage reduced from 85 to 80

We feel that our recent changes to Reinhardt missed the mark of what we were trying to do. We have reverted those changes and are now opting to reduce his damage so he is less dominant in a game.

Symmetra

Photon Projector (Secondary Fire)

  • Projectile speed increased from 25 m/s to 30 m/s

Sentry Turrets

  • Projectile speed increased from 15 m/s to 18 m/s

Teleporter

  • Now has a duration of 12 seconds
  • Cooldown reduced from 10 to 6 seconds
  • Upon the end of the duration, the Teleporter will automatically destroy itself
  • Pressing Ability 2 destroys the Teleporter and begins its cooldown

Symmetra has long struggled to solidify herself as a utility-based damage dealer. The changes to her secondary fire and sentry turrets are intended to help her deal more damage.

Ever since Teleporter was given an infinite duration, it began to be used more so as a respawn taxi than an actual flexible form of transport, which was intended. These changes are to better encourage a more dynamic play style with Teleporter to open up players to more powerful plays.

Let me know what you think! Please pertain discussion solely to the changes here, or to try to make someone’s day better. Either/or.

I have the honor to be your favorite forum user,

-yeetles

17 Likes

I personally think it should be at three arrows, but buff his primary fire speed. Less spam and each shot is more important, but the combos are still there and his primary fire can let him play more like a sniper

3 Likes

A lot of people have been saying that. Personally, I think increasing his proj speed would make it feel too hitscanny, and I don’t think we need any more of that lol. But that’s more personal taste tbh, I’ll consider this

2 Likes

I like it a lot. great Job!

1 Like

I have nothing against you. You attacked me for having a different opinion, at least tell it how it is, you even apologized.

Good advice, you should follow it.

Even with faster speed it’ll be far different from hitscan. The fact that one is instantt and the other has a delay already creates a world of difference in the aiming style. Also I think other heroes have faster projectile speeds who are non snipers so I think it could be fine. Worth testing at least


Thanks dude. Personally, I’m iffy on the Cree and Rein changes, but mostly happy with the other ones.

1 Like

True but didn’t they try that already? They nerfed the projectile speed because a lot of people found it overwhelming.

Just pointing that that you need to tell it like it is. You said you wanted to learn from that experience but it doesn’t seem like you did since you are still doing the same thing. Just trying to help you brother.

Yeah, and even the devs have said they regret increasing the speed. They like the gimmick of a projectile-based sniper and thought a faster speed defeated the purpose.

It helped him so much though…

Yes, that was part of the problem in some peoples mind. Maybe at longer range it wasn’t much of an issue but in close to mid range it was very oppressive almost hitscan ALMOST. Now add to that that he can one shot you and it becomes too much.

1 Like

Same opinion as last time. Your Rein opinion is wrong because they want Rein to be more actively fighting and less actively defending so the live Rein is MORE in the direction they want to take.

McCree is dumpstered and trash and we know this from 3 years of data that show that at 200hp and that fire rate he is trash.

Hanzo is not good enough at that storm arrow damage which we know from past metas.

Brigg changes do not accomplish what you think they do.

Sym changes are massive overkill, for a hero who is not that far off, and would make her like Genji last year and would be undone just as swiftly.

3 Likes

This is a repost, not a redo. I reposted it for other reasons, not that I was going to change the changes.

Thank you for the feedback.

Agree with everything, they said they want tanks to be more brawly and I agree with that, making tanks meatshields is not the way to attract people to play them.

I did try to explain this but the McCree hate is too much right now I think.

1 Like

It might be. Having tanks being harder to kill will help them be more aggressive, and more brawly, without having to stick behind a barrier the whole time.

I really like McCree, but I do think he has too much. McCree hate is not the reason.

Anyone who plays Rein knows that extra HP is a necessity if you want to brawl. Nerfing the damage is the correct call if one wants aggressive playstyle.

6 Likes

Except you brawl with Rein right now. The correct playstyle right now is an aggressive playstyle and because of the extra damage DPS seek to avoid brawling you. They nailed down exactly what they want out of Rein.