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