Overwatch Experimental Patch Notes – July 29, 2021
Experimental Hero Updates
Doomfist
The accelerated cooldown times will enable more fluidity with setting up Doomfist’s combos when using the Meteor Strike ultimate.
Meteor Strike
Now speeds up the cooldown rate of his abilities by 100% while in the air
Genji
The Shuriken damage increase doesn’t sound like a lot but it crosses a threshold or “breakpoint” against some enemy targets, enabling them to be eliminated with one less attack landed. To help balance out this increased power for his primary weapon we’re reducing the damage of the Dragonblade ultimate, which is also a breakpoint against some targets when being damage boosted.
Shuriken
Damage increased from 28 to 29
Dragonblade
Damage reduced from 120 to 110
Moira
Moira has recently been underperforming a little bit. This increase to her self-healing with Biotic Grasp will help improve her survivability while in range to recharge her healing resources.
Biotic Grasp
Self-healing increased from 20 to 24 health per second
Roadhog
Roadhog tanks for his allies by being a large and threatening target with high durability which draws a lot of fire from the enemy team. We’re reducing the amount of ultimate charge he provides to better enable him in this role without as much of a downside for his own team.
General
Now passively grants 25% less ultimate charge
Soldier: 76
The damage-per-shot for the Heavy Pulse Rifle has been adjusted several times now as it’s an important tuning breakpoint for Soldier: 76. It was last reduced when his weapon spread was replaced by recoil to help account for the increased accuracy potential, though with the recent reductions to his damage falloff at long range, it’s reasonable to increase his damage output once again while pulling some power out of his area-of-effect healing utility.
Heavy Pulse Rifle
Damage increased from 19 to 20
Biotic Field
Healing reduced from 40 to 35 health per second
Wrecking Ball
Wrecking Ball is the fastest hero in the game which works well for his disruptive playstyle. However, to help reduce his contribution to objective stalling, his Grappling Claw ability will now start on cooldown upon respawning. Proximity mines will no longer attach to walls as it resulted in accidental bunched up placements, out of range from most enemy targets, more often than any intentional clever uses.
The issue is his passive. He gets shields for spamming abilities, he’s an unkillable pest & this ult buff will make that worse.
What Tanks? Hog & Hammond were always DPS, that category has only 3 defenders left(Winston, Zarya & Orisa), and you will never see them get barrier buffs. In fact, the only changes they’ll eventually get, are the same ones Rein & Sigma gotten, be turned into DPS.
And Moira, she’s been a DPS since her heals got nerfed to death. In fact, the buff she gets is one to her self-healing. That will help just herself.
If you think +1 point of damage, or 3 more damage in total will break the game especially on a hero like genji, then I really wonder what you think of ashe, mccree, tracer, echo, bap, and sigma
In other words, playing the game?
His ult was already that, I don’t see how it changes that.
Yes that was the entire point of the buff
So underperforming DPS shouldn’t even be buffed? I don’t think doom needed a buff but you act like buffing DPS is illegal. I for one support nerfing damage if they nerf sustain with it
Except he isn’t. That’s why he’s a mediocre pick in ranks where people play as a team and can aim. Most Dooms do little more than feed.
I think you’ll find that they’re in the tank category.
You dont get to arbitrarily redefine a heroes role. Hog and Ball are tanks. Moira is a support. You disliking that it doesn’t fit your narrative doesn’t change that there were just as many support/tank buffs as dps.
So the nerf makes 0 difference to any target under 250 HP, which is the majority of the hero roster. Have I done the maths wrong or is no one else just seeing the same thing?