Your Experimental Card Suggestions?

Here are my suggestions :

McCree

Peacemaker

  • Reload time increased from 1.2 to 1.5

Combat Roll

  • Distance decreased by 10%

Roadhog

Scrap Gun

  • Damage per shotgun pellet reduced to 5, down from 6.6.
  • Number of shotgun pellets increased to 35, up from 25 (175 total per shot).
  • Recovery increased to 1.00 seconds, from 0.85 seconds.

Genji

Shuriken

  • Damage increased from 28 to 29
2 Likes

I would rather decrease his health to 200HP and put cooldown on FtT (like 4s)

6 Likes

I was thinking that, but I was worried that might actually be too much. I wanted to start off with small changes first, to see if that solves the problem.

1 Like

|Reaper|


Damage increased from 6 per pellet to 6.5
Or
Lifesteal increased to 35% from 30
Or
Wraith Form cooldown is 7 seconds instead of 8 seconds or 75% more faster instead of 50%


|Mc Cree|

Primary fire reduced from 70 to 65
Or
Fan reduced from 50 to 45
Or
Flashbang effect reduced to 0.5 seconds


|Hanzo|
Primary fire reduced from 125 to 120
Or
Storm arrow has 4 arrows instead of 5


:ok_hand:

3 Likes

Symmetra

  • M1 range is now 7 meters from 12 and deals 20 dps no more ramp up

  • M2 now moves 250 mps but theres 95% chance that the orb will just go thru a target without any dmg.

  • Turrets now deals 1 dps and slow was removed,can now throw 120 at the same time with randow trajectory

  • TP has 7 meter range and have 9999hp but can only be used once and the tp will stay there permanently until destroyed, you can crowd the whole
    map with useless tp husk,has 2 second cooldown

  • Photon Barrier will start small and then enlragen overtime, can only shield unintentional weapon fire, any accurately placed scope or aim will get thru. Can prevent teammate from going thru it, last 60 seconds

McCree

  • HP back to 200

Hanzo

  • Stormarrows can’t headshot

Pharah

  • Shift ability from the experimental from a few weeks ago

Orisa

  • 20% more movement

  • Shield on 800hp and CD on 11s

Widowmaker

  • 200 HP

  • No falloff in sniper mode

4 Likes

This might actually be too much for widow, since all the DPS are sort of toned down a bit, I’d say that if she needs it then at most 200hp, but I’m not sure about the falloff being removed.

This isn’t a bad idea, but her cooldown on halt will have to be increased as well, but I’m not sure about the movement speed increase that’s way too much.

This is a reasonable change I wanted to suggest as well, but I think that tweaking smaller things of McCree such as his Roll distance or Reload time might do the job.

I’d rather not nerf hp. As that’s the buff they made him good. I’d be fine with reload and fan the hammer getting nerfs.

The fan being on cooldown also seems like too much imo. It’s been a decent part of his kit for a long time, and I’m afraid that nerfing it more will make it really bad.

If you remember when McCree’s Right Click was nerfed back in 2016, nobody used it until it got buffed. If we nerf FTH too much, it’ll become unusable I think.

I don’t see why he should have 225HP. He’s mid range hero.
Symmetra is close range and has 225HP, Brig is melee and has only 200HP.

1 Like

His hitbox is really huge, and he lacks a lot of mobility. This is why taking that 25 hp away may be a problem. I say they start off with small nerfs first, like nerfing his roll or peacemaker reload.

I rather felt that the general damage output is currently too high.

the 200 HP especially help the mediocre players to survive to support the team at least a little. The good ones don’t care about the + 25HP.

The falloff is just plain stupid. To limit a sniper in his range, pff. To a large extent (at least 90%) it only affects Ilios Ruins or Widow 1v1s anyway. I also see the Falloff more as an attack on her uniqueness rather than a legitimate nerf. It also served rather to silence all the haters. If her range had really been an issue, it would have been changed years ago, not just 8 months ago.

In general, the game was in better shape before the + -25HP patch than it is now.

It makes sense to increase the CD of Halt (Halt is practically irrelevant to me with the current size, even if she is my main tank)

In the April Fools Patch it was 40%, but I guess that even 10% would be enough.

1 Like

Orisa

  • Protective barrier hp increased from 600 to 800

  • Cooldown reduced from 10 seconds to 8 seconds. Cooldown does not begin until barrier has hit ground.

  • Fortify damage reduction reduced to 25%.
    -OR-

  • Fortify damage reduction reduced to 30%. Headshots are now possible within fortify (either of these fortify nerfs are fine, but not both)

  • Supercharger los radius reduced from 25 meters to 15 meters.

  • (maybe) Armor reduced from 250 to 200. Health increased from 200 to 250 (health pool is redistributed making her less armored for less damage reduction overall)

  • Notes: All of these changes have one main effect: making Orisa the bunker tank she is designed as. With fortify reduced in effectiveness but an improved barrier, she can best work at range but is much more vulnerable in close combat. Supercharger also makes teammates jumping far away from Orisas protected bunker space more punishable.

Nice.

But I would love to see even a small buff to Winston and a nerf to Auto-cannon Hanzo.
McCree roll is fine imo but his flash just needs less explosion radius and/or fth a clear dmg nerf.

1 Like

I understand what your trying to do with Orisa, returning that same power she had in her barrier, but nerfing her other capabilities. I would be willing to try it out.

Sigma was always the problem and is what caused double shields, Orisa’s just the one caught in the crossfire.

I know that at times though she has been too powerful, so we need to find a balance where she’s not too powerful but still effective at what she does.

Yeah, Sigma is a whole nother can of worms. If hes not going get massive reworks, then these Orisa changes should at least prevent people from being too angry at DB potentially existing

no dont make him worse

Genji needs buffs, flat buffs

1 Like

If purely only thinking about the hook combo, this would be good. But going from 0.85 to 1 sec is quite a big step. What can he do without hook, he can’t finish kills if he misses the hook. Or just imagine trying to hit Ana or high mobility heroes. 0.85 is already quite a big downtime between shots.

Hog finally got a decent buff, nothing OP. I’d just keep how it is, now he can have some impact just outside of his one shot combo

My reasoning behind this is that since His damage per shot is going to have a net increase by 10 damage (165 to 175), it may be a good change to slow down the rate he is firing such a powerful and heavy shot.

Also, keep in mind that firing such heavy shots (175) at a quicker speed will just delete barriers too quickly and we may have to deal with another Giga hog. it’s better if they increase his recovery by a tad bit, so this doesn’t happen.

Imo, as a veteran Roadhog player, it’s much more important to make each and every shot count, rather than firing twice or thrice. I’d rather have one powerful shot, than two mediocre ones.

Nuking people in just one shot fits Roadhog’s character design, rather than him being a spammy dps. I’d just want to try it out, and see how it feels. This is similar to how he was in the first year of Overwatch.

1 Like

Cuz he is slow with a big hitbox. If they made his hitbox smaller I’d be fine with 200 hp again. But the 25 buff is what made him no longer bad.

2 Likes