So the latest PTR balance changes are ridiculously bad… and this is after we’ve spent 18 months seeing this game not balanced to the point people want enforced 2-2-2 since the balance team can’t manage to get the game to a state where that is optimal. Now we see changes that make McCree a murderous hellspawn that kills everything but tanks, while a tank counter (Torbjorn) is nerfed as soon as he even tastes the concept of viable for the first time ever in his existence.
Now… dear, Blizzard… here’s what you should do with your next balance patch so that the game is finally decently balanced. You’ll note the community’s requests are actually included here.
- D.Va
- Booster duration increased from maximum 2 seconds to 2.5 seconds. Cool down is increased from 5 seconds to 6 seconds.
- Defense Matrix range reduced from 15 meters to 10 meters.
D.Va is an off-tank that can both put pressure on back lines and delete incoming projectiles. However, since the introduction of micro missiles, D.Va has been a key component in many sub-optimal team compositions. The changes should help solidify D.Va’s place as an off-tank while removing some of the ways she enables undesirable team strategies.
- Orisa
- Can now create a new Protective Barrier independent of other actions.
- Halt Impact Range increased from 7.5 meters to 8 meters.
- Supercharger damage boost decreased from 50% to 30%. Supercharger now grants freedom from movement-impairing abilties to Orisa and allies within range. Supercharger beam color is changed from blue to green.
These changes are aimed at giving Orisa more playmaking, high-impact potential, as well as allowing her the change to counter many tank-heavy strategies involving crowd control, which we know the community sometimes feels are neither fun to experience nor have enough options for counterplay.
- Roadhog
- New Trait: Rawhide
- Attacking Roadhog now only grants 50% of the normal Ultimate Charge granted for attacking other heroes.
- New Trait: Rawhide
Roadhog is a great tank-busting off-tank selection, except that as a damage sponge he often does more harm than good by building enemy ultimates far too quickly. This change should remedy that problem.
- Winston
- New Secondary Fire: High Voltage
- Causes Winston’s Primary Fire to do 5% additional damage for each target affected by the Primary Fire. For example, two targets increase the damage by 10%, six targets increase the damage by 30%. Duration: 3 seconds. Cooldown: 15 seconds.
- New Secondary Fire: High Voltage
These changes see Winston being given greater playmaking potential, especially against “deathball” or “goats” compositions.
- Ashe
- Bob’s Damage p/ Bullet decreased from 14 to 12.
- Bob’s Duration increased from 10 seconds to 14 seconds.
- Every 4 seconds, Bob can be caused to charge to a new location by reactivating the Ultimate button at a selected area.
Ashe in the live game is in a weird place where she loses to both Widowmaker as a long-range hitscan, and McCree as a short-range to mid-range hitscan. This change is meant to keep Bob around longer and give him greater utility, so that Ashe exists more as a Hunter-style hitscan that brings a more reliable backup tank to the fight. In this way, she isn’t directly battling with Widowmaker and McCree for their specific roles.
- Bastion
- New Trait: Recon Scan
- While in Recon Configuration, every 6 seconds, Bastion sees a red outline snapshot of where enemies were. After 1 second those outlines disappear.
- New Trait: Recon Scan
Bastion is currently a low-pick hero that can be used in a cheese style where the player sits still and sprays bullets in a general direction. By giving Bastion additional utility while in Recon Configuration, we hope to give Bastion reason to not just sit.
- Doomfist
- Meteor Strike now grants the maximum 150 shields to Doomfist every time.
Doomfist’s ultimate often feels quite weak. This change should allow Doomfist to stay in a fight rather than use the ultimate as an escape, which is not how the ultimate was primarily envisioned.
- Reaper
- New Secondary Fire: Plague Aura
- Creates a 12 meter area in which all enemies who enter are healed at 50% the normal rate. Duration: 6 seconds. Cooldown: 18 seconds.
- Wraith Form can now slowly float upwards if Jump is held.
- New Secondary Fire: Plague Aura
Reaper can sometimes feel very simplistic. These changes help give Reaper a role in decimating certain strategies involving close-knit positioning and large amounts of healing.
- Sombra
- EMP now has a 1 second delay between its animation and its effect.
- Opportunist now also reveals enemy ultimate charge percent.
These changes are both a nerf and a buff to Sombra. EMP now has a small buffer so that enemies have some chance to escape, while being able to see ultimate charge percent makes Sombra even more of the master scout she should be.
- Symmetra
- Photon Projector Secondary Fire now passes through shields.
- Teleporter is now a permanent object with no duration. It can still be destroyed or replaced.
- Using Teleporter grants 50 shields for 10 seconds.
Symmetra needs a place at the table, and that place is getting damage past shields, while simultaneously buffing allies through the teleporter. Mission accomplished.
- Torbjorn
- New Secondary Fire while Hammer Equipped: Armor Pack
- Amor’s back! Provides 50 Armor for 10 seconds to allies who walk over it. Torbjorn generates 5 Armor p/ second, and can hold up to 5 Armor packs.
- Holding Jump over Turret now launches Torbjorn upward to reach high places. Unfortunately this stuns the turret for 3 seconds.
- New Secondary Fire while Hammer Equipped: Armor Pack
Torbjorn just became semi viable, and the Swedish party isn’t being stopped in this balance patch. These new changes help empower low HP damage dealers, as well as give Torbjorn the option to escape to higher ground.
- Brigitte
- Repair Pack heal amount decreased from 150 to 100. Repair Pack cool down decreased from 6 seconds to 4 seconds.
- Shield Bash stun duration decreased from 1 second to 0.5 seconds. Cool down decreased from 7 seconds to 6 seconds.
The main thing that keeps Brigitte from being a true support, while simultaneously making her the enabling force for zero DPS comps is how much burst healing she can give to massive health pool targets. These changes fix that, while keeping her total healing potential the same. Simultaneously, because Brigitte is only truly strong in that sub-optimal strategy, her Shield Stun has been adjusted to be available more often but with a significantly smaller effect.
- Mercy
- New Secondary Fire while Pistol Equipped: Cleansing Shot
- Projectile which causes the ally hit to be immune from crowd control effects for 2 seconds. Cooldown: 15 Seconds if ally is hit, 5 Seconds if no ally is hit.
- New Secondary Fire while Pistol Equipped: Cleansing Shot
With these changes, GOATS would be something you can counter. Tanks are still very viable. CC comps have a counter. Bunker has a counter. The two key issues in the game are nerfed (Brigitte and D.VA), but they are still made better in some ways that are important. Low performers are buffed. Everybody is happy.