- Hero stacking - Max 2 of the same character. (if that)
- Ban Soldier 76 script/macro use . Permanently ban people that are using this or fix the issue somehow. If possible.
- Mercy's Ult need to charge slower
- McCree is a useless shit character after the nerf (like I had predicted). Bring up his Fan damage to 55 per shot instead of 45. Or bring up his left click dropoff damage up a bit.
- Torb's turret range needs to be reduced. I think this is the issue more than the damage output and auto aim locking.
- Winston & DVA's damage needs to be buffed "slightly"
- Zarya's shield needs a bit longer cooldown.
- Zenyattas health buffed up to 175. (Maybe Tracer to 175 as well)
- Reduce the hitboxes of some projectiles by a bit (like Hanzos arrows)
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Last edited by Inhuman on Jul 7th, 2016 at 06:53 PM
Agree with most except Tracer getting a health buff.
They really need to get rid of stacking. It gets boring, kills synergy and teamwork in all honesty. And it makes the competitive tourney scene a yawnfest when teams resort to 3 tracers, double soldiers and/or Lucios or if they want to stall Overtimes 5 Tracers and Lucio. YEsterday I saw 5 D.VAs and a Lucio lay waste in the Russian map. Stacking is funny in Quickplay but in competitive it feels very meh.
No one really likes it and it brings a lot of balancing issues. Case in point poor Torby. A hero most of the pro-scene agrees is under powered(Barely ever see him in tourneys) and yet will get a nasty 30% damage nerf(PS4) because of the lame decision to let people stack up to 6 FKN heroes.
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Many thanks to Rao Kal-EL Da Man
Last edited by Zack Fair on Jul 7th, 2016 at 07:53 PM
Gender: Male Location: In Luna's mane, chasing STAAARS!
My issue with Torbjorn was never with damage output. The real problem with Torbjorn is him spawning back his turret with no penalty for his last one being destroyed. Just plops down another one in a second, crapping on your team's effort to get rid of the annoying thing.
__________________ Thanks Scythe for the sig.
Last edited by Nemesis X on Jul 8th, 2016 at 03:44 AM
Pretty good changes.
Although Soldier got kinda screwed because of macro/script no skill f@gs.
They fixed pretty much everything i suggested , save for a few things.
McCree is still shit, but a bit better.
Self-healing abilities now charge ultimate abilities. As a result, some heroes’ ultimate costs have been adjusted (see below).
Bastion
Configuration: Tank
Ultimate cost increased by 10%
D.Va
Defense Matrix
Cooldown decreased from 10 seconds to 1 second
A new resource meter has been added. This meter will deplete while Defense Matrix is active and then recharge when it’s not in use.
Defense Matrix takes 10 seconds to reach full charge from empty
At a full charge, Defense Matrix will last for 4 seconds
Defense Matrix will now remain active as long as its assigned hotkey is held
Defense Matrix has been reclassified as an alternate fire and is now bound to RMB (by default)
An option to “Toggle Defense Matrix” has been added under Options > Controls > D.Va
Self-Destruct
Ultimate cost decreased by 15%
Explosion delay reduced from 4 seconds to 3 seconds
Explosion no longer damages D.Va (the player who activates it)
Developer Notes: D.Va isn't being selected as often as our other tanks, and we feel a lot of that stems from the underperformance of her damage absorption abilities. So, we've reconfigured her Defensive Matrix, making it more flexible and giving players the ability to use it more often. We’ve also given Self-Destruct a little more oomph, because it felt slightly underwhelming when compared to many of Overwatch's other ultimate abilities.
Lúcio
Sound Barrier
Ultimate cost increased by 10%
McCree
Peacekeeper
Now maintains full damage at longer distances, but will deal less damage at extreme ranges
Developer Notes: While the game does feel better following the nerf to McCree’s close-range damage in a previous patch, it left him a little too weak. So, we're increasing his effective distance, making his range similar to Soldier: 76’s. This should hopefully give players another option for dealing with pesky long-range damage dealing heroes like Pharah and Hanzo.
Mercy
Caduceus Staff
Damage Boost
Bonus damage increased from 30% to 50%
Effect will no longer stacks with bonus damage provided by another Mercy
Resurrect
Ultimate charge cost increased by 30%
Movement is no longer prevented during activation
Guardian Angel instantly resets upon use
Developer Notes: Mercy's ultimate is one of the most powerful abilities in the game; however, players would often fly into the fray and die while using it. With this update, Resurrect will now take a bit longer to charge, but Mercy will be a lot safer when activating the ability in the middle of combat. In addition, we always intended Mercy’s Damage Boost beam to be her primary method for dealing damage, but it often felt so weak that you were better off pulling out your blaster. To help address this, we've slightly increased its potency.
Roadhog
Whole Hog
Ultimate cost increased by 45%
Soldier: 76
Heavy Pulse Rifle
Spread recovery will begin after a short delay (rather than instantly)
Tactical Visor
Ultimate cost increased by 10%
Zenyatta
Base shields increased by 50 (now 50 Health/150 Shield)
Orb of Discord and Orb of Harmony
Projectile speed has been increased from 30 to 120
Transcendence
Movement speed is now doubled upon activation
Healing amount increased from 200 to 300 health per second
Developer Notes: While Zenyatta has never had the healing abilities of Lúcio or Mercy, he made up for it by dealing more damage. However, his lack of mobility and low health has meant he’s struggled to find a place in many games. To increase his effectiveness, we've made several changes, the biggest of which is an increased shield pool. This will allow him to go head-to-head with more enemies. The Orb of Harmony and Discord changes are also a quality of life change, helping Zenyatta move his orbs around and apply their effects more quickly. And lastly, we’ve increased Transcendence’s healing throughput. This ultimate was designed to be the most effective against sustained, high-damage fire and least effective against short, high-damage bursts (like D.Va’s or Junkrat's ultimates). But, due to the amount of healing it provided, there were times when it was possible for even sustained fire to overcome Transcendence’s output. We’ve made the heal powerful and also allowed Zenyatta to move around more quickly while it’s active.
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Last edited by Inhuman on Jul 12th, 2016 at 08:55 PM
Gender: Male Location: In Luna's mane, chasing STAAARS!
About time competitive play got rid of stacking. Maybe now those that want it will stick to quick play and we can have some more competent players that don't think our team will have a higher chance if they abandon their role as support for another Pharah or Reaper ):<
__________________ Thanks Scythe for the sig.
Last edited by Nemesis X on Jul 13th, 2016 at 10:36 PM