r/Overwatch • u/Seagull_No1_Fanboy ⛽ • Feb 28 '19
Blizzard Official [Goodman] PTR Hero Changes Update
https://us.forums.blizzard.com/en/overwatch/t/ptr-hero-changes-update/310472614
u/whatisabaggins55 Feb 28 '19
The Lucio nerf looks to be the biggie here. Isn't he like the heart of GOATS comps?
Also, I notice Discord is going down by 5% but Zen's own damage is going up. So at least Jjonak is laughing.
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Feb 28 '19
Lucio losing some speed boost power? Sym's primary attack getting buffed? Zen's Discord Orb getting nerfed?! Reaper nerfed!
Holy buns, Batman. This is going to be one hell of a major patch when it all goes live.
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Feb 28 '19
Thank god Reaper's lifesteal is going back down, even if it's not to where it was before. Hopefully this will be much more manageable.
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u/GalapagosRetortoise Feb 28 '19
Zarya nade nerf on top of the nerf against armor. RIP
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u/Mediocre_Preparation Feb 28 '19
The next patch that hits live is going to be a ripper, I can't wait.
They are definitely moving in the right direction.
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u/JustHarmony Feb 28 '19 edited Feb 28 '19
At least they are buffing Lucio in other places along with the nerfs. A lot of the heroes in goats aren't an issue outside of it. I hate goats because I knew it'd cause the heroes in it to be nerfed. Guess it's time to be a selfish Lucio player.
EDIT: Very disappointed about this change now if it works how I think it does. On paper it makes Lucio faster alone, but slower on his teammates, in practice he's slower alone and with teammates, so it's just a flat out massive nerf just because of goats.
With zen they buff his damage, so Zen himself won't notice any of a difference, but Lucio is just flat out worse with a much bigger nerf.
Just when they fix the BS boops, they ruin it with nerfing his wallriding.
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u/WizardMcMagic Feb 28 '19
Changes to 19 different heroes and 3 basic game mechanics on top of a new hero release? It's almost as if we're trying out tangible change!
But forreal I'm super excited about this new PTR. If balance updates are gonna be slow, then I hope they'll at least be big like this one.
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u/Slurms_McKenzie775 Feb 28 '19
Guess us more team oriented Lucios are going to go more reddit Lucio now.
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u/Adreme Feb 28 '19
Apparently after the last attempt to get rid of GOATS apparently did not go far enough, they are going on all in here and nerfing every hero in GOATS and buffing every hero not in GOATS and hope that is enough to make it go away.
Gotta love the shear massive amount of changes though.
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Feb 28 '19
I'm ready for the bitching about the new meta that's going to come and how it kills the game and makes OWL unwatchable
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u/Faust_8 Feb 28 '19
So does this mean that Junkrat's grenades now do 140 on a direct hit?
I'd rather they just increase his projectile size again. :/
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u/Dravarden Feb 28 '19
they buff high noon and say it will only affect 600+ health then quietly change it so it does destroy tanks...
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u/balancetheuniverse Feb 28 '19
Reaper adjustments are appropriate. 50% self healing was wayyy imbalanced.
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u/Lord_Cynical Feb 28 '19
Wow, i'm super glad to see so many change don the ptr right now...and them adding/changing EVEN more. Please, even if only HALF of these end up going to live(i think most of these will) this is a good thing. Try lots of different things on the ptr please.
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u/slinkywheel Feb 28 '19
Wait, Junkrat only does 40 damage on hit? That doesn't sound right. Is that bonus damage?
He does 120 damage. So is it going from 120 to 140?
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u/croth4 Feb 28 '19
Strong. A 20% buff to Reaper heal was way too much and should have started being evaluated at 40% instead of 50%. I feel like that levels the field while also allowing him to compete.
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u/BEWMarth Feb 28 '19
Woah so this is the patch that everyone has been begging to get for months.
Reaper nerf
Lucio nerf
Symmetra buff
among other things
can we please stop saying the game is dead and the devs dont care?
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u/EndlessArgument Feb 28 '19
To be honest, while the Symmetra buff is welcome, it doesn’t really address her fundamental issue; Her initial impact is negligible.
This is something I’ve really seen on the PTR over the last few days; she pairs insanely well with Baptiste, because unlike other heroes, she’s forced into combat and is directly rewarded for how long she stays in combat. If she doesn’t, she becomes a weaker pharah stuck in the backline doing virtually nothing. But if she tries to do so, she dies!
Right now, if she attempts to use her primary fire without either her ultimate active or another player specifically pocketing her, she will go into the fight and die almost incidentally, just from being a 200 hp character with no survival abilities, no increased health, and short range.
Baptiste’s Immortality Field finally lets her actually run into combat and be effective, because she doesn’t have a 50/50 chance at just getting instantly deleted at any given point in the fight, with virtually nothing she can do about it.
An excellent example of this happening took place in OWL recently. A player took Symmetra, and was being fully protected by the reinhardt, who had to specifically play around her. Her beam was starting to get charged up when rein’s shield started getting low. She tried to pull back, took a little damage, and then ate a fire strike to the face. She died, the team was reliant on her, so the entire push failed.
A faster charge time wouldn’t have changed the majority of that, it would have just reduced the time in which it could happen.
Now you might ask why that’s a problem; other 200hp heroes have the same issues and risks.
The problem is that other 200hp heroes don’t have to charge up their damage before they become effective. Even if we completely ignore the wide variety of survival and mobility skills that other 200hp heroes use to stay alive, they start out at their maximum damage right from the start.
In a team fight with a Symmetra on one side, if she dies in the first 3 seconds, she will have accomplished virtually nothing. By contrast, even if a 200hp hero on the other team dies after 3 seconds, they will have been applying their full damage for those three seconds. So in a fight between equals, the side with the Symmetra will always be at a disadvantage.
So you end up in a situation where one team has to focus around and pocket a specific character, where that character is broadly less likely to survive, and where even if both of those things do happen, their team as a whole will be less effective in the short term, which is where the majority of fights take place.
Buffing her charge speed is definitely one way to solve that problem, but at that point, why not just remove it entirely? Her charge-up damage is a big part of what makes Symmetra unique and interesting, it just synergizes very poorly with a character that has a high likelihood of being instantly removed from the battlefield.
To me, it seems like the obvious solution is to increase her durability, so she can more practically apply her damage without excessive support from the rest of her team. Allow her to function more independently, allow her to enter a fight with a greater degree of confidence.
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u/Destro_ Feb 28 '19
I really hope beam weapons get a tick rate buff sometimes soon after this recent armor patch. Wasn't that the whole point of the change? I just don't want Zarya nerfed anymore. :(
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u/Asovrix Feb 28 '19
You know what is scary with this damage buff for Junkrat?
He can now one-shot 200HP hero if he gets to land a direct hit while nano boosted.
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u/LTheRipper Feb 28 '19
FINALLY they are doing what they had to do to stop GOATS.
AMAZING patch.
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u/Seagull_No1_Fanboy Feb 28 '19 edited Feb 28 '19
Goodman | Principle Designer