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patch-notes.html
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<style>
.notes {
margin-top: 3rem;
border: 2px solid #464b4f;
background: #1f2326;
}
.notes__header {
position: relative;
padding: 1rem 1rem 1rem calc(1.5rem + 90px);
background: #292e31;
}
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margin: 0 !important;
font-size: 1.5rem;
font-weight: bold;
}
.notes__body {
padding: 1rem;
}
.notes__dev {
border-left: 4px solid #3fbf74;
padding-left: 1rem;
margin-bottom: 1rem;
}
.notes__icon {
position: absolute;
bottom: .5rem;
width: 90px;
left: .5rem;
background: var(--bg-darker);
border: 2px solid var(--text-color);
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align-items: flex-start;
margin: 1rem 0 0;
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width: calc(32px + .5rem);
padding: .25rem;
margin-right: .5rem;
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line-height: 1.5rem;
font-weight: bold;
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margin: 0 0;
padding-left: 1.5rem !important;
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.credit-cards {
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> After the overwhelmingly positive reception to SVB's inaugural creator PUGs, SVB and Elo Hell Workshops have teamed up to tackle one of the most ambitious Workshop projects to date: a community-made Overwatch 2 patch! This project was created with the help of notable community figures, such as EeveeA and Bogur, working alongside over eight Workshop developers.
SVB's Creator PUGs v2 was made possible by the Elo Hell Workshops Discord. Join today at [workshop.codes/discord](https://workshop.codes/discord).
## Credits
Event organized by
<img src="https://i.imgur.com/McXKZRt.jpeg" alt="OWSVB banner" loading=lazy style="height: 100px !important; width: auto; margin-top: .5rem" />
In partnership with
<img src=https://i.imgur.com/JXdWIjU.png alt="EloHell Workshops banner" loading=lazy style="height: 40px !important; width: auto; margin-top: .5rem" />
### Developers
<div class="credit-cards mb-1/2">
<div>
<div class="card__title">General</div>
<strong>Overwatch 2 Role Passives</strong>
<a href="/u/CaptCaptain%2311421">CaptCaptain</a> and <a href="/u/Dab%2311921">Dab</a>
</div>
</div>
<div class="cards credit-cards">
<div>
<div class="card__title">Tank</div>
<strong>Reinhardt, Zarya, Orisa</strong>
<a href="/u/CaptCaptain%2311421">CaptCaptain</a>
<strong>Winston</strong>
<a href="/u/CaptCaptain%2311421">CaptCaptain</a>, <a href="/u/mitsiee">Mitsiee</a>, <a href="/u/Dab%2311921">Dab</a>, and <a href="/u/MagicMan%2312325">MagicMan</a>
<strong>Roadhog, Wrecking Ball</strong>
<a href="/u/Lotto">Lotto</a>
<strong>D.Va</strong>
<a href="/u/Lotto">Lotto</a> and <a href="/u/Dab%2311921">Dab</a>
</div>
<div>
<div class="card__title">Damage</div>
<strong>Ashe, Genji, Hanzo, Junkrat, Reaper, Widowmaker</strong>
<a href="/u/Lotto">Lotto</a>
<strong>Doomfist</strong>
<a href="/u/MagicMan%2312325">MagicMan</a>
<strong>Echo, Mei</strong>
<a href="/u/mitsiee">Mitsiee</a>
<strong>Genji, McCree, Sombra, Tracer</strong>
<a href="/u/CaptCaptain%2311421">CaptCaptain</a>
<strong>Symmetra</strong>
<a href="/u/CaptCaptain%2311421">CaptCaptain</a>, <a href="/u/Lotto">Lotto</a>
</div>
<div>
<div class="card__title">Support</div>
<strong>Baptiste, Lucio, Mercy</strong>
<a href="/u/CaptCaptain%2311421">CaptCaptain</a>
<strong>Mercy</strong>
<a href="/u/Lotto">Lotto</a>
<strong>Zenyatta</strong>
<a href="/u/MagicMan%2312325">MagicMan</a>
</div>
</div>
### Organization + Assembly
<div class="credit-cards mb-1/2">
<div>
<a href="/u/CactusPuppy">CactusPuppy</a>, <a href="/u/CaptCaptain%2311421">CaptCaptain</a>, <a href="/u/jprosk">Josbird</a>, <a href="/u/mitsiee">Mitsiee</a>, SVB
</div>
</div>
# **Overwatch SVB Patch Notes – June 10, 2021**
The purpose of these changes are twofold. Firstly, we’re implementing all the changes that are known to us as coming in OW2 - such as role passives, tank changes and 5v5. On top of this, though, we’ve added a host of changes to as many heroes as we can since just changing tanks is not enough - the whole game will need to be rebalanced so to get a proper flavour of what OW2 will play like, we wanted to try our best to adapt the roster accordingly.
Secondly, a lot of the new abilities/changes were added with the purpose of being fun and wacky, the way OW’s core philosophy always wanted, while trying to keep them balanced. Bear in mind that this is our first round of testing so some things may well be wildly broken but that is the exact reason we’re testing them so that we can adjust accordingly and, hopefully, have some ideas that we can present to the devs to help them too.
\- SVB
---
## **General**
- All respawn timers have been reduced to 80%. In most scenarios this will mean it has been reduced from 10 seconds to 8 seconds. Overtime respawn timers are also affected.
## **Tanks**
### Role Passive: 30% knockback reduction and 25% less ult charge granted for damage by enemies
<div style="padding-top: 1rem"></div>
<!-- Reinhardt -->
<div class="notes" id="Reinhardt">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/67e489338249021ed490b8821f28f78487e34917880220f64e24fee78dcd7ed2.png" loading="lazy" />
<h5 class="notes__title">Reinhardt</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
The details we know about Rein so far suggest the devs have given his changes the most thought. He may need more help as a solo tank but we wanted to see him tested first in these PUGs before buffing him.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/40c9f1c060033e58120c9ec174008b8f5d833412923f7f351a32e5df47fe8166.png" loading="lazy" />
<div>
<div class="notes__name">Charge</div>
<ul class="notes__changes">
<li>Cancel charge by pressing the button again</li>
<li>Allows for better steering while charging</li>
<li>Cooldown reduced from 10 to 8 seconds</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/568a5f49875557f735af36dce68474a923f7e8582a7be20fb68b6ee66ac077e6.png" loading="lazy" />
<div>
<div class="notes__name">Fire Strike</div>
<ul class="notes__changes">
<li>Fire Strike can now store up to 2 charges. Each charge takes 6 seconds to generate.</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/299d97f5f256197df2698c32678314f9e08f04bbf68eba3801992e08281fd481.png" loading="lazy" />
<div>
<div class="notes__name">Barrier Field</div>
<ul class="notes__changes">
<li>1200HP Shield</li>
</ul>
</div>
</div>
<div class="notes__item">
<div>
<div class="notes__name">Steadfast Passive</div>
<ul class="notes__changes">
<li>Steadfast removed (as to not stack with the 30% knockback reduction given by the tank role passive)</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Roadhog -->
<div class="notes" id="Roadhog">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/5f961a1625091209fdfb6086dee69178d9de88946b4b2d7492c0a4fffe5fdd4b.png" loading="lazy" />
<h5 class="notes__title">Roadhog</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Roadhog could easily take over in a 5v5 situation with less shields around (we even saw this in the OW2 stream), so these changes seek to shift the power of Breather towards being more of a team-utility ability. At the moment, it allows Roadhog to go for some crazy plays and get out without punishment but now Hog will have to think harder before taking that risk.
<br><br>
We're also reducing the displacement power of Whole Hog, as well as increasing its cost, to avoid making tanking too frustrating.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/9cb8d867671bf917a9ba5d4a28ab6cb6ceeb10de2813567fcad97aca32c58499.png" loading="lazy" />
<div>
<div class="notes__name">Take a Breather</div>
<ul class="notes__changes">
<li>Take a Breather now creates a gas cloud which grants allies 10% damage reduction and heals allies for 20 health per second while they stand in it.</li>
<li>Roadhog now slows down significantly while using Take a Breather.</li>
<li>Gas cloud lingers for 2.5 seconds after Take a Breather ends.</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/4da2a0d46056c6570af1e85be8697eb6e912f09c840d6702bbf5feb2f0bccb23.png" loading="lazy" />
<div>
<div class="notes__name">Whole Hog</div>
<ul class="notes__changes">
<li>Ulimate cost increased by 25%</li>
<li>Knockback reduced by 20%</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Zarya -->
<div class="notes" id="Zarya">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/983bd1ba3146529209db5b9d3d851320537270859e8e1debbfffd848c4546398.png" loading="lazy" />
<h5 class="notes__title">Zarya</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
In early playtests, Zarya has been a bit of a monster who can keep charge very easily. Still, we want to keep her bubbles coming relatively quickly so that she has some form of protection so to balance, we have reduced her damage, since we cannot reduce how much 'charge' she gains per bubble, which would have been the better way.
<br><br>
Note: At the moment, the Workshop does not allow Zarya to use two ally bubbles at the same time - you have to wait for the first one to disappear before you can apply a second barrier.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/02aebadea29904eca48f514437522f9f3a52ea266e6c2b2688dad39641071bda.png" loading="lazy" />
<div>
<div class="notes__name">Particle Cannon - Primary Fire</div>
<ul class="notes__changes">
<li>Damage dealt decreased from [75 - 170] to [66 - 150]</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/2d462e28ae2fc60b3ef9c32702bbc88936885dd7d20746a31dd2e3c51c20f199.png" loading="lazy" />
<div>
<div class="notes__name">Particle Barrier / Projected Barrier</div>
<ul class="notes__changes">
<li>Bubble has 2 charges that can be used on yourself or allies</li>
<li>Reduced cooldown from 10/8 to 7 seconds</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Winston -->
<div class="notes" id="Winston">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/5048a08caf910d4463ce0c513f7e64c4329f276d358d054e7a8eb7ec5bf26eab.png" loading="lazy" />
<h5 class="notes__title">Winston</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Bogur humbly requested an extra 50HP and that was more than fair. We want to see how sniper Monke plays and then decide if he needs more help.
</div>
<div class="notes__list">
<div class="notes__item">
<div>
<div class="notes__name">General</div>
<ul class="notes__changes">
<li>Base health increased from 350 to 400 (overall health increased from 500 to 550)</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://cdn.workshop.codes/nw2d4jaocd3f63cindju26f01eam" loading="lazy" />
<div>
<div class="notes__name">Secondary Fire: New Alternate Fire</div>
<ul class="notes__changes">
<li>Winston can now hold down secondary fire to charge up a longer-range attack capable of hitting enemies up to 500 meters away.</li>
<li>This attack takes 1 second to charge up to 50 damage, and may be held for an additional 1 second after reaching maximum charge.</li>
<li>Firing this attack costs 25 ammo.</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- D.Va -->
<div class="notes" id="DVa">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/5d9b834a39e9306ec125dd8c77cdd62a351f8edef2d5dfe66d6cbb22594eae7e.png" loading="lazy" />
<h5 class="notes__title">D.Va</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
This brings D.Va's defense matrix back to the full strength it was when it was eating up entire Soldier ults. Let’s see if this alone is enough to make her feel competent as a solo tank, though I suspect not.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/3a98edf05de3697c0b63e52f5eb59ef635a1f6a29d7a62d6ab1f490e28991bfe.png" loading="lazy" />
<div>
<div class="notes__name">Defense Matrix</div>
<ul class="notes__changes">
<li>Defense Matrix maximum duration increased from 2 to 4 seconds</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Sigma -->
<div class="notes" id="Sigma">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/72fd43c9d9f9f0d075a78db7a1dfe7766eef4d9c03e34c45b3ae6fe0f8634693.png" loading="lazy" />
<h5 class="notes__title">Sigma</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Sig probably needs changes but, again, I think he might be pretty strong in a 5v5 setting. In the interest of reducing shields in OW2, I wanted to take his barrier away and give him a ‘deflect’ instead but it’s a bit tricky to do in the Workshop. The summary would simply be: one hand succ, one hand chuck.
</div>
</div>
</div>
<!-- Orisa -->
<div class="notes" id="Orisa">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/1f9cf8dd1ea36ba91440be891d79cd97bd4ac2d2e0e409a8eee0c76a4317617a.png" loading="lazy" />
<h5 class="notes__title">Orisa</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Orisa is already a lot more ‘brawly’ than she ever was but this is an attempt to take her all the way. Gallop should be both fun and a little silly, the way OW abilities are meant to be.
<br><br>
Note: I wanted it to take one ally along potentially as well, but that was proving tricky in the Workshop.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/8bf67f548fb8dd8fde4dd07ae567e635f8d6229c330a3656134697b9ecbd9140.png" loading="lazy" />
<div>
<div class="notes__name">Fusion Driver</div>
<ul class="notes__changes">
<li>Increased projectile speed from 120m/s to 150m/s</li>
<li>Reduced movement penalty when firing from 30% to 10%</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/dd5eae0eb278e6f844f2694ea349cadd782c4e17535dc29e23ba5cd461b85c6a.png" loading="lazy" />
<div>
<div class="notes__name">Protective Barrier</div>
<ul class="notes__changes">
<li>Removed</li>
<li>Replaced by new ability: Gallop. Charge up & release for a burst distance travel (similar to Doomfist punch). Will push enemies out of path. Deals 75 damage</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/613c5ce0514904872b7d7ef026222a34a691674255c4c132acf6ecf276b80640.png" loading="lazy" />
<div>
<div class="notes__name">Supercharger</div>
<ul class="notes__changes">
<li>Supercharger drops with a 600hp shield in front of it</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Wrecking Ball -->
<div class="notes" id="WreckingBall">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/c22df3c91a4fbc7f3f9689cd76f9fb86b52b2dfdf9f51c2158b4a9259a5f970d.png" loading="lazy" />
<h5 class="notes__title">Wrecking Ball</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Wrecking Ball is the first tank you think of as an obvious beneficiary of a more DPS/Deathmatch-y style Overwatch so perhaps that alone will be enough to make him fit right again in the OW tank roster.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/3e884373721448d109c1646599cfe651a5bccdbc7a12d5062372c91b28acd80c.png" loading="lazy" />
<div>
<div class="notes__name">Piledriver</div>
<ul class="notes__changes">
<li>Knock-up height scales with distance to epicentre</li>
</ul>
</div>
</div>
</div>
</div>
</div>
---
## **Damage**
### Role Passive: 15% movement speed increase for all heroes
<div style="padding-top: 1rem"></div>
<!-- Ashe -->
<div class="notes" id="Ashe">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/e43bc239ddb5254f9df92f4c19cdf20a2df5be3f546af76c8a13da385bb9dcbd.png" loading="lazy" />
<h5 class="notes__title">Ashe</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Ashe could end up being too strong but I don’t wanna play around with numbers just yet. I’ve started with a nerf to B.O.B. ult charge and also reducing her knockback to help a little with closing distance on her.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/e18f7b6e464f0cf34789babf7a76b7e1d851e62102dccfe10769bcf8716e5554.png" loading="lazy" />
<div>
<div class="notes__name">Coach Gun</div>
<ul class="notes__changes">
<li>Knockback reduced (maximum 7m)</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/e788b12d476e896dac3831bbc0842fb3b4d07a89b3c337959d9a6cd6ea5a7df5.png" loading="lazy" />
<div>
<div class="notes__name">B.O.B.</div>
<ul class="notes__changes">
<li>No longer gains ult charge when B.O.B is active</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Bastion -->
<div class="notes" id="Bastion">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/0abef5617fb960668f1d3ab9322f416188faf7479d2491a60100b3f59ce890ee.png" loading="lazy" />
<h5 class="notes__title">Bastion</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Who really knows how to fix this guy without making him an entirely different hero?
</div>
</div>
</div>
<!-- Doomfist -->
<div class="notes" id="Doomfist">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/e072f79929b20a9bbf56a5862cadf4769fd2062f375ac3ecd243ceb66983c6ea.png" loading="lazy" />
<h5 class="notes__title">Doomfist</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Doom is weak but when Doom is strong, no one has fun. Mostly, I think the one-shot burst damage is what feels the worst. So punch is now non-lethal to most characters and instead can be used more for mobility. To compensate, his primary fire does more now and his ult is more lethal.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/49c404d5887c562cdb5aafb55979c5589a450c0e18fa9d62a3c8cc0ac585886e.png" loading="lazy" />
<div>
<div class="notes__name">Hand Cannon</div>
<ul class="notes__changes">
<li>Primary fire total damage increased from [19.8 - 66] to [27 - 80]</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/aa2a067fe151ac2795fe77546711c07be5f0880d9ae5dce554cab0c933d927f0.png" loading="lazy" />
<div>
<div class="notes__name">Rocket Punch</div>
<ul class="notes__changes">
<li>Rocket Punch can now carry Doomfist upwards. Note this does not allow Doomfist to punch downwards.</li>
<li>Initial damage reduced from [50 - 100] to [10 - 50]</li>
<li>Damage from impacting a wall reduced from [50 - 150] to [50 - 100]</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/fa96b2650987b3784a725a0fb1704f7191a686a4f42c9ccf61c404e2f08b158c.png" loading="lazy" />
<div>
<div class="notes__name">Meteor Strike</div>
<ul class="notes__changes">
<li>Outer ring damage falloff now starts at 250 damage (up from 200 damage)</li>
<li>Outer ring damage falloff now ends at 20 damage (up from 15 damage)</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Echo -->
<div class="notes" id="Echo">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/ce8aec64726308d50cc0e4656d9bfe7647b886cc23830e0c80439cb92bfbdbcc.png" loading="lazy" />
<h5 class="notes__title">Echo</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Echo is strong, so just a few minor tweaks to maybe bring her more in line with other DPS.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/dcaa626e367b80b5bcd2425e26e0075b5343990785bc96e1705325904f73fe96.png" loading="lazy" />
<div>
<div class="notes__name">Sticky Bombs</div>
<ul class="notes__changes">
<li>Now fires 5 instead of 6 bombs</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/711f211c988ff1fafe99276bddefa3a861789e4b27859260e8ad87df5b879337.png" loading="lazy" />
<div>
<div class="notes__name">Flight</div>
<ul class="notes__changes">
<li>Cooldown increased from 6 to 7 seconds</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Genji -->
<div class="notes" id="Genji">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/765cd44aab948bd53082079dfdcf3ce967e8786cf26e4505b797b092c1e6478e.png" loading="lazy" />
<h5 class="notes__title">Genji</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Our boy Genji could use some love so this brings him back to his brief ‘Genji meta’ state without the obnoxiousness of the nanoblade that was building every 60 seconds. This should make him not a blade-bot.
<br><br>
Note: I wanted to reduce his recovery rate of fire a bit more but that’s not possible in the Workshop.
</div>
<div class="notes__list">
<div class="notes__item">
<div>
<div class="notes__name">General</div>
<ul class="notes__changes">
<li>Reduced ultimate generation by 5%</li>
<li>Increased movement speed passive removed to match speed of all other DPS heroes</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/8d0916035141abd9ab2bf72dbcfd0460b7a0019529e023d259ad4340890b34b3.png" loading="lazy" />
<div>
<div class="notes__name">Shuriken</div>
<ul class="notes__changes">
<li>Damage increased from 28 to 30</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/e9c3c82c08ce1a6006dbdf6905591040ed83ddceba81efb2e526c217cd57c931.png" loading="lazy" />
<div>
<div class="notes__name">Dragonblade</div>
<ul class="notes__changes">
<li>Dragonblade no longer receives damage amp from Nanoboost</li>
<li>Kills during Dragonblade also resets Deflect cooldown</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Hanzo -->
<div class="notes" id="Hanzo">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/871d02150e9b67af02795b137ffc5133c1ff8a2a8d66340ca939f6216a539c9c.png" loading="lazy" />
<h5 class="notes__title">Hanzo</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Reverse falloff damage will make it so that Hanzo can’t be effective at every range. He’ll find more damage with one less tank around and this should make him a bit more specialised.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/1aa4358e8a1d423dd55669780908b856141a783d053224b629b064c66288469e.png" loading="lazy" />
<div>
<div class="notes__name">Storm Bow</div>
<ul class="notes__changes">
<li>Reverse falloff damage (doing 50% of damage at point blank range, and 100% at 20m)</li>
<li>Increased projectile speed by 15%</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/92c56621ba267d94f16baacda3f10ba7777b475935981b02e5026449d8e3d79c.png" loading="lazy" />
<div>
<div class="notes__name">Storm Arrows</div>
<ul class="notes__changes">
<li>Ammo reduced from 5 to 4</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Junkrat -->
<div class="notes" id="Junkrat">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/6136346ab998d7db71f7b37974f54503d2d70b5537bf77a9faf6564cfeaa64e6.png" loading="lazy" />
<h5 class="notes__title">Junkrat</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
I don’t know Junkrat well enough to make too many changes to him. This was one that was suggested.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/425136ea32c08355f33df230d900a8cc8010ee7a2b27314f6a1e395bd78eb5aa.png" loading="lazy" />
<div>
<div class="notes__name">Steel Trap</div>
<ul class="notes__changes">
<li>Reduced cooldown from 10 to 7 seconds</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- McCree -->
<div class="notes" id="McCree">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/a30fd337709bc9bd52781db34d754cd86825f021c27bcd9bc0e912cc5d88577b.png" loading="lazy" />
<h5 class="notes__title">McCree</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
Fan The Hammer is ridiculous right now and the 25 extra HP has everyone mad. I think these changes should allow McCree to still be strong in good hands but remove some of the more frustrating elements of going up against him (i.e. flash into fan).
</div>
<div class="notes__list">
<div class="notes__item">
<div>
<div class="notes__name">General</div>
<ul class="notes__changes">
<li>Health reduced from 225 to 200</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/afb27d71eeb6f3635ac1ff236c7b3f9e3c6d017360ce022d5d384288ff95bce7.png" loading="lazy" />
<div>
<div class="notes__name">Fan The Hammer</div>
<ul class="notes__changes">
<li>Fan the Hammer damage per bullet reduced from [25 - 50] to [15 - 35]</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/c9de6a63247025da4b96ad4a3e36fe2675a5ac9da3b42384590f99eed8f1d9b3.png" loading="lazy" />
<div>
<div class="notes__name">Flashbang</div>
<ul class="notes__changes">
<li>Flashbang replaced by Lasso. Holds target in position for 1 second instead of stunning (works like Junkrat Trap)</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Mei -->
<div class="notes" id="Mei">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/a4c1e3c5533675ba4941c48809c54e0412774e022b1e324f7ec5915fef372db9.png" loading="lazy" />
<h5 class="notes__title">Mei</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
The dev PVP stream removed the primary fire freeze, but the slow is an equally obnoxious part of Mei’s kit and needs to go. Instead, these changes should push her into the direction of utility and some fun ice-related wackiness. I had a lot of fun just with the brief play around with this.
<br><br>
This rework is inspired by Heroes of the Storm, giving her many similar abilities, but while still keeping her in the Damage role.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/a6e33c5a9c29cbb15d67b9dbd02de11cdf61d3b943c479d678cad0fa94ef4217.png" loading="lazy" />
<div>
<div class="notes__name">Endothermic Blaster - Primary Fire</div>
<ul class="notes__changes">
<li>Removed</li>
<li>Replaced with "Icing". Icing creates a straight, 20-meter-long path of ice that Mei and her teammates can jump on to quickly move forward</li>
<li>Cryo-Freeze can be used in conjunction with Icing</li>
</ul>
</div>
</div>
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/892fd12cc3f8bd3b54bbc175b6d8caecdedaa819c819c5fc216c3c2b4f486a3f.png" loading="lazy" />
<div>
<div class="notes__name">Blizzard</div>
<ul class="notes__changes">
<li>Removed</li>
<li>Replaced with "Avalanche". Avalanche turns Mei in to a giant rolling Snowball that picks up enemies she rolls over. After 3 seconds (or when reaching a wall) Avalanche explodes, knocking back and damaging (50) everyone caught in Avalanche. Avalanche also damages enemies caught in inside over time while rolling for 30 damage per second</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Pharah -->
<div class="notes" id="Pharah">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/d69d76162855cea8807b9c163e6b53bb522eef282f368b52a469332313562b98.png" loading="lazy" />
<h5 class="notes__title">Pharah</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
No idea what changes Pharah might need.
</div>
</div>
</div>
<!-- Reaper -->
<div class="notes" id="Reaper">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/b199eada68c7148fd0f03f3bca53fb98b28a2318603918e72a37b4aed0ef754e.png" loading="lazy" />
<h5 class="notes__title">Reaper</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
The Shadowstep into backline, then wraith if in trouble is a little too strong and allows Reaper to just make stupid plays and then rinse-repeat. This should make him just that little bit more careful about his backline adventures.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/dbcceb2a764dcf8bb808078f7a32a039fd259c72e557dcde3fb70b2041247c9a.png" loading="lazy" />
<div>
<div class="notes__name">Wraith Form</div>
<ul class="notes__changes">
<li>Duration reduced from 3 to 2 seconds</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Soldier -->
<div class="notes" id="Soldier76">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/1ab1d67206b689b2dc14282ce65cb070e2956a902f5c4de87884513b661c4297.png" loading="lazy" />
<h5 class="notes__title">Soldier: 76</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
This was a nice QoL change from the April Fool’s patch. Does he need more? I don’t think so tbh.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/8408bacddfb4ac7b971dd14f6d8c9d211459fb159b459c3e6eaf06bc0a38bcb2.png" loading="lazy" />
<div>
<div class="notes__name">Sprint</div>
<ul class="notes__changes">
<li>Now slowly reloads ammo while sprinting (4 ammo per second)</li>
</ul>
</div>
</div>
</div>
</div>
</div>
<!-- Sombra -->
<div class="notes" id="Sombra">
<div class="notes__header">
<img class="notes__icon" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/63afd70d44e5d2b3dde1bbbf9a51f1af6fd0cde2b8d72d58dfffdf75b326ea58.png" loading="lazy" />
<h5 class="notes__title">Sombra</h5>
</div>
<div class="notes__body">
<div class="notes__dev">
A big change, so may be controversial, but: Hack cannot stay as it is. OW2 is moving away from CCs and things that stop people from playing their hero. So, I’ve tried to make Hack less of a “hack ‘em and they’re useless now” and more of a targeted silence, which works well in MOBAs. The 2 seconds can still be plenty if you’re targeting someone down specifically and now that it can be executed more consistently, Sombra can use it tactically to interrupt things.
</div>
<div class="notes__list">
<div class="notes__item">
<img class="notes__ability" src="https://d15f34w2p8l1cc.cloudfront.net/overwatch/3ebcefc44a278d93afa8339e7e8758e6d471566fdd122d20d9b8ab7269a12017.png" loading="lazy" />
<div>
<div class="notes__name">Hack</div>
<ul class="notes__changes">
<li>Hack is now a guaranteed-hit seeking single-target projectile</li>
<li>Hack duration reduced 5 to 2 seconds</li>
<li>Hack cooldown increased 8 to 10 seconds</li>
</ul>
</div>
</div>
</div>
</div>
</div>