Nemesis Form
Particle Barrier
Projected Barrier
Healing Pylon
Captive Sun
Sonic Amplifier
General
Developer Comments: This stun time reduction applies to the knockdown that happens when two charging abilities collide and result in a tie (with Reinhardt, Doomfist, Brigitte, Mauga, Bob). The counterplay and interaction of two charging abilities impacting each other is great, but it took both players out of the fight a little too long.
Developer Comments: These changes will improve D.Va’s effectiveness against smaller targets as she became less effective against armored enemies in the previous patch.
Fusion Cannons
Boosters
Developer Comments: The Tank knockback resistance passive was affecting Junker Queen’s pull effect more than intended. The distance can be affected by their movement, but Tanks are now pulled in about 5-6 meters instead of only 3 meters or so.
Jagged Blade
Rampage
Developer Comments: Orisa’s survivability was reduced more than necessary in her last round of changes so we’re partially reverting the cooldown increase to Javelin Spin.
Javelin Spin
Developer Comments: Roadhog’s already-powerful survivability increased significantly with the headshot damage reduction from the tank role passive so these changes are to help bring that back in line.
Take a Breather
Developer Comments: We’re reverting the Magnetic Grenade ability to be deployed like Cassidy’s previous Flashbang ability, but it will keep the Hinder effect instead of a full stun. We’ve heard feedback surrounding the Magnetic Grenade ability and agree that while the fantasy of a homing grenade was fun, the moment-to-moment gameplay of it often felt too unpredictable as to whether it would land or not. The Hinder effect has been a useful tool to act as a counter to highly mobile heroes without going back to a full stun and the enemy player losing the ability to fight back.
The Deadeye ultimate is getting an adjustment to increase its flexibility toward the end of its duration, enabling it to get value outside of buying time for Cassidy or his allies, though it may be riskier to hold it for a long time as the damage reduction will fade away along with the movement speed penalty.
Peacekeeper
Combat Roll
Flashbang
Deadeye
Developer Comments: Mei’s damage output over time is intended to be on the low end for a Damage hero, as she offers strong utility and survivability through her ability kit, but we would like to make the secondary fire icicle more rewarding by increasing the damage and slightly more difficult to land consistently.
Endothermic Blaster
Developer Comments: With the previous patch change to how armor reduces damage, shotgun weapon heroes like Reaper lost some value since much of their gameplan revolved around pressuring large tank heroes. To help shift Reaper toward being more effective against smaller targets we’re tightening the weapon spread on the Hellfire Shotguns and reducing the amount of time enemies have to react to his Shadow Step teleport.
Hellfire Shotguns
Shadow Step
Developer Comments: This change is reducing the burst damage potential of the secondary fire Railgun shot to both lessen frustration from playing against that burst damage, and to shift power into her sustained primary fire damage. This should smooth out the feast-or-famine nature of Sojourn consistently hitting the secondary fire shots.
Railgun
Overclock
Developer Comments: To help solidify Symmetra as a close-range threat, we’re increasing her health to better survive in that range, along with how quickly her primary fire beam damage ramps up.
Photon Projector
Developer Comments: Illari’s Healing Pylon is intended to be useful for healing her team in relatively safe positions without much focus required, which enables her to either apply pressure with her primary fire or spot heal in bursts from her more limited secondary fire healing beam. To encourage this, it now has improved health and healing output, but is less effective when Illari uses it to heal herself.
Outburst
Healing Pylon
Developer Comments: “Hard knockdown stuns” refer to most all of the existing knockdowns where the player is stunned and laying on the ground (such as Reinhardt’s Earthshatter), with the exception of Ana’s Sleep Dart effect, which is removed upon taking damage or Protection Suzu’s cleanse.
Swift Step
Protection Suzu
Colosseo
Developer comments: Roadhog benefitted greatly from the recent headshot reduction passive for Tanks so we are nerfing his survivability. This change to Take a Breather is aimed at encouraging more mindful resource management. The change to Whole Hog will make the ultimate more of a zoning tool while lowering its lethality, especially against tanks with their recently increased knockback resistance.
Take a Breather
Whole Hog
Developer comments: Our last patch aimed to make some Tank ultimates more forgiving to use during combat. Sigma’s Gravitic Flux can suffer from missing due to slight line of sight checks but we don’t believe this change had proper communication for all instances. We may return to this change for Sigma down the line with updated visuals.
Gravitic Flux
Developer comment: Armor is being reverted to its original functionality to better resistance rapid fire damage and shotgun-type weapons. Out-of-combat health regeneration has been a positive but subtle addition to the game, but had a much smaller impact for tank heroes due to their massive health pools, so we’re adjusting it to heal for a percentage of maximum health.
Role Passive
Developer Comment: Although armor health will now be more effective in some of the more difficult matchups, it will also be losing potency against the typically slower, higher damage instances. To help reduce the feeling of tanks being taken out too quickly by high bursts of damage, the role-wide passive now provides improved defense against critical headshot damage.
Junker Queen
Commanding Shout
Developer Comment: Junker Queen being able to activate Commanding Shout while swinging her axe or during her Ultimate ability will make it more responsive for when an additional burst of health or movement speed is needed.
Sigma
Gravitic Flux
Developer Comment: Similar to how Graviton Surge functions, Gravitic Flux no longer needs line of sight to affect enemy targets in its area. There are a fair amount of counterplay options to deal with this ultimate so we’re making it more reliable to grab enemy targets within its area of effect.
Wrecking Ball
Grappling Claw
Piledriver
Minefield
Developer Comment: Wrecking Ball has been performing much better after his recent update and these tuning changes will help his abilities feel more impactful.
Zarya
Graviton Surge
Developer Comment: We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Graviton Surge was still very useful to set up combos with other ultimate abilities but we want to makes sure it’s powerful enough on its own.
Junkrat
Frag Launcher
Developer Comment: Junkrat’s weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We’re increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute.
Echo
Duplicate
Developer Comment: While the main benefit of Duplicate is a second health pool and the utility of another hero’s abilities, it was often too difficult to charge an ultimate in the Duplicate time limit so we’re increasing the bonus multiplier slightly.
Hanzo
Dragonstrike
Developer Comment: The Dragonstrike ultimate hasn’t been very effective outside of being used in a combo with other abilities that restrict enemy movement, so we’re increasing its speed to help position it as less of a zoning tool and more likely to deal some damage.
Brigitte
Rally
Developer Comment: Resetting the Shield Bash cooldown on ultimate activation was too much potential burst damage for Brigitte when the average maximum health of everyone was lower, but it’s much more reasonable now that it won’t be as lethal.
Perhaps no one asked for it, yet it strengthens and promotes both brands. It’s good to keep the game in the mainstream.
HERO UPDATES
Cardiac Overdrive
EMP
Photon Projector
Sentry Turret