Knockdown time when two charging abilities collide reduced from 2 to 1.7 seconds.
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
Weapon spread reduced from 3.75 to 3.375 degrees.
Boosters
Impact damage increased from 15 to 25.
Junker Queen
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
Now pulls tanks further.
Rampage
Startup time reduced from 0.75 to 0.5 seconds.
Orisa
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
Cooldown reduced from 9 to 8 seconds.
Roadhog
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.
Base health reduced from 650 to 600.
Take a Breather
Damage reduction reduced from 50 to 40%.
Damage
Cassidy
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
Secondary fire “Fan the Hammer” damage reduced from 50 to 45.
Combat Roll
Damage reduction reduced from 75 to 50%.
Flashbang
Magnetic Grenade ability is now Flashbang.
Hinders enemies instead of Stunning them for 1.2 seconds.
Movement speed reduction increased from 30% to 50%.
Hinder now prevents crouching movement.
45 explosive damage.
12 second cooldown.
Deadeye
Movement speed penalty now scales down over time, from 70% to 35%.
Damage reduction now scales down over time, from 40% to 0%.
Mei
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
Secondary fire base projectile size reduced from 0.15 to 0.12 meters.
Secondary fire damage increased from 75 to 85.
Reaper
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
Weapon spread reduced from 6.5 to 6 degrees.
Shadow Step
Cast time reduced from 1.5 to 1.2 seconds.
Sojourn
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
Secondary fire damage scaling reduced from 30-130 damage down to 1-100 damage.
Secondary fire projectile no longer requires Overclock to pierce enemy players.
Primary fire shots per second increased from 14 to 16.
Overclock
Energy charge rate increased from 100 to 120 per second.
Symmetra
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.
Base health increased from 100 to 125 (Total health increased from 250 to 275).
Photon Projector
Primary fire charge rate increased 25%.
Support
Illari
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
Damage increased from 10 to 25.
Healing Pylon
Healing per projectile increased from 30 to 40.
Pylon healing is now only half as effective when targeting Illari.
Max health increased from 100 to 125.
Kiriko
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.