PTR Feedback

Feb 20, 2018 [PC] Overwatch PTR Patch Notes – February 14, 2018 A new Overwatch patch is currently in development and now available for testing. To share your feedback or report and issue, please post in the PTR Feedback or PTR Bug Report forums. Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes will also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and therefore will only reflect changes coming specifically to that platform. HERO UPDATES Doomfist Hand Cannon Ammo recovery rate increased from 0.8 seconds to 0.65 seconds per bullet Developer Comments: This change will help Doomfist more consistently be able to use his weapon as part of his combos. Mei Endothermic Blaster Freeze (slow) duratioDeveln increased from 1 second to 1.5 seconds Weapon alternate fire ammo cost reduced from 25 to 20 Developer Comments: Increasing Mei’s slow duration helps her freeze targets that are particularly elusive such as Genji or Lúcio. Lowering her alternate fire ammo cost allows her to more safely use it without costing her the ability to freeze enemies. Sombra EMP No longer blocked by small objects (e.g. sign posts) Hack No longer gains ultimate charge from health pack healing Cast time reduced from 0.8 seconds to 0.65 seconds Now disables the following abilities: Genji—Cyber-agility Hanzo—Wall Climb Pharah—Hover Jets Lúcio—Healing Boost and Speed Boost (turns off current song entirely), Wall Ride Mercy—Angelic Descent Machine Pistol Machine Pistol spread reduced from 3 to 2.7 Opportunist Enemy health bars are now visible when health drops below 100% (formerly 50%) Her ability to detect enemies through walls at 50% or less remains unchanged Translocator Duration increased from 15 seconds to 20 seconds Developer Comments: The goal of these changes for Sombra is to remove the necessity for her teammates to take damage and heal themselves with her hacked heath packs to try to get her ultimate charged up quickly. Her ultimate will now come up less often, but there are more abilities that are disabled by Hack so it is more effective when used. Previously, Opportunist would only activate when an enemy’s health bar dipped below 50% but now the passive will reveal all damaged enemies in her line of sight which should help Sombra identify targets to pick off. Overall these changes should make her more effective and less reliant on her ultimate. USER INTERFACE UPDATES Mercy Valkyrie No longer shows enemies’ health bars unless they have taken damage Developer Comments: This helps remove some clutter from Mercy players’ screens when they use her ultimate.Josh Engen111 Feb 20, 2018
Dec 20, 2017 Bug Fix & "Casual" Hanzo Skin Testing on the PTR - 12/20 Hello Agents, We're currently testing some new changes on the PTR. Please provide any constructive feedback you may have here. Thank you. GENERAL General Weapon accuracy is no longer increased or decreased when shooting at Genji’s Deflect or abilities that block projectiles (e.g. Winston’s Barrier Projector or Mei’s Ice Wall) The Casual Hanzo skin has been updated to more accurately reflect his appearance in the Reflections comic BUG FIXES General Fixed a bug that caused weapon accuracy statistics to incorrectly calculate and display as a negative percentage in-game (e.g. players’ career profiles, the match status screen, and the end of match summary) Maps Fixed an issue with spawn room doors preventing players from leaving or entering the spawn area on Control mapsTom Powers0 Dec 20, 2017
Feb 20, 2018 blizzard world lighting is too dark please fix.cubinux992 Feb 20, 2018
Feb 20, 2018 The Reasoning Behind Doomfist's Buff Makes No Sense The buff: ... The reasoning written for the buff doesn't make sense for the buff doomfist has received. I just don't understand how one is related to another. This is the reasoning: ... I, as a doomfist player, don't understand how faster reload makes it more consistent. I just don't. When i use my E M1 Shift M1x3 combo, there isn't a downtime of .65 seconds between any of my shots, i don't see how this helps this combo. There is another combo, RP for mobility in, shift, M1 two or 3 times, E out while you are still in the air. Again, there is no downtime of .65 in this case, between any of the shots. The only case where it actually helps, is when you shoot before you go in, you shoot 3-4 times and then charge the RP or E in, and by the time you are about to shoot again, you will maybe reload one more bullet than usual. And i say maybe because it saves .6s recharge time for charging back 4 bullets, which isn't enough to reload even one more bullet with the buffed reload time, it is like 90% of a bullet. But that's before any combos. And the reasoning was to help make using the weapon during combos... more consistent? what? how? It also can help after you combo someone and get out, to shoot from afar, you will reload a bit faster and shoot a bit more while you wait for your skills to come back from CD, but this again does not help the combos themselves. ========================================= I welcome any buff on doomfist at this point, but i have no clue how - ... - is related to his reload recovery time buff from .8 to .65. I just don't understand this. There is no way in which it helps him use his weapon more CONSISTENTLY AS A PART OF HIS COMBOS. It just doesn't help. It helps anywhere but in his combos. For the given reasoning, this buff is absolutely pointless and doesn't help the part it tries to help.iSinner5 Feb 20, 2018
Feb 20, 2018 If these Sombra changes goes live, I quit OW! I like Sombra and I like her new playstyle. I also played for over 5h as she got accidentally changed on live and enjoyed it. Less spread of her gun is needed. to make her more to a dps. But all these changes to her hack. That's not balanced. Her hack is f****ing OP now. And shows us again that Blizzard is unable to balance the heroes in the game. Sombra will be might be the next must-pick. And everyone who thinks Sombra didn't got overbuffed has no idea about the game.Dingel53 Feb 20, 2018
Feb 20, 2018 Sombra - Teleporter feedback When throwing the teleporter as sombra sometimes it happens that I unintentionally instantly teleport. This happens when holding the mouse button down when throwing the teleporter, this way she instantly teleports. I would like to have that a second mouse click is needed for the teleporting. My change: One mouse click teleporter gets thrown. Holding down this mouse-click doesnt teleport. A second mouse-click is needed for teleporting. Would make it more comfortable to play. I never needed to throw the teleporter and instantly teleport 2 metres ahead. I think nothing is lost with this change. And this change prevents accidental teleporting.Vila0 Feb 20, 2018
Feb 20, 2018 The couple changes that Sombra needs to be perfect The Sombra PTR changes, overall, are great. However, I think they just need a slight revision to be perfect. I'm here today to share my thoughts on the direction she is going, and how I think the next iteration of these changes should look (I am really hoping that this isn't a PTR Preview -> Straight to live situation..) I am an avid Sombra player. I have 100+ hours on her -- which to some, may not be a lot. I might not be the absolute most "qualified" person in the entire player base to talk about this, but I feel that I have spent enough time working with the character to not be terribly ignorant on the subject of rebalancing her. I will be dividing this post in to 3 sections, related to how she is on the current PTR Build: Things to keep, Things to buff, and Things to nerf. Anyways, on to the matter at hand. The bottom line of my feedback: Remove Sombra's ability to take away an enemy's passive abilities, and restore her ability to gain ult charge from self healing with her hacked health packs (teammates still wouldn't give her ult charge). Now, I'd like to go a little more in-depth on why I think these changes are necessary (Warning: long, detailed post ahead). =Things to keep= I would be remiss in claiming that this patch doesn't do a lot of great things for Sombra. Despite being critical of some aspects of these changes, a great deal of things are improved for her, and I want to give them their due appreciation. The lower weapon spread is amazing -- plain and simple. People have been asking for Sombra to have her damage increased since she was released, and this is the perfect way to do that. Flat out increasing her damage numbers would have undoubtedly made her overpowered. Reducing the bullet spread, on the other hand, simply makes her damage more consistent, and is an absolute dream in the hands of the Sombra. It's just enough of a push damage-wise where you are a little less at the mercy of RNG, while not making her an over the top damage dealer. Definitely keep this. The faster cast time of hack also feels amazing. 0.15 seconds may not seem like much, but it's enough to make the ability just a little more reliable. Playing as much Sombra as I do, I definitely felt the difference, and could appreciate the hacks I could get off, that I otherwise would not have been able to before. I am all for keeping this -- however, if her kit needs some toning down after this, I would not mind it being reduced to 0.1s, or 0.05s faster. Her translocator's duration being increased from 15 to 20 is very interesting. On the one hand, it gives you are larger window of opportunity to make a play, while on the other hand, it punishes poor translocator placement by giving you another 5 seconds that you have to wait before it goes on cooldown. I love this change. It improves Sombra, but not without its downsides. Great addition. The buff to opportunist is simply incredible. It may seem small, but it makes a world of difference for Sombra. Being able to see enemy health bars when they are below 100% hp allows you to make a more informed decision on who you are going to target, once you infiltrate the enemy's backline. 10/10 change. Possibly the most amazing aspect of this update is that it finally makes Sombra more independent. Previously, I would argue that she was the single most team oriented character in the game. Almost every aspect of playing her required coordination. Calling out hack targets, announcing EMP, depending on your team to take your health packs, etc. While I love working with my team -- in a strange way, what determined whether she would be an effective pick or not was if your team had the coordination for you to do your job. And at mid to low ranks… the odds of that could be rather unfavorable. With these changes, however, she is now more free to do her own thing. Taking away her reliance on her team to take her health packs is something that I've always wanted for her. She is now much more akin to a Tracer, where the focus has been shifted from having your team farm your packs, to you sneaking into the enemy backline for picks. This is fantastic. In addition to that, because she is no longer dependent on her team picking up her packs, this makes her viable on all maps, in a strange way. Before, what determined her viability was whether or not the map had a mega health pack that was easily accessible to your team. Now, that is no longer a factor -- which is an absolute godsend. This, again, makes her more like a Tracer, where you can run her wherever, as long as you are getting kills. All in all, the direction that these changes have pushed her in is great. She is far more streamlined now. However, there are some things about these changes that I think need addressing. =Things to Buff= Making the blanket change of no ult charge from hacked health packs whatsoever has a huge impact on the way Sombra is played, and how she impacts the game. As far as I can tell, there are two major issues from this change: 1. It completely messes up the rhythm of her gameplay 2. It interferes with your team's ult economy After much deliberation, I believe that one simple change could fix both of these issues: Let her gain ult change from self-healing with her own hacked health packs. In her previous iteration, there was a certain flow to playing Sombra. You would hack a pack, throw down your translocator, use thermoptic camo to get in the enemy's backline, deal some damage/take some damage, translocate out, use your health pack to build your ult, and repeat. There was something very rhythmic to playing her, and it was one of the defining features of her gameplay. Now, that is more or less gone. Without any benefit from taking a hacked pack, you are better off going back to your healers when you take damage (to give them ult charge), over taking your own pack -- which, honestly, feels really awkward. This goes on to my next point… hacking a high-traffic health pack only serves to mess with your team's ult economy. At this point, people are in the habit of taking Sombra's health packs. They show through walls for that very reason -- that it is something you should see and take advantage of, right? Well, with this change to her ult gain… no. There used to be a benefit to taking her packs. Similarly to a support, you would be giving one of your teammates ultimate charge by letting them heal off your damage, rather than returning to spawn, or taking a normal health pack to heal up. Now, all it does is screw the healers on your team out of ultimate charge -- and in a very efficient way too. Normal health pack respawn rates in Overwatch are perfect, in that they spawn just frequently enough that you can use them in a pinch, but not often enough that they are more useful to you than a support. Given the choice between an Ana and a health pack, no tank would pick the health pack. However, the faster spawn rate that Sombra gives health packs makes them almost constantly available -- and at absolutely zero benefit to your team, unlike before. If you hack a mega pack, and your team is taking it, then you are actively hurting your team, by giving them a decent alternative to going to their supports, and helping them build their ult. So, how does my solution solve these issues? Well, if Sombra was able to gain ultimate charge by self healing with her hacked health packs, then that would incentivize her to hack and "set up base" around lower traffic, more out of the way health packs around the map. This would both maintain her current style of gameplay (which I, for one, really enjoy), while encouraging her to hack health packs that are more useful to herself or the enemy (for healing denial), rather than her team -- which, like I said, would essentially be a support ult-sink. Now, I want to clarify that, I am exclusively talking about Sombra picking up her own packs. Not her teammates taking her health packs. The amount of ult you could generate from friendly tanks farming your packs was absolutely broken. That needed to go, and I am glad that, that has been removed. However, we have now gone to the other extreme, where hacking health packs is now almost a bad thing. They are good for sustaining/giving the upper hand to someone in a duel (be that you, or a teammate), but outside of that specific situation, they only harm your team in the long run. Additionally, I would like to note that, should things be kept the way that they are, Sombra will be the only character who does not gain ultimate charge from self-healing. Soldier: 76, Bastion, Mei, Roadhog, Ana, Lucio, and Moira all gain ultimate charge when they heal themselves (Mercy and Tracer do not count, because their methods of self-healing do not count towards their "Healing Done" stat. The aforementioned characters, as well as Sombra, have an ability that does increase that stat, when they heal themselves). It is odd to make her an exception to that rule. To address the ultimate itself, it has been significantly nerfed in its charge rate. While it's true that her reduced weapon spread has increased the amount of ult that she gains from her DPS slightly, it is still nowhere near as fast as it was before. This proposed change would give her back a little bit of the ultimate charge she would have been getting from teammates, without being too fast like it was before. Her small health pool would act as a cap to how quickly she could build her ult off of her packs, compared to how quickly she could when tanks with large amounts of health missing could farm them (more on how this will be balanced out in the next section). Top 500 Sombra Main "Fitzyhere" has shared a similar sentiment on his Twitter and in interviews, saying that, he too believes Sombra should gain ultimate charge from self healing. If you do not think my word holds much weight, then take it from him. =Things to Nerf= This point may be a little more controversial, but I believe that Sombra should not take away an enemy's passive abilities when they are hacked. This would act as a bit of a counter-balance to the small buff of letting her gain ultimate charge from self healing with her packs -- putting a little bit more of the power in her kit back in her EMP, and taking it away from her hack -- as I believe that the way it has been buffed is excessive. This is something that has been suggested many, many times since she was added to the game, and I have always been opposed to the idea. The reason being that -- Sombra walks a very fine line between being fair to play against vs. not fun to play against. I have always appreciated how her previous iteration has been on the former side of things. On paper, the idea of a stealth character that can take away your abilities sounds like a nightmare. Despite that, in practice, she has felt impressively fair to fight against. However, I believe that taking away enemy passives could tip the scales towards the "not fun" side of things. If a Genji dives into your team and you hack him, you already take away the majority of his survival tools. He can no longer deflect incoming damage, and he can no longer dash out of the fight. All that he has left to get away is his wall climb and double jump, and to me that felt fair. There was already a very slim chance of him getting out of that situation anyways, but after these changes, it would be almost certain death for him. Looking from the Genji's perspective it would not feel fun to have to try to leisurely walk away from the enemy team if you were hacked. This same logic can be applied to any of the characters that’s passives are now taken away by Sombra. Hanzo is in the exact same boat as Genji -- where your only, small method of escape would be gone. As easy as it is to dispatch of a Pharah in the air if you take the high-ground (Sombra being a hitscan character), grounding her with hack is over the top. Same goes with Mercy's Angelic Descent. She was already a decent hack target as it was. Preventing her from using Guardian Angel to fly to her teammates already made her quite vulnerable -- and even if she was floating down from a Pharah in the sky, decent tracking meant that you could gun her down without much of a problem. Lucio losing access to his currently running song and wall-ride ability is just another counter aspect in this match-up that, to me, is unnecessary. You can already completely remove the effects of his ultimate ability -- or outright cancel it with a well timed hack. Leave the poor man alone. I am all for buffing my favourite hero -- but in total honesty, this feels like too much. People already complain about stealth characters in FPS games as it is. This is just going to make her plain annoying and unenjoyable to fight against. I would much rather take self healing ult charge gain over this. In closing, these changes do a world of good for Sombra, but they just need a small tweak to be absolutely perfect for the player playing her, the players she is playing against, and the game overall. I hope that this feedback means something to you guys on the dev team, and thank you for showing my favourite character some love in the first place. I hope that this has provided some food for thought.Darkot14 Feb 20, 2018
Feb 20, 2018 Was told this goes here, please read and respond Feb 20, 2018
Feb 20, 2018 Casting from spawn Remember in the old days when mercy could use rezz in the spawn and just not leave base and get 5 man rezzes? I was glad they nerfed that!!! Now why can other heroes still do it? The biggest issue I have with this is on last point escort maps. For example last point: - Dorado - Route 66 - Volskaya - Eichenwalde - Hollywood - Numbani - King's Row - Gibraltar Most characters that ult put themselves into a position that allows: 1- Enemies to counterplay the ult 2- The person using the ult putting him/herself at risk Mercy (pre valk) was nerfed because it was unfair that you could have such a big impact on the game without leaving the safety of the spawn. Now where I see the issue is as follows. Hanzo: Anywhere and anytime a good DVA can matrix his ult. A good genji can deflect his ult. The enemy team can see where he is standing and facing and can try to dodge the ability. Junkrat: Anywhere and anytime people can hear the riptire and react by spreading out or seeking his vulnerable position and kill him for a trade. Zarya: A good DVA or genji can matrix or deflect the grav. Torbjorn: Can ult wherever and whenever he wants to boost his tower. Take for example last point Gibraltar. Zarya can stand under the spawn and ult up and it will grav the enemies without any counterplay because you dont see or hear it coming and you can't block it. Hanzo same concept there is zero counterplay to it. Junkrat who puts himself at a disadvantage by ulting can now safely sit there and rip. Torb ... Any hero in this game that dies is punished. They cannot partake in the teamfight or aid their team except torb. Just ult and let your tower burst enemies as you casually walk back. All of this shouldn't be a thing. OW devs always talk about how much they like counterplay but there is absolutely none in these scenarios (maybe other than killing torbs turret? but that's beside the main point) 90% of the heroes don't benefit from their ults or abilities in spawn. So why should junk / hanzo / zarya? If you die you should be punished. If you use your ult there should be counterplay. So why can't we just remove ability use in spawns? We have done it for mercy so surely that is an option in the game that can be implemented. Feel free to share ideas and opinions. If you downvote please let me know why I would be interested in the input. P.s. I am not a mercy main that is salty. I am not a DVA or Genji main either.SmellyToast0 Feb 20, 2018
Feb 20, 2018 Mercy: Bring back the resurrect ult but with cast time Hello everyone, I feel like a lot of different (and very good) ideas have been tried regarding Mercy, and yet nothing to really fit her in a "balanced" state while preserving her role and identity. I agree that the "Press-Q-5-man-rez" had to be reworked. I agree that the 30sec cooldown, whatever we try about it, makes Mercy way too powerful and a must-have. So, regarding her, I think we should bring back the rez-ult but change it a bit. Add the cast time and the speed debuff to the ult. Maybe make it effect a larger area (or even the whole map). This way, it seems to me it would work has Symmetra's teleporter : You'll have to hide somewhere to bring everyone back fast but you'll still be vulnerable in the process (for that, maybe the cast time has to be longer though) When trying to find how people could abuse this... By using a massive rez' from spawn ? Ok. Make it so we can only cast it outside of spawn (again, like Symm's TP) Hiding Mercy = No fun ? Ok, make the cast time longer or her rez animation more visible/easy to locate so you'll have to be smarter or team dependent when casting What do you think ?Panderu10 Feb 20, 2018
Feb 20, 2018 Sym Changes That Are Needed I came up with an idea that would make Symmetra more balanced. This may seem a bit harsh but this is a change that should've been made ages ago. Photon Projector: Damage reduced to 4 per hit Damage remains at 4 regardless of how long beam is connected to enemy Maximum range reduced to 3.5 meters Beam can now be deflected and blocked Sentry Turret: Health increased to 5 Damage reduced to 15 per second Teleporter: Ammo increased to 12 uses The fact that Symmetra can literally lock onto anything and kill it in a matter of seconds and there is almost no way counter to it and reflect the beam of her primary weapon is ridiculous and imbalanced. The range of her beam also needs to be shortened so she would have to be played more cautiously. As for her turrets, giving them more health and a small damage decrease could potentially make up for the fact that the effectiveness of her primary weapon was toned down significantly so she would have to focus primarily on keeping her turrets up and getting ult charge mainly off of the damage from her turrets rather than being able to flank and chase down enemies with her primary weapon. As for the teleporter getting more charges, I think this is necessary because as a passionate Team Fortress 2 player, I know the importance and how big of a difference maker a teleporter is in regards to getting your teammates back into the fight quicker and more frequently. While my suggestion wouldn't give infinite teleports like a TF2 teleporter would, this would also make up for the fact that Sym's damage would be toned down significantly. Let me know what you guys think about my idea. :)Minion4 Feb 20, 2018
Feb 20, 2018 Why Doomfist Is Under Powered THIS POST IS DISREGARDING HIS BUGS To be fair, a lot of people agree with me that he is a weak choice. However, there has been a lot of people who think he is completely balanced as is. This thread is for those people. I'm going to attempt to do my best to explain my reasoning for believing he is in a bad spot. 1.) His original design philosophy When Doomfist was first released he played much differently, Rocket Punch was his main damage tool and the other 2 abilities were his escapes. You may remember how large the hitbox for RP was back then, and how unfun it was to play against. I believe it was only because of his major exploitable weaknesses and large model hitbox that Rocket Punch was designed to be that powerful. To balance the power. However, the dev team swiftly shrank the size because everyone was (understandably) in an uproar. That's all fine and good, but they nerfed Rocket Punch without doing anything about the reason it was allowed to be so powerful in the first place: Doomfist's weaknesses. He was a flimsy knife with a sharp edge, they took away his edge and didn't reinforce the body enough to make him a club. He's just a useless piece of metal now, if that analogy makes any sense. 2.) Comparably Bad This post I made comparing him to Genji/Tracer speaks my point: "Say Doomfist was completely fixed and worked exactly as intended.You are in the hero select screen, you are equally good at Genji, Tracer and Doomfist. In what situation would you pick Doomfist over either of those 2? Let's look at a few things: What do they all have in common? High burst potential, high mobility and heavy ability reliance. What do Genji and Tracer have over Doomfist? Small hitbox, More sustain (Tracer recall), More opportunities to escape (Genji reflect + dash reset), Ability to deal significant damage at medium range, Straight up higher value ultimates, More reliable damage as a whole, Many less counters, Abilities trigger faster, They both combo better with more heroes, Faster movement speed, and they both aren't completely reliant on their cooldowns. What does Doomfist have over them? 250 hp, A (POTENTIAL) 250 damage charge on a 4 second cooldown, Arguably more mobility, Faster burst than Genji, A way to gain (very temporary) shields, An ult that makes him immune to damage, and he has a lot of CC." When you are looking to play a high mobility dps, in what situation would you see this comparison and say "Doomfist is the better choice"? If you know a scenario where he would be better than Genji OR Tracer tell me because I definitely can't think of one, and I main the hero. 3.)Barely any sustain I like the idea of his passive, it rewards good players for hitting their abilities consecutively. Sounds good on paper, but when you find out he only get's 30 shields per hit and they drain faster than a dollar store battery, it becomes negligible in most situations. His passive has saved me a handful of times, don't get me wrong, but more often it's the case where it does virtually nothing. The problem is that after you get 30 shields they are already at 26 by the time someone shoots you from the natural decay, the majority of attacks in the game do more damage than the shields give, and most heroes can out DPS you before you get enough shields to matter. The only time his passive is worth anything is after his ult, but even then you are vulnerable for a second after you land. Even with 400 health I can still be bursted down in that brief period. Speaking of... 4.)His Ult is the worst DPS Ult in the game Let's examine everything Meteor Strike does: Makes him invulnerable for 4 seconds, gives you 75 shields per enemy hit, let's you move freely over the whole map, deals 300 damage at the center and less as it goes out, has a one second timer after you strike before you come down and finally, it leaves you vulnerable for approximately 1 second after you land. Those first three functions of Meteor Strike are completely fine, but the last three are where our problems lay. 300 maximum damage is only 50 more damage than you could do with Rocket Punch and that's on a 4 second cooldown. I know his ult has a lot more functionality for him, but only 300 maximum damage for an ult is pretty pathetic. The only thing it's really good for is running away. Maybe you'll say "But Rightwardsky! His Ult isn't really supposed to be used for damage, it's supposed to be for quick assassination, escape, and for shields!" You have a point, however, quickly assassinating a target is much more difficult than any other DPS Ult do to the easy escapes most heroes have, the low overall damage, and the brief period before you come down. "Well you could always just get the shields and use your health to destroy!" That's when I would mention the moment of vulnerability after you land. If you miss and there is more than one enemy there, they can easily focus you down before you finish the Meteor Strike animation. 5.)Risk vs. reward Doomfist has a very high risk to himself with very little reward to compensate. When he was first released, I would say the large hitbox on Rocket Punch WAS his reward to make up for the risk. Since it was shrunk, the amount of risk associated with trying to Rocket Punch an enemy has more than doubled with no extra reward to make up for it. Anybody who has played him for a few hours knows his shields from his passive barely do anything in most situations, so that doesn't make up for the risk either. He could use Slam plus Uppercut to escape and make up for it, but the cooldowns of 7 seconds are just too long to be reliable. If you look at Genji, the risk to himself is that he has to get close to the enemy to secure a kill. The reward for doing so is a reset on his dash to quickly make an escape. Doomfist has much of the same risk, but a bigger model, no cooldown reset, and no way to defend. Here is the part where I refer back to my 2nd reason, why would you ever pick Doomfist over Genji or Tracer? All in all, he's a hero that when mastered can feel unstoppable, but I hope that maybe some of my points may persuade you to believe that he really is in a bad spot. Thank you for your time. I will add more reasons why I believe Doomfist is underpowered in his current state as more come to me.Rightwardsky17 Feb 20, 2018
Feb 20, 2018 diamond and above tracers ruining almost every game I would say about 90% of the games which have a tracer on the other team in dimaond are a loss for my team. It is almost always the case that the tracer has perfect aim and their movement is so fast that they can't be hit. You always have to have 3 people chasing her to even kill her. How is this not being addressed? Why is this not even being spoke about more? Why are people worried about nerfing Moira when you have a tracer dominating like this. Why is most people refusing to acknowledge that there is a huge problem?Tester6 Feb 20, 2018
Feb 20, 2018 to whom so ever will read my words, i just started playing over watch a few days ago. i did not realize that you allowed players to tell each other to kill themselves. having suffered with suicidal thoughts throughout my life i have found this very disturbing. you should make it very clear that harassment and bulling are part of your game if i would have know in advance i would have not have paid money for this game. i dont know what to do about this because i highly enjoy overwatch but i can not take the bullying of the other players. this game is not a safe environment for someone with my issues, i have reported the players but it does not take the due stress and emotional trauma that the environment you have provided has brought. im sorry i can not enjoy your beautifully made game.UnHolyBacon2 Feb 20, 2018
Feb 20, 2018 A Response to Junkrat Changes ... I'll tell you what I think, Sir. I... do not care for it much at all. And that its likely going to get pushed to live is more than alarming. The mine change is highly inconsistent, and the ability for Junkrat to defend himself or his team from flankers is greatly reduced. Any sidestep immediately depletes his mine attacks ability to seal a kill. Anyone beyond 10 meters away has a chance of simply side stepping junkrats mine or grenade, and most attacks are much further than that. Network lag also seems to attribute to this effect. So what people are seeing happen, isn't what is getting recorded. Wile Junkrat will still be able to spam non stop in lower ranks, higher ranks will suffer junkrat not being able to handle flankers that come for him, the healers, or the tanks. The mine was detrimental to them trying to get in close, now they have less to worry about. Additionally, unlike Pharah, Junkrat is responsible for detonating his attack, so what looks like a direct hit can be just a fraction of a unit away and have GREATLY reduced impact. But what irks me, is this change was warranted by what data? Third party sites keeping track of information on these characters shows Junkrat basically middle of the pack by the time he reaches Diamond through GM. And ultimately, his design as an anti flank and area denial, just becomes area denial. He expends more damage to kill fewer people. And that trick where he can hail-mary a Pharah who got too close that we were so proud of? Pretty much going to be a massive roll of the dice. :|BoopBot132 Feb 20, 2018
Feb 20, 2018 [SUGGESTION] The changes some heroes really need MEI: Icicle now also put a stack of Slow on targetOR Icicle damage no longer decreased on long rangeNote: this will make Icicle a good utility tool or increase its damage potential to be on par with other heroes. Cryo-Freeze now reloads 50 ammo per secondNote: QoL change most players asked for. This change will make Mei gameplay more fluid and prevent her from being defenseless upon leaving Cryo-Freeze. New effect "Ice Shatter": Cryo-Freeze now causes a great knock-back effect on nearby enemies upon deactivationOR New effect "Deep-freeze": Cryo-Freeze now constantly puts stacks of Slow on nearby enemies and can Freeze them.Note: both variants will prevent enemies from camping Mei inside Cryo-Freeze and will also increase Mei potential as CC-based hero. DOOMFIST: Rocket Punch hitbox size slightly increased to match hitbox of Doomfist hero model. "Ghostpunch" bug is fixed - Rocket Punch no longer occasionally goes through enemiesNote: these changes will make Rocket Punch more reliable to use. New "R" ability: Defense Stance - press R to start a channeling of Defense Stance for up to 3 seconds. Defense Stance gives Doomfist +50 temporary shield per second up to max +150 temporary shield. Defense Stance can be used while moving and channeling cannot be interrupted by received damage, but any attack or ability made by Doomfist stops channeling. 12sec CD, starts after channeling endNote: Doomfist has the biggest hitbox of all Offence heroes that does not match his 250 health pool. Defense Stance gives Doomfist on-demand protection that is best for preparation before and between combat encounters rather than during combat. JUNKRAT: Concussion Mine damage drop-off change is reverted Concussion Mine now has internal 2 second CD between uses. 8 second recharge time remains the sameNote: These changes will made Concussion Mine a less random source of damage, but will also prevent Junkrat from doing too much burst damage in one moment. Internal CD between uses of Concussion Mine will also prevent Junkrat players from occasional waste of Mine charges with quick tapping on Shift button. ALL HEROES: All projectile-based Ultimates no longer disappear if they are already launched but player died. This includes Tracer's Pulse Bomb, Mei's Blizzard and Zarya's Graviton Shnobz5 Feb 20, 2018
Feb 20, 2018 Overwatch to the switch We should have overwatch on the Nintendo switch fans need that to happenFunkyPants3 Feb 20, 2018
Feb 20, 2018 Moira :( I know it's early, but does anyone feel like Moira doesn't look/feel like an overwatch character??? I think her abilities look interesting and she's probably really fun to play, but she doesn't feel like she belongs in the game not sure how to describe it :( wondering if anyone else felt the same?? She also doesn't give me a scientist vibe at all just some crazy carnival lady[i][/i]creed44 Feb 20, 2018
Feb 20, 2018 Reinhardt Reinhardt smash is interrupted during the animation, but I think it's almost a bit too easy for a Roadhog for example to interrupt it. But since you can interrupt almost all ultimates, maybe increase the animation speed a bit for Reinhardt. I feel like it's getting harder and harder for him to land those smashes, especially with Sombra hack buff. It feels really terrible when you have a good chance to land a smash on a few enemies and it gets interrupted by a Roadhog hook, and you lose the entire ult-charge. Don't know if this is true, but think I read somewhere that this isn't the case for Genji? Eg, if interrupted during his animation he still has the ult-charge. Personally I think smash should be instant, but I think you'll disagree so "faster" would be the way to go.BirdPerson2 Feb 20, 2018
Feb 20, 2018 On Moira Everyone needs to chill. Moira is balanced for the most part and isn't must pick. Why? Healing is not unlimited so in a team fight she could possibly run out. Damage is mediocre at best. Completely vurnerable with fade on cooldown(what a healer can actually have a way to not get killed? BROKEN right?) Has to be close to her team to be most effective. Also, it is only 30 self-heal and for her to use her orb on only her is a waste. you can easily out damage her heal. Plus if you can predict a tracer recall how can u not predict a Moira fade? Just think of her options and predict. Honestly, she is like Doomfist on release. She is so very balanced and fits well into the game. Stop crying and learn to kill her. She is just a support people. Honestly, I'm sorry that the healers can actually defend themselves.ŜtygianŁux1 Feb 20, 2018
Feb 20, 2018 Let Mercy choose between multi- or single beams I have mentioned this in the General forums, don't know if it will make any difference but I though it can't hurt to mention it here as well: Let Mercy in Valkyrie choose between the current multi beam setup (multiple beams with 60 hp/s) or a single target heal that provides increased healing/boosting. It would allow the Mercy to provide burst heal for targets being focused, make it so the ult doesn't feel useless if the team is spread out, and you can more effectively combo it with offensive ults like Dragonblade and Tac-Visor. You can easily map it to her unused reload key. As for the numbers I'm thinking the single target beam can have somewhere between 150-200 hp/second or 35-40% damage boost. While I'm at it, can you not consider at least letting Valkyrie half the cast time for rez? It's weird that it enhances everything about Mercy except this.QuizzyBunny3 Feb 20, 2018
Feb 20, 2018 Mercy's Final Fix - Please Support! Mercy *Current E ability removed from game *Valkyrie grants 1 temporary insta-cast Resurrect Charge (E) Please support me on pushing this final fix for Mercy to Blizzard. This is the fix that accomplishes what they set out to do without removing key aspects of the hero that so many of us require for enjoyment and appreciation from our team while playing the hero that we love, Mercy. Thank you <3 AuraAura6 Feb 20, 2018
Feb 20, 2018 So you want constructive feedback? We warned you the Mercy rework would invalidate Ana, and we were not wrong. That does not mean you should destroy Mercy's identity, too. You removed her niche instead of doing.. literally everything else. You could have removed AoE beams (since that's other peoples niche), or decreased how long Valkyrie lasts, or just fine tune some numbers. Not remove the only thing that makes Mercy.... well, Mercy?! You could have looked to buff other healers *cough Ana cough* to be a reasonable pick rather than looking to nerf at all. But no, you couldn't do that, could you? Ana deserves her damage back. She deserves to be true to her own self, to be able to utilize her hybrid/sniper part. However, by denying her half of what she is -- no wonder that she struggles. Especially when every other healer can do what she does, but better. We have given you plenty of constructive feedback. We have argued in ways that have made logical sense. Please read the CNR Ana Megathread, and actually read it, and understand that Ana deserves to have her 80 damage back. She deserves to be the hybrid sniper that she was designed to be, because that's her niche -- just like Mercy's niche is to resurrect people. Don't kill heroes identity in the sake of "balance". Stay true to your creative integrity and allow them to play out as the heroes they were intended to be. Please, I beg of you. This is not the way to go. ------ Feb 20, 2018
Feb 20, 2018 [Playable] Hanzo Ability Proof of Concept I love the leap ability idea, but I'm not sure on the rapid fire. I put together a working concept of an ability that I think would make Hanzo less annoying as a teammate at low levels, and make for some very interesting gameplay at high and pro levels, while reinforcing his character as a master marksman. I'd really appreciate it if you could consider this as a new ability for Hanzo: Basics: Single target, 0.5 cast timeDuring cast; arrow charge is reset, firing disabled, enemy is alerted Cooldown TBD, probably same as Scatter 3 second buffPredictive arrow and sniper vision against target 3 second self-debuffHanzo cannot headshot and gains heavy recoil with each shot Predictive ArrowsWhen fired, Hanzo predicts where the target would be if the target continued their current trajectory given the flight time of the arrow. The arrows then 'home in' on that static point, rather than on the target itself. Charge-based movementLow-power arrows curve through the air to meet that point but embed in surfaces they hit Shots move straighter the more they're charged but in return gain additional bounces which have slight course correction on surfaces that are angled near-correctly   Proof of concept I made a working proof-of-concept of the ability in unreal which you can see working on this video, including a link to a browser-based version if you want to try it yourself (note: you guys could code this way better than I could)puppetsquid6 Feb 20, 2018
Feb 20, 2018 Sombra hack should cancel ALL ultimates The title is saying it all. In my opinion sombra's hack should cancel all ultimates since it seems to be inconsistent and also pretty unfair for all heros that lose their ultimate while being hacked while others arent effected at all.. And i think it should be completely irrelevant which programmatic is behind (so called "channeled" ultimates and "non-channeled"). It makes no sense that a roadhoag's ultimate is canceled when being hacked and soldiers visor (technical stuff) isnt effected at all.Tzagaroth9 Feb 20, 2018
Feb 20, 2018 The Mercy Re-Work Didn't Work The entire point of the re-work was to make her more fun and engaging but in the end she has become less engaging, when she activates her ultimate ability she has to disengage from her team and hold one of two buttons the entire duration of her ultimate to get the most out of her ultimate. Resurrect is better suited as a ultimate ability than a regular ability, no other character has a regular ability that requires this much coordination from the rest of the team to accomplish. It has no mid fight power. It can only be used at the very start of a engagement or at the very end of the engagement assuming the team was able to hold their ground. Revert the re-work and balance from there, remove the invulnerability from ultimate resurrect and consider adding a short cast time or a smaller resurrect radius. Now that the power of resurrect as a ultimate has been reduced add a new ability that would allow her to be a bit more active and more engaging to play, whether it be a movement ability or an ability that would allow her to heal her teammates while actively using her pistol, a weak aura.BenjaminWolf18 Feb 20, 2018
Feb 20, 2018 Don't change Hanzo Don't change Hanzo !!!!KAMISAMA19 Feb 20, 2018
Feb 20, 2018 Doomfists Changes These doomfist changes are good because it eliminates some of that awkward moment where u have used all of your abilities and your ammo and become useless. But they are still far from enough doomfist into the current meta or at least not a throw pick. Some changes that I would suggest are the following..... 1. Decrease weapon spread the farther it shoots and reduce fall off damage. 2. Increase weapon damage. 3. Decrease delay of seismic slam and reduce delay or rising uppercut allowing doomfist to immediately seismic slam at the peak of his uppercut. 4. Allow doomfist to contest capture points and payloads during his meteor strike and fix bugs that don't allow him to move upward or into a room. 5. Maybe increase damage of some of his abilities.marcus2 Feb 20, 2018
Feb 19, 2018 Mei's Buffs Genuinely thank you, she's been a garbage fire of a hero for so long, this allows her to actually work where she's supposed to. Can't wait to play my Mein again <3Lovely12 Feb 19, 2018
Feb 19, 2018 The Change Mei Needs? I've seen some good Mei ideas brought up, and others I don't think would work at all. Thought I'd put out my thoughts for Mei taking into consideration the #1 thing I keep seeing stated for her that she should be able to punish high mobility flankers but that it's hard to do that with her current set up and the current PTR changes don't help. First remove her spray's trail ability. By this I mean where her cursor is, her spray should be hitting. Her ability to aim her main spray is hard as it trails behind meaning she has to try predicting where her target is. (so it would aim like Zarya's beam) If we change this, it will have little to no effect on how she interacts with most heroes outside of Lucio, Tracer, and Genji. She can freeze the rest fairly easily as is after all. Second is I think her spray needs to be upped a bit in terms of it's distance. Not a lot. Probably 12 meters be good, 15 I think would probably be a bit too excessive. Good PTR testing/feedback to find the exact distance would be good, but either way it needs a slight distance increase. While this one would make it a little easier for her to deal with everyone (unlike the first idea) it again would primarily help her deal with Genji, Tracer, and Lucio. Lucio often is out of range bouncing on walls, this makes it so she can have a better chance actually reaching him. For Tracer one blink takes her 7.5 meters while Genji a Swift Strike is 15 meters. One Swift Strike and usually one blink will get them out of Mei's range keeping them safe. After all it's rare Mei will ever be right next to Tracer. That said 12 or so meter range will mean unless Tracer is quick double blinking she'd still be at risk of Mei freezing her. Genji could still get to safety in a swipe, but just barely.BlueFountain5 Feb 19, 2018
Feb 19, 2018 Pharah Hover Hack The new Sombra hack on Pharah's hover ability feels pretty bad to play against. On other heroes getting hacked is annoying, but with Pharah it leaves her unable to function. Junkrat gets away with projectiles from the ground because of the way they behave, once hacked Pharah needs to hit directs to be effective at all. She is also effectively unable to do anything to prevent the hack, and given that her kit is all about positioning will typically be in a very bad place once on the ground. I know some people find Pharah frustrating. However, she has strong counters already and requires very careful positioning to play effectively. On top of that, it is very difficult in Live to use her ult without dying. This Sombra change amounts to allowing the opposing team to field an off switch for Pharah, who is already not in a strong place.Vorschak10 Feb 19, 2018
Feb 19, 2018 If this is what the Devs think Doomfist needs- I quit! I do not want to play a game where a group of developers sat together in a room and spend actually time discussing Doomfist and everything wrong with him just for the conclusion that his primary fire, the only ability in Doomfists kit that works properly, this is what they change! This game will never go anywhere like this. they'll keep pushing for OWL, shoving south koreans into every team and never shifting the meta. it will get boaring people will loss interest in the stale gameplay and I'm not wasting my time with developers that refuse to learnOlgilvie5 Feb 19, 2018
Feb 19, 2018 Suggested changes for Doomfist and Junkrat :) Greetings everyone, I'll try to make this short. Over the past few months these suggestions have been on my mind. So i figured I would share them here and be done with it. Doomfist Allow doomfist to wall climb :)Everyone knows doomfist has a huge hit box and is an ability reliant hero. If doomfist had a way to stall, or use mechanical skill to stay alive until his cool downs reset (similar to genji), then he would be a more dependable hero. I believe wall climb would allow that to happen, and also help with cool down preservation, and allow skilled doomfist players to do rollouts more easily, and have more access to the map and flanking........ Wow, so much value from one change :O Junkrat: It's evident even in games from the overwatch league that junkrat is a pain in the <3 to play against. With junkrat being a character where his only real counter play is playing a junkrat of your own. I think we can all agree that further changes need to be made to him. His ultimate should deal damage to himself as well. Similar to tracers ult. Far too many times do you see a junkrat use his ultimate in an unfavorable position, instantly detonate it on himself, and be heavily rewarded. Bringing it back to overwatch league. You see junkrats step out of line of sight then use their ultimate. The enemy flanker, lets say tracer, notices this and reacts instantly. Using the direction that the ultimate sound came from, and game sense to predict where the junkrat would likely be. The flanker finds the junkrat and tries to kill him. So far so good, the enemy flanker played intelligently, went deep into enemy territory to find the junkrat, and should be rewarded for that. But this isn't what happens. The junkrat simply detonates the tire on himself if its still near him. Or he simply turns in around and detonates it on himself and the flanker. Giving the flanker no time to kill him, or the tire. The junkrat then proceeds to drop his spray and goes back to spamming the choke with grenades. ...... Not very competitive. By changing the tire to also damage the junkrat, he will now be forced to either send the tire into the teamfight and try to get more value from it by picking off key targets; or he may want to turn the tire around and try to get an even trade from killing himself and the flanker....... That sounds more competitive ;) The next change would be on his trap. I might be biased in this one, since I enjoy playing a lot of genji and doomfist. Some players might say to just look out for the trap and shoot it. But its not as simple as that, especially in the heat of battle. Again, take a look at overwatch league matches and see how many times top tier players get caught by seemingly randomly placed traps. It happens. Junkrat's trap should have a health pool while triggered, lets say 150 hp or 200hp. This way the person trapped can try to break the trap before the junkrat or his team mates come back to kill him. Currently if you are trapped, the junkrat players says to himself "Got ya ;).... Let me go and see what i caught" ..... He then wobbles from his team to check on his prey, sees a flanker spamming left click at him like their life depended on it, then he does an easy grenade mine kill, drops his spray, and walks away........ Not very competitive With the changes the flanker now has a chance to use his damage and cool downs into trap in an effort to destroy the trap and retreat. If the flanker succeeds, then congratulations, you survived. If the flanker fails, then congratulations, you died anyway. But the good news is, the junkrat now has to position himself more closely and intelligently between the trap and his team. He now has to react faster to it being triggered, there's no more insurance in knowing targets will be stuck helpless forever. The junkrat's trap is probably off cooldown anyway, so he can drop another. But now he has to be smart about it, knowing that he cant use the same trick spot twice, and cant just set it and forget it....... That sounds more competitive ;) I personally believe junkrat's ultimate can be charged too fast. But I also believe the balance changes I mentioned above would be a smarter choice if the goal is to have a healthier community and more balanced heroes; and I believe the changes mentioned above should take precedence over changing his ult chargeSorry for any bad English. My first language is Patois. Walk in harmony my friends.Prynce0 Feb 19, 2018
Feb 19, 2018 Mercy - bring back rez cooldown reset Not enjoying the latest Mercy iteration at the moment; just feels so sluggish and one-dimensional when it comes to rez's - there's no real tactics other than ensuring you don't swoop in when the situation is too hot. Problem is that rezzing is what Mercy does - that's her thing and now it is very, very mundane and predictable - there's no skill ceiling for using the ability and now she is basically little more than a mobile, consistent, single-target healer. I understand that instant-cast rezzing was too much but the ultimate has nothing in the mix to make rez'ing anymore engaging. Without a massive re-work, I would like to see the re-introduction of the rez cool-down reset when Valkarie is popped. Simple as that. That mechanic was there when the first re-work went in but was too OP at the time with the insta-cast reset and the 10 sec cool down on rez when used in Valkarie mode. The situation is now very different with cast-time rez's and always 30-sec cool down rez's - I think it would add that missing ingredient back into the mix again to re-introduce it. The reset mechanic is much better than the 2-charge rez as, yes, it can produce a 2-man rez but clever timing and usage is required to pull it off - especially in conjunction with the cast-time rez's; it will be situational to pull it off. This would give very good Mercy players the ability to differentiate themselves from the rest of the pack but not so much of a substantial change that you would see Mercy dominate support again. It makes too much sense to me - not sure what others think?TerminatorUK11 Feb 19, 2018
Feb 19, 2018 [Killfeed suggestion] Showing interruption of ultimates We can see now killfeed information about used abilities and ultimates (usually as kill by them or assist). But what about ultimate (or maybe ability too) interruption? For example: * Mei performs Blizzard * McCree flashes her during the cast time * Killfeed displays line: "McCree - Flash nade - Strikeout of pictogram of Blizzard - Mei" Or * Lucio casts Sound Barrier * Pharah boops him to the death pit * Killfeed displays line: "Pharah - Concussive Blast - Strikeout of pictogram of Sound Barrier - Lucio" Even if * Reaper uses Death Blossom * Widowmaker shots his head * Killfeed displays line: "Widowmaker - Red Arrow - Strikeout of pictogram of Death Blossom - Reaper" He could kill 1-2 people and it won't be shutdown, but we still can see this interruption. It can be very helpful an action, escpecially in controversial moment when we hear the ultimate announcement but we are not sure whether it was produced.SomeZebra13 Feb 19, 2018
Feb 19, 2018 Moira's Chroma Colour So I have one of those razer chroma keyboards which changes colour depending on which hero you play and I know this only affects a minority of players and not at all pressing or important but... Moria's colour is a real dark red when you play her on PTR but shouldn't it be purple? Maybe it's just because they haven't got around to sorting it out properly yet because like I mention it's not really that important at this point but her colour scheme is clearly purple not red and I hope the chroma app gets updated to reflect this.Sideway81 Feb 19, 2018
Feb 19, 2018 As a Sombra main Keep Lucio's auras. Take away wall ride though. His auras don't require a button press. However, if this makes Sombra overall "weaker", then choose from one of the buffs/QoL: Increased base movement speed Sugar skulls on Hacked enemies Hack takes priority over reloading Cancel TranslocatorGeeVee5 Feb 19, 2018
Feb 19, 2018 Doomfist's gun probably better hitscan Being projectile based is where the majority of it's "inconsistency" comes from, IMO.balonium2393 Feb 19, 2018
Feb 19, 2018 Sombra hack inconsistency on passives(Lucio) If hack is primarily being changed to disable movement based passives why does it turn off Lucio's healing aura? I can understand both the wallriding and his speed aura. However it feels like hack disabling healing aura is really an unnecessary punishment that could literally remove any usage of Lucio in the game. If it's a coding issue where they have to disable both songs in order to get the movement I understand. If not her hack shouldn't disable his healing aura or it should just disable every passive in the game and call it a day. It doesn't need to be overly oppressive on just a few characters.Shade10 Feb 19, 2018
Feb 19, 2018 DOOMFIST PTR FEEDBACK IN DETAIL intro::so doomfist is in a funny place right now he has a less that 45% winrate across all ranks. doomfist needs some buffs,buffs that will make him more playable than before. 1#HOW HES PLAYED:::::if you look at doomfist his main damage was supposed to be his fist currently chipsa and other pro players use his fist for mobility rather than damage...its hard to use small hit box and the ghost punch happens almost every game, his movement/damage abilities like the slam and uppercut are so low damage that its hard doing anything as doomfist. theres always this moment where doomfist uses all his abilities to just kill one person. his cool downs for his slam and uppercut should be lower. #2 THE UPPERCUT::::so he uses all his abilities to kill one person and trying to kill just that one person you die in the process over and over due to the HUGE hitbox the hitbox on him is just as big as zaryas....we should give him 300HP or lower his hitbox...hes not a tank hes a DPS. i found a way to make the uppercut a little better without making it broken and that would be to charge it kinda like the fist the more you charge it the higher you go,,,,,it will help getting to higher places without using every single ability it would help combo with the slam because the higher you are with the slam the more damage you do. also the uppercut should work like the fist when you hit a ceiling you should take damage kinda like how you hit a wall and take damage. #3 THE SLAM::: the slam is a little tricky especially on console, you have to aim it just right to hit your opponent and on console they cant aim perfectly and its hard to combo wit the slam cuz they cant turn fast enough, so what i think we should do is make the slam a 360 degree radios and when you stun your enemy there stunned for a little longer so you can turn fast enough to combo. #4 COMBOS::::: doomfist is supposed to be a mainly a melee hero but hes in a first person shooter honestly it does not mix well if his movement is lacking and if there is no way to combo properly. to properly combo he needs a little bit more range on his abilities for example the uppercut you have to be wayyyy to close in order to use it...due to air currents from the (doomfist) that can level sky scrapers it should produce enough air to pic someone off of the ground by being a little farther away all the abilities need range the farther you are away the less damage you do,,,,for the better skilled player it would reward them. #5 THE GUN FIST:::: ok the shotgun fist on his left hand needs one more bullet he has 5 knucks and not 4 and once again theres allways this moment where doomfist cant do anything due to him using all his abilities just to kill one person. and the (tiny fist) thats what people call his shotgun hand it needs to do 60 melee damage he has super strength he broke out of jail with out his doomfist and your telling me...mie can hit people with the same damge as doomfist. also if you increase the damage it would help with doomfists combos. #6 ABILITY RESET::::: also an ability reset would be pretty cool to if you land a fist and kill someone it resets all your abilities so you can get out no trading required lol. it qouls kind of be like genjis dash reset in a way #7 FINAL THOUGHTS::: so fixing/buffing this character will take some time giving his abilities buffs like better cooldowns and reworking them to make it better for doomfist players to do damage like a dps so he can more freely and not die instantly every time he kills one one wants to kill trade its not fun. also he should create an air current that knocks people up into the air they take zero damage until they hit a ceiling. imagine he upercuts and it creates a strait line of air they float in mid air for a sec so people can combo. this gives him some range and is able to combo better. one combo would be uppercut 180 slam from slight range,,,he currently has to be wayyy to close he can melee from range due to his ""leveling sky scraper doomfist gauntlet"" so far that lore part is kinda strange maybe he can level a small house XDDDBahethoven4 Feb 19, 2018
Feb 19, 2018 Doomfist Ammo Recovery - Additional Improvement I speak as a player who played a lot of doomfist, and i speak from a position of frustration about his reload mechanic. The new change to doomfist's ammo recovery rate is definitely a buff, and a welcome one. Going from .8s reload to .65 will feel better. But it doesn't address my personal frustration with his reload. The frustration comes from the fact that his ammo recovery timer resets at every shot, so when i try to space shots to conserve ammo, i actually hurt myself because it makes my reload times longer. So instead of conserving ammo by spacing them, to have more ammo if i happen to engage, i just happen to prolong my reload times. Imagine that if whenever tracer blinked, her blink reload timer would start over instead of continuing. That's my frustration with his reload mechanic, that the ammo recovery timer starts over instead of being paused. For example, if the bullet is 50ms from being reloaded, and doomfist shoots, the reload starts over from 800ms(old value) and ticks down, instead of resuming from 50ms. Just removing this reset might mean too much of a buff, so i think the best way to make it not annoying for the doomfist player, and not make him spam shots because they reload like crazy, is to introduce a pause for the ammo recovery timer. instead of a full reset. Instead of resetting the timer back to 800ms after a shot, just pause the reload timer at whatever time it is, for a period of time, like 150ms or 200ms. I believe these numbers would be better balanced by the balance team than me, so look at 150/200ms as just templates, find out whats better at testing phase. Maybe that's too fast or too slow, i don't really know. But i know for sure pausing instead of resetting would be much less frustrating. I personally would even be okay with making his ammo recovery rate slower than the new 650ms if it would not reset the ammo recovery rate timer on a shot. TL;DR don't reset the ammo recovery timer on a shot, pause it for some time. Adjust the total reload time to balance this change and make it reasonable.iSinner11 Feb 19, 2018
Feb 19, 2018 Sombra ult charge from self heal? Should Sombra with these changes still retain her self heal ult charge only? I get they made hack stronger now. But her ult charges super slow now, I was hitting a dva in the face with every bullet and watched my ult meter fill so slowly. I feel this would make everything perfect with her. Team mates can't get her ult charge anymore but she still gets it herself to remain consistent with every other character that gets charge from self healing.Sushi6265 Feb 19, 2018
Feb 19, 2018 Icons for hacked enemies please? Like the ones that appear on top of hacked health packs and turrets so we can see how much time the hack will last?Stavros0 Feb 19, 2018
Feb 19, 2018 Sombra Changes = Dangerously Near Overpowered I have played many hours on Sombra (300hrs+) and here is my opinion based on experience: ... This I fear, will make Sombra overpowered and to hard of a counter for these heros. I propose leave as is, and do not include these. Buff to what hack can do is NOT needed. ... This slight nerf is also not needed. Sombra main playstyle is close quarter combat. This may reduce accuracy for Sombra at her ideal range of combat. It is slight though, and I see what you are trying to do here, is to be able to finish off a target who is near death at a longer ranger sooner. So it being a slight reduction, as long as it does not affect her close quarter combat, which is yet to be seen. However, I feel have experienced a slightly noticeable decrease in accuracy in close quarter combat. (shotgun vs sniper gun scenario) ... Please, oh please do not allow this change to go thru. There are times you throw a translocator, just to change your mind in using it. (for various reasons, strategic or otherwise) Now its going to take even longer for it to reset. MUCH longer. This is actually a NERF in my opinion, as decreases Sombras smooth playstyle and escape mechanism. It will potentially slow her down. An extra 5 seconds can be an eternity and will make her more "clunky". In reality, Sombra was pretty balanced overall. All Sombra needed is the reduction in her hack cast time to be able to stop things like Rez etc. However, I do agree with the healthpack change too to balance that. I never used her as an "EMP Bot" and player properly. Thank youZeron19 Feb 19, 2018
Feb 19, 2018 Please Fix Lucio’s boop The air movement patch has made it close to uselessBADD2 Feb 19, 2018
Feb 19, 2018 You have to chose one or the other Lucio can not lose both his healing and his speed and wall ride. It's not fair, it's not/wouldn't be fun to play against. You can take away his ability to heal/speed and means of escaping dangerous situations. Taking away his job as a healer with an ability? Maybe EMP should only make him lose his wall ride and or Crossfade abilities.Dummly12 Feb 19, 2018
Feb 19, 2018 Once again the Devs prove they don't know what they're doing These Mei buffs actually tilt me. No not because they make her op. They tilt me Because they're borderline pointless. Mei needs help, she's in a bad spot. She's an anti-mobile hero who can't do anything to mobile heros. Try to freeze a tracer, blinks away genji, dashes away moira, teleports dva, boosters sombra, translocator. I could go on and on, but my point is her problem isn't her freeze no lasting long enough, its her freeze not being able to freeze mobile heros. Her freeze takes too long to activate, anyone with a mobile skills and the reflexes of a dying cat could get away.golo28 Feb 19, 2018
Feb 18, 2018 Lucio's Song Doesn't require a button press Balance aside, turning off Lucio's song is simply inconsistent with the other changes. Lucio doesn't press a button to activate his song. He has Crossfade to swap between songs, but that button is already locked by Hack. Wall Ride should be locked, because you need to press a button to use it. Without Wall Ride, Lucio's effective range is tiny. He uses that speed boost to be where he needs to be. Taking away Wall Ride and the ability to change songs is more than enough for Hack to be felt.Gaze6 Feb 18, 2018
Feb 18, 2018 Lucio Aura is an ABILITY not Primary Weapon With everyone freaking out about the Lucio hack and how it disables his healing ABILITY, why not go in a different direction? Why not leave the Aura but when hacked it benefits the enemy team rather than your allies? So when hacked, he cannot change songs and he either heals or speed boosts the enemy players during the hack duration. I persoanlly think removing the Aura altogether makes sense since his Aura is attached to his ABILITY and was not linked to his weapon. It appears that most people are forgetting that the other healers heal from their Primary weapon with the exception of Zenyatta. It would make more sense for the Zenyatta orbs to also be removed from their targets when hacked since they are also his abilities. Overpowered would be if the hack also removed passives not attached to an ability ie. Mercy and Moira health regen.bizkitNgravy10 Feb 18, 2018
Feb 18, 2018 Roadhogs hook Hello. This is in regards to Roadhogs hook and the line of sight mechanic. As we all know, Hog's hook is supposed to release if line of sight with the target is lost, however, there is an exploit that seems to negate this mechanic. If a player lands a hook and starts to pull, they can turn 90-180 degree's and manipulate where the hooked player will land. This can result in frustrating situations, like being pulled into the hole on Ilios by a Hog who isn't actually on the other side of the hole. This should be addressed in a PTR patch. Thank you for your time.Spadesiepoo4 Feb 18, 2018