A new patch for Overwatch’s Experimental mode has landed and with it brought about many changes to Doomfist, Genji, Moira, Roadhog, and more.
Overwatch’s experimental mode has always had some of the most unique and drastic changes done. This mode allowed the devs to test out hero changes with full freedom and often implements the craziest and most game-breaking changes. This mode exists to give the devs a chance to try out new things in a separate area unaffected by the majority of the community. These findings may result in an altered version of a hero tweak making it to the main game.
Doomfist’s Ultimate had buffs to speed up his ability cooldowns while he’s in the air. Genji was balanced increasing his shuriken damage but his dragonblade damage got reduced. Moira has gotten increased self heal for sustain and ally Roadhogs became much less of a liability as he gives 25% less ult charge from damage taken. This sets up huge opportunities for non-shield tank and also solo flaking Roadhog plays.
Full Overwatch Experimental Patch Notes August 5, 2021:
EXPERIMENTAL HERO UPDATES
We’re using the 2-2-2 Role Queue ruleset so that you can get a feel for how these balance changes might affect the live game.
HERO UPDATES (ONLY IN EXPERIMENTAL)
- Now speeds up the cooldown rate of his abilities by 100% while in the air
Developer Comments: The accelerated cooldown times will enable more fluidity with setting up Doomfist’s combos when using the Meteor Strike ultimate.
- Damage increased from 28 to 29
- Damage reduced from 120 to 110
Developer Comments: The Shuriken damage increase doesn’t sound like a lot but it crosses a threshold or “breakpoint” against some enemy targets, enabling them to be eliminated with one less attack landed. To help balance out this increased power for his primary weapon we’re reducing the damage of the Dragonblade ultimate, which is also a breakpoint against some targets when being damage boosted.
- Self-healing increased from 20 to 24 health per second
Developer Comments: Moira has recently been underperforming a little bit. This increase to her self-healing with Biotic Grasp will help improve her survivability while in range to recharge her healing resources.
- Enemies now generate 25% less Ultimate Charge from damage dealt to Roadhog
Developer Comments: Roadhog tanks for his allies by being a large and threatening target with high durability which draws a lot of fire from the enemy team. We’re reducing the amount of ultimate charge he provides to better enable him in this role without as much of a downside for his own team.
Heavy Pulse Rifle
- Damage increased from 19 to 20
- Healing reduced from 40 to 35 health per second
Developer Comments: The damage-per-shot for the Heavy Pulse Rifle has been adjusted several times now as it’s an important tuning breakpoint for Soldier: 76. It was last reduced when his weapon spread was replaced by recoil to help account for the increased accuracy potential, though with the recent reductions to his damage falloff at long range, it’s reasonable to increase his damage output once again while pulling some power out of his area-of-effect healing utility.
- Now begins on cooldown after respawning
- Cast time reduced from 0.2 seconds to 0 seconds
- Duration increased from 7 to 9 seconds
- Proximity mines no longer stick to walls
Developer Comments: Wrecking Ball is the fastest hero in the game which works well for his disruptive playstyle. However, to help reduce his contribution to objective stalling, his Grappling Claw ability will now start on cooldown upon respawning. Proximity mines will no longer attach to walls as it resulted in accidental bunched-up placements, out of range from most enemy targets, more often than any intentional clever uses.
It is going to be interesting to see the new changes taken into effect. Especially Wrecking ball’s reduced mobility and the ability to immediately roll out of spawn to contest the point removed. He has gotten some better defense but overall it’s safe to say it was a nerf for the hero.