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December 10, 2024 Patch
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December 10, 2024 Patch
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=== Tank === {{ps|Doomfist}} {{DevComment|Developer Comment: The recent increase to Rocket Punch wall slam angle has added a lot of consistency and made Doomfist significantly more threatening. To help account for this we're pulling out some of the survivability from Seismic Slam.}} {{al|Seismic Slam}} * Shockwave range reduced from 18 to 15 meters. * Cooldown increased from 6 to 6.5 seconds. {{ps|Hazard}} {{DevComment|Developer Comment: The community feedback from Hazardβs trial has been largely positive, despite underperforming slightly. Weβre adjusting his kit to increase the damage of his primary fire, making Bonespur more consistent and a reliable tool for finishing off enemies. Spike Guard protection sometimes felt inconsistent due to being used from a third-person perspective. To address this, weβve widened the forward blocking angle, providing Hazard with more reliable protection. Additionally, the damage of Spike Guard has been slightly reduced to balance the increased Bonespur damage and protection radius. Weβre also strengthening the Jagged Wall to make it more impactful, while increasing the time required to retrigger the knockback effect to minimize frustration from frequent knockbacks.}} {{al|Bonespur}} * Damage per spike increased from 6.75 to 7.5. * Each volleyβs center projectile no longer has a random launch spread and now always launches straight. {{al|Spike Guard}} * The angle of protection provided by Spike Guard increased from 104 degrees to 180 degrees. * Damage per second reduced from 75 to 70. {{al|Violent Leap}} * Post-slash recovery time for Primary Fire and Quick Melee increased from .3 seconds to .5 seconds. {{al|Jagged Wall}} * Health increased from 350 to 400. * Knockback damage increased from 40 to 50. * Damage interval increased from 1.5 seconds per target to 1.75 seconds per target. {{al|Downpour}} * Airborne momentum lost by casting Downpour reduced from 90% to 50%. {{al|Vault}} * Minimum obstacle height to trigger Vault reduced from 1.75 meters to 1.25 meters, which should allow Hazard to scale short obstacles more consistently. {{ps|Mauga}} {{DevComment|Developer Comment: The Overrun changes from the last patch have been great for enabling more active Mauga playstyles. We're converting some of his armor back to normal health to balance out some of the added survivability gained from the Overrun changes.}} * Base armor reduced from 200 to 150. * Base health increased from 375 to 425. {{ps|Orisa}} {{DevComment|Developer Comment: Although Orisa's effectiveness dropped off further than expected, the removal of the Fortify heat reduction mechanic has had positive effects on gameplay by making her ammo resource more meaningful. We're keeping that change while walking back some of the armor health loss. We also think her Terra Surge ultimate ability could be more effective so it now pulls enemies in from a further distance but the damage range hasn't changed so it won't be harder to get out of the area.}} * Armor increased from 300 to 325. * Base health reduced from 175 to 150. {{al|Terra Surge}} * Pull radius increased from 8.5 to 10.5 meters {{ps|Ramattra}} {{DevComment|Developer Comment: Ravenous Vortex will now be more effective at dealing with bursts of high speed momentum, though this change does not have much effect on abilities that continuously move you for a duration like Reinhardt Charge or D.Va Boosters.}} {{al|Ravenous Vortex}} * Now briefly interrupts horizontal momentum when first affecting a target. * Slowing field now ignores barriers for line of sight. {{ps|Winston}} {{DevComment|Developer Comment: Winston's leap now has a higher maximum damage to better reward accuracy when landing directly next to a target, though it still has damage falloff when landing further away.}} {{al|Jump Pack}} * Damage increased from 50 to 60.
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