Spilo’s November patch - 2025
Hey everyone Kriger here, So, I created this mode based on Spilo’s November patch ideas,
And after I saw his Stream I thought of why not making it my self! so here we are.
these are balance concepts for Kiriko, Lifeweaver, Junk, Mauga, Moira and Tracer!
This gamemode Runs on Comp rules for realistic feel and testing environment.
*(no clash mode bc ew. -kidding, somewhat.) you can turn on the maps in settings. :]I also Added my own spin for Tracer. and Minor bonus changes for Moira based on ideas I came up with
from watching Spilo's video. these are small changes I think would be fun to explore
*(Tracer changes are toggleable if you want to stick to Spilo’s original concepts).Spent the past week debugging and fixing issues to make it smooth and I think you all will like it!
Thanks for playing and who knows, if will go well, might do it again sometime!
*Would love to hear all of your feedback & Spilo’s take on it! Have fun :)
Hero Changes - November Patch
Kiriko
Protection suzu now gives cleansed allies a 45% speed boost that decays over time. this adds more tactical depth to the abilities, allowing for offensive and defensive plays beyond just saving or escaping. Swtift Step range reduced to ~24m ensuring counterplay while maintaining core functionality
Now gives cleansed players 45% decaying speed boost, 3 second duration
Now gives Kiriko 45% decaying speed boost, 3 second duration
Ability range reduced by 30%
Reload speed increased to 2 seconds
Healed Ally gains 35% ammo based on max ammo
Moira
Moira’s Healing Orb often struggled in prolonged engagements, especially in high constant amounts of damage. While I lower her Passive Heal recharge. I shift moira's overall healing output torwards the healing orbs, which increases her overall effectivenes when carefully managing her orb uptime - without altering her healing output too much, rewarding players who carefully manage cooldowns and healing targets. || (Kriger's Note:) Heal Orb caps at ~375 total heal, Moira Full->empty heal ~550hp. ||
Healing Orb output capacity increased by 30%
Projectile speed increased by 15%
Biotic energy recharge rate decreased by 25%
LifeWeaver
The reduced cooldown for LifeGrip incentivizes its proactive use on healthy teammates to enable better positioning, while the full 18 second cooldown maintains its value when saving critically injured allies. This encourages more play making decisions for the ability without compromising team dynamics. || (Kriger's note:) To address potential trolling, a “per-player cooldown”, like zen discord, would be an ideal fail-safe, preventing specific teammates from being repeatedly pulled in a single fight while maintaining flexibility for LifeGrip. sadly can't be implemented in the workshop. ||
Ability Cooldown reduced from 18s to 12s; when used on allies above 75% of thier max health.
Mauga
A description on why changes were made
Overdrive cooldown decreased to 10s (after ability ends)
Damage Reduction for allies Removed.
LifeSteal % based Replaced with constant heal per damage, (10.33 Heal, with 0.06s CD per shot)
Now sets all enemies within 10.5m radius on fire for 6s
Cardiac Overdrive Burns for 6.25/s (damage over time)
Incendiary burn duration decreased -20%
JunkRat
lowered Junk's Mines Knockback on enemies to lessen Junkrat's overall CC capabilities, while maintaining his self knockback for mobility. (sry junk mains)
Enemy Knockback dealt decreased by 33%
Tracer
While Tracer wasn't given a direct suggestion in Spilo's stream, It gave me an idea for a cool, semi not overpowered idea for Tracer to try to spice her up (probably would need fine tuning tho.) Let me know what you think! - is toggleable in Workshop settings.
Added a 4th Blink to Tracer's chronol accelerator, Normal Blink CD: 3s (Default), 4th Blink: 2.5s
Cooldown increased 12s -> 14s
Source code
Loading...