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Update Log for 1v1 Arena Deathmatch V2.28.0 (42)

Echo

  • Orbs now automatically charge when damage is dealt with Beam
  • Increased radius on Chain Lightning

Genji

  • Reduced the amount of stamina gained from primary attacks 25 -> 15
  • Dragon Blade only costs stamina on misses
  • Dragon Blade stamina cost lowered 25 -> 20
  • Swift Strike cooldown lowered from 75 -> 0
  • Swift Strike stamina cost increased 10 -> 40

Pharah

  • Now needs more than 25% fuel to use her Boosters

Doomfist

  • move speed reduced 120% -> 90%
  • getting a head shot reduces the victims speed to 70% for 2 seconds

Lucio

  • secondary fire cooldown increased 4 -> 8 seconds
  • secondary fire knockback reduced 100% -> 80%
  • if secondary fire is used "on beat" the cooldown is reset

Pharah

  • ammo increased 6 -> 8

Sombra

  • passive move speed bonus reduced 175% -> 150%
  • increased damage reduction for victims that have Sombra in line of sight 25% -> 40% reduction

Torbjorn

  • ult added Drop the Ball - All bounce pads turn fall from their position and explode on impact. Deal 25 damage and cause knockback.
  • switch Change Up ability to Crouch button
  • added 1.5 second cooldown to Bounce Pad

Reaper

  • Shadow step no longer teathers on start up

Torbjorn

  • only one projectile can be fired at a time
  • enabled Overload
  • increased Overload cooldown to 18 seconds
  • increased Overload duration to 8 seconds
  • damage decreased from 100 -> 80
  • (new ability) Bounce Pad - Pressing interact will fire a projectile. Upon landing, a bounce pad will spawn. Walking on the pad will launch the player in the air. Destroyed after use

General fixes

  • fixed bug that would cause all objects to be deleted
  • adjusted aoe calculations

New Hero Added

Lucio

Functionality

New Ability Button Description
BPM Passive Every second a beat hits. Performing an action while the beat is hitting will deal bonus damage.
Primary Fire Primary Fire Hits apply a .24 second stun. Firing on beat will increase damage by 20% for the during the next beat.
Secondary Fire Secondary Fire Can be use to perform a boosted jump by firing primary fire at the ground while in the air.
Ult Ult Deals damage and applies knock back to all enemies within 9 units of Lucio. Ulting on beat will increase damage by 75%.
Wall of Sound Ability 2 Lays down a trail behind Lucio. Enemies that walk through the trail will take 4 damage every .5 seconds per segment they are overlapping. Additionally costs Ult charge to use. Can only lay a max of 64 wall units.

Attributes

Attribute Damage Dealt Damage Received Jump Vertical Movement Gravity
New Value 40 110 125 110

Moira

  • Fade cooldown increased 140 -> 225
  • Healing from an Orb will decrease Fade cooldown by 2 seconds
  • Biotic Orb cooldown decreased 100 -> 30
  • Healing Orb costs 40% of ult charge
  • Damage Orb cost 25% of ult charge
  • Press Crouch to toggle Moira's projectile speed between 0 and 100
  • Meleeing an enemy will increase their gravity by 250% for 2.5 seconds
  • Secondary Fire will now only pull enemies further than 6.75 units away
  • Decreased aim penelty for ult 35% -> 50%

Torbjorn Now Playable

New Ability Button Description
Ball Out Primary Fire Sends out a ball. The ball will bounce off of the first surface it hits and return to Torbjorn. If Torbjorn is firing his primary when the ball returns to him, the ball will be sent back out at an increased speed. Enemies hit by the ball will take damage based on the speed of the ball.
Change Up Q Temporarily reduces the balls speed by half.
Catch Secondary Fire Catches the ball. This will store the ball with its current speed. The next time you fire your primary the ball will fire at the stored speed.
Slow Down E Fires Ramattra's Ravenous Vortex. The speed and gravity of this projectile is based on the speed of the ball. This cant be used while the ball is active.

Zenyatta

  • Primary Fire - Now deals damage based on Zenyatta's current altitude. The higher he is the more damage he will do.
  • Secondary Fire - Stores the damage bonus from the height that Zenyatta began charging his Secondary Fire. Landing on the ground will only grant part of the stored bonus.

Doomfist

Doomfist's kit was no longer functional after his OW2 reworked, so he needed to be redsigned from the ground up. His new kit aims to maintain a brawler type playstyle without the need for his old boost system that I was using.

  • boost system removed
  • Seismic Slam - If Doomfist hits an enemy while leaping, he will grab them. Once the leaping animation is finished the enemy will be released. Enemies that take damage within 5 units of the impact will have a chain attached to them. If after 2.5 seconds the victim is unable to get more than 10 units away from the initial area of impact, they will be knocked down for 1.75 seconds and pulled back.
  • *Seismic Slam *cooldown 100 ->120
  • New ability Tag-In - Using Doomfist's ult button summons a clone of himself that will use Rocket Punch after .95 seconds. Enemies hit by the clone will be knocked up. 13.5 second cooldown.
  • New ability Rapid Jab - Using Doomfist's melee sends out 5 quick jabs. His speed is reduced by .3 while using
  • New ability Hook - Pressing Doomfist's reload button fires a chain that will pull hit enemies towards Doomfist and stun them for .3 seconds on hit. 5 second cooldown
  • Power Block cooldown 100 -> 40

Genji

Genji has always felt tacked on to this project. Nothing was really added to him to change his core gameplay. He didn't really seem to fit the resource management prinicples that other character in this project were designed with. To try to make him feel more inline with other characters, I have implimented a stamina system for him.

  • Stamina system - Genji has 100 points worth of stamina. Certain moves have a stamina cost associated with them, if Genji doesn't have enough stamina to cast the move, the selected move will not be cast. Genji will gain 25 stamina by hitting enemies with his Primary fire.
  • Genji now always has Ult ready
  • Ult Primary Fire - costs 20 stamina.
  • Ult damage by distance formula changed to increase damage
  • Ult duration 80 -> 40
  • Swift Strike - costs 10 stamina. If cast with < 10 stamina Genji will dash in place
  • Performing a Bunny Hop costs 5 stamina
  • Increased the window to perform bunny hopping .05 -> .15
  • Damage reduced 50 -> 45

Cassidy

The gap between Cassidy's base damage and his special ammo was pretty negligible. To correct this I wanted to make comboing special shots more rewarding. Additionally, he communication triggers are no longer function in the OW2 workshop so Cassidy had needed some button remapping.

  • Frost charge remapped to Crouch
  • Fire charge remapped to Interact
  • Knockback charge remapped to Ult
  • Base damage 70 -> 50
  • Fire damage 1.5% of victims health -> 5%
  • First shot Frost, second shot Fire damage 3% of victims health -> 7%
  • First shot Frost, second shot Knockback damage 50 -> 150

Reaper

  • Transfuse cooldown 4->15
  • Materialization range 15 units -> 20 units

Winston

  • Remapped Parry to Crouch
  • Parry added 12 cooldown
  • Removed range cap from Parry

Additional Notes

Baptiste has been removed. I don't feel like I have made a cohessive design for him, so for the time being he has been removed. If you feel so inclined, you can reactivate him in the hero roster. All of his old code will be left in the project for now.

I'm pretty happy with the design for most of the roster. I think Zen and Echo need to be rounded out, but going forward these charactars will probably not be receiving major changes. I some ideas for few new characters and now that the workshop is back online I might try to make them a reality. Maybe I'll even get around to fixing some bugs and adding a complete HUD.

Brigitte

  • Whip Shot cooldown increased 6s -> 9s
  • Health increased 90 -> 115
  • Damage decreased 73 -> 55

Doomfist

  • Reworked ult. Now casting ult will create an arena with a radius of 20 units that will slow enemies inside to 40%. the arena is active for 8 seconds.
  • Reworked boosted Seismic Slam. Now boosting Seismic Slam will attach a chain from the area of impact to the victim. If after 2.5 seconds the victim is unable to get more than 15 units away from the initial area of impact, they will be knocked down for 1.75 seconds and pulled back.
  • Rocket Punch cooldown increased 6s -> 10s
  • Health decreased 100 -> 80
  • Lowered ult charge generation

Echo

  • Orbs will now spawn automatically
  • Using Chain Lightening will now reset both orbs to their basic size

Moira

  • Ult aim speed increased 10 -> 35
  • Duration of knockdown to aerial enemies from orb increased 1.2s -> 1.6s

Pharah

  • Jet recharge rate decreased 25 -> 15
  • When Pharah gets a health pack she gains 50 fuel for her jets

Soldier 76

  • Damage decreased 55 -> 35
  • Increased bonus Damage
    • Reload bonus 150->180
    • Wall bonus 120-> 140
    • Bonus if both active 180 -> 200

Winston

  • Decreased delay between basic attacks 1.25s -> 1s
  • Leap distance increased 60 -> 70
almost 2 years ago

Mercy and Reinhardt

  • Decreased Reinhardt's damage over time 15->12

Reinhardt was taking too much passive damage, with the addition of combat damage it was hard for Mercy to keep him alive.

Pharah

  • Reduced the distance of Pharah's left/right arial Booster. Impulse decreased from 25->15
  • Increased Ult damage from 15->20
  • Pharah's Flamethrower now uses her Jet Fuel resources. 10 units every .25 seconds

Sombra

  • New resource added: Everytime Sombra collects a health pack she will gain a 'Component'. Components are then used as an additional casting cost for Sombra's Translocator and her Camera. At the start of the match Sombra spawns with two Components.
  • Setting her Camera costs 1 Component
  • Setting her Translocator costs 1 Component and an additional Component to recast
  • Accelerate boost lowered from 190->175

Sombra was very hard to lock down and always has a way to disengage. Adding a cost to her Translocator will force her to be more purposeful with her movement.

Widowmaker

  • fixed bug where killing an enemy with Primary Fire wouldn't restore health

Winston

  • Lowered Winstons Primary Fire attack speed. Added 1.25 second delay after each attack

Moira

  • Moira can now set two portals to teleport through by pressing the interact button and the reload button
  • Placing the two portals on top of each other will create an energy mass that pulls in near by players
  • Portals can be destroyed bby pressing both interact and reload together
  • Meleeing an enemy will steal 20 ult charge from its victim
  • Removed knock up from melee

Soldier 76

  • Pressing E will place a mine at the cost of 25 armor. Must have 25 armor to cast.
  • Up to 3 mines can be placed at a time
  • Mines take 1.5 seconds to arm and will appear green when its active

Doomfist

  • Corrected Doomfist's Slow Field to apply slow properly
  • Changed Slow Field to now cost 50% of Doomfist's ult charge and can only be performed when ult percent > 75
  • Slow Field no longer scales with ult percent instead:
    • reduces move speed of other players to 40%
    • radius is set to 13
    • lasts 5 seconds and has a 12 second cooldown after it is used
  • Added chain to Doomfist's E
  • Hitting an enemy will attach a chain from the area of impact to the victim. If after 2.5 seconds the victim is unable to get more than 6 units away from the initial area of impact, they will be knocked down for 1.75 seconds and pulled back.

Reaper

  • Removed invisibility
  • Added new ability Materialization
  • Pressing Crouch while looking at another player within 15 units will swap positions with them after 1 second.
  • Added new ability Transfuse
  • Pressing Secondary Fire while looking at another player within 15 will combine the two players health and calculate the average. Reaper and the target's health become the average of their current health.

McCree

  • McCree can now store up to 6 of his special charges in his clip. The charges will be put into a queue and will be used in the order that they are loaded into the queue. An indicator in the top left will tell you what charge is set to be used next.
  • Only one freeze bullet can be loaded into a clip. This is to prevent players from stacking freeze bullets to freeze lock enemies.
  • Reloading or using secondary fire will unload all charges; however, rolling will keep the charges.

Global

  • Lobby is now set to 2v2. This is to account for Mercy and Reinhardt being controlled by one player. Previously Reinhardt wouldnt spawn when the lobby was set to 1v1 (I really should have checked that).
    • The core game is still designed for 1v1 combat, but I do intended to make the game more functional in a 2v2 environment. Long term I'd like to fully support 2v2 and in order to do that I'll need to clean up some of the short cuts I used in my code. Feel free to try 2v2s out, but expect bugs.
    • As a result games will now need to be manually started

Mercy and Reinhardt

  • Fixed bug where Reinhardt wouldnt spawn, aka me being stupid. Character should be playable now
  • Added Reinhardt's Ult
    • Used by pressing Interact with Mercy while Reinhardt is being healed
  • Added text indicator for Reinhardt's Ult charge percent
  • Removed Reinhardt from the Assemble Heros screen

Soldier 76

  • Fixed bug where damage bonuses werent calculating correctly. Damage bonus from wall cling and reload bonus should now stack appropriately.

Sombra

  • Now she can only preform her double jump after wall running
  • Cleaned up code so now she cant just hold down jump and shoot up the map

Global

  • HUD added to some characters with custom abilities or gadgets
    • This is a work in progress, most of what I have so far is just a place holder, but i felt like it was still better than no HUD. Im working towards adding a more well rounded HUD for all characters.

Baptiste

  • Lowered Blink cost 35->25 ult percent
  • Lowered Blink cooldown 8->4

Hanzo

  • Increased Trap cooldown on hit 12.5->18

Pharah

  • Added .5 sec cooldown from when her Mine detonates to when she can re-set it
    • this is to prevent her from stun locking heavier characters

Sombra

  • New ability added
    • Pressing Secondary fire will set down a camera. Repressing Secondary fire will switch Sombra's view to the camera. The camera's view direction is determined by the direction Sombra was facing when she initially layed down the camera. While on the camera Sombra's status will be set to Asleep. Press Secondary fire again to exit the camera. The camera will be destroyed once the player exits the camera. 15 second cooldown.

Widowmaker

Increased Replicant cooldown 10->12

Echo

  • Echo can only charge orbs while Ult charge > 0

Widowmaker

  • Fixed bug where destrying Widows clone would also destroy Mercy's Reinhardt

Zenyatta

  • Smoothed out Zenyatta's hover mechanic. Holding down jump allows Zenyatta to hover in place
  • Lowered Jump Velocity 130 -> 75
  • Lowered Movement Gravity 100 -> 30

  • Secondary Fire re-enabled

  • Left shift now fires Control orb. The orb is then activated by repressing Left Shift

  • Added .38 sec stun enemies knock back with primary fire after being hit by Control Orb explosion

  • Lowered Zenyatta's base Damage 65 -> 55

  • Fixed bug where shine would destroy Zenyatta's Control Orb

Echo

Updated orbs to make collisions more responsive
Orbs now have a collision box while being unused

Primary Fire:

  • Lowered damage 70 -> 65
  • Removed stun from Primary Fire

Secondary Fire:

  • Lowered damage 110 -> 95

Chain Lightening:

  • Hitbox set to scale with orb radius + .8

Orb Charge:

  • Lowered range that orbs charge 4 -> 2
  • Charging orbs drains ult charge (-1) per .086
  • Normalized charge rate for both orbs

Mercy and Reinhardt

  • Reinhardt deaths no longer count against Mecry's score

Echo

Echo was given Mercy's old kit plus some more. I feel like both of these characters are better suited for their respective kits now and should flesh out a lot cleaner in the long run.

Functionality

  • To spawn her orbs you must press R. This is the core of her moveset.

Echo has two orbs, one white and one black, that will chase 8 units in front of her. The white orb will slowly follow at a rate of 2.2 and the black orb will follow at a rate of 3.2. These orbs can be controled in the ways shown in the below table. By default the commands will be applies to the white orb, but holding F while using a command will apply the command to the black orb instead.

New Ability Button Damage Cooldown Description
Spawn Orbs R - 15 Reloads orbs to initial starting point
Orb Push Primary Fire/Primary Fire +F 70 1.25 Pushes the orb to 15 units away at a rate of 13. Hitting an enemy will apply a .24 sec stun, and knock them backwards. Holding interact while firing primary will apply this command to the black orb.
Orb Pull Secondary Fire/Secondary Fire +F 110 2.5 Pulls the orb to 5.5 units away at a rate of 20. Hitting an enemy will apply a .16 sec stun, and knock them backwards. Holding interact while firing secondary will apply this command to the black orb.
Chain Lightening Ult/Ult + F 60 2 Echo must be within 15 units of the choosen orb to cast this ability. While the orb is charge is < 1.25 the orb will be blue and pull enemies down when Chain Lighening is used. While the orb is charge is between 1.25 & 1.5 the orb will be orange and pull enemies down and stun them for 1.25 seconds when Chain Lighening is used. While the orb is charge is > 1.5 the orb will be purple and pull enemies down, stun them for 1.25 seconds, and deal 130 when Chain Lighening is used. She will also stun enemies between her and her orb. The length of the stun varies with how far Echo is from the orb. The closer she is to the orb the longer the stun will be. Max stun time is 1 sec. The chain will shock through both orbs starting with the white orb if this is normal cast. Holding the interact key + ult will start the chain through the black orb first.
Orb Boost E - - Aiming Echo's E within 4 units of an orb will power up that orb at a rate of .024 every .086 seconds. The orb will grow and change colors as it powers up.

Additional notes:

  • Flight cooldown reduced to 60%
  • Flight cancels after 1 second

Attributes

Attribute Damage Dealt Jump Vertical Movement Gravity Movement Speed
New Value 80 140 110 80

Mercy and Reinhardt

Updated Mercy with a new kit. I felt like this is a kit that she was better suited for so I switched her kit over to Echo. This kit will need a lot of tweaking to make it feel more complete but the base idea is there. Im ceratin that this isnt balanced one way or another but I wanted to put it out there to see how it feels.

Functionality

  • To spawn Reinhardt you must press Crouch. This is the core of her moveset.

Mercy can control Reinhardts movements and actions while she is healing him.

Mercy Button Reinhardt Action Description
Crouch - Spawn Reinhardt/ Spawns icon showing Reinhardts current position
Left Shift Left Shift Use's Reinhardt's Charge
Reload E Uses Reinhardt's Fire Strike
Secondary Fire Primary Fire Uses Reinhardt's Primary Fire
E Secondary Fire Uses Reinhardt's Shield

Additional notes:

  • Mercy's Ult is on a 25 second cooldown
  • Health Packs deal 45 damage to Mercy
  • Reinhardt's knockback on Primary fire increased by 225%

Attributes

Mercy:

Attribute Damage Dealt Healing Recieved Jump Vertical Move Gravity Move Speed Projectile Speed
New Value 60 30 125 70 85 140

Reinhardt:

Attribute Damage Dealt Move Gravity Move Speed
New Value 20 130 140

Baptiste

  • Secondary fire is now disabled when Smoke ability is unavailable
  • Casting Knock Up disables Primary fire while casting

Hanzo

  • Can now use the beam created with his secondary fire as a zipline (Uses the zipline code from FFA Survival Zombie Plague Infection (XDGTC) developed by ZombieHunt#1601 )
  • This is a one way zipline, starting from the first orb fired and ending at the second orb fired.
  • Secondary fire orbs have been recolored to indicate which is which. The first orb is green and the second orb is red.
  • Fixed bug where secondary fire didnt work correctly when playing against Sombra. (they shared a global variable)

Soldier 76

  • Projectile speed reduced from 100->50
  • Changed failed reload from .5 second stun to .016 stun into a .85 root

Sombra

  • When Sombra is using Primary fire she recieves a 1.9x speed boost
  • Move speed 115->90
  • This move speed change means that in order to reach the speed threshold to slide you must be using primary fire
  • Move gravity 100->120, prevents her from launching after wall/double jump
almost 3 years ago

Genji

  • Genji can extend his Swift Strike by pressing Jump while using the move. Doing so will cause Swift Strike to no longer deal Damage, but will grant 4 frames of Invincibility. This is indicated visually by an Explosion Effect.

Mercy

  • Health Packs deal 45 Damage to Mercy

Soldier 76

Functionality

Soldier 76's Movement Speed and Gravity scale based on the amount of Armor that he has. The more Armor he has the slower his Movement Speed and the higher his Gravity will be. Gravity starts at 60% and Movement Speed starts at 200% and will scale accordingly. Armor can be gained by picking up Health packs, which grant 25 Armor, or by converting Ult percentage in to Armor. Hacking Soldier 76 will remove his Armor.

Additional notes:

  • Soldier 76 uses mitsiee (2S23V) third person camera code
  • Ammo size reduced 30%
  • Helix Rockets Knockback increased 200%
  • Helix Rockets Cooldown reduced 70%
  • Ult disabled
New Ability Button Boost Cooldown Description
Reload Booster Primary Fire 150% - While Soldier 76 is reloading if you press Primary Fire in the first half of the reload animation, you will cancel the reload animation and be given a full clip. Doing this will also boosts Soldier76's attack damage for that clip by 150%. Pressing Primary Fire in the second half of the reload animation will stun Soldier 76 for .5 seconds. Note that Soldier 76 is still considered to be reloading a few frames after the animation completes, so pressing Primary fire during this will also apply the stun.
Wall Mount Crouch 120% - While looking at surface within 1 unit of himself, Soldier 76 will mount to the surface. While on the surface Soldier 76 will recieve a damage boost of 120%. If Soldier 76 has a Reload bonus applied he will be granted a bonus of 160%. Pressing Crouch again will release Soldier 76 from the wall and give him a 250% speed boost for 1.1 seconds.
Switch Shoulders Interact - .25 Alternates the shoulder that the camera is over
Armor Plating Ult - 20 Convert ult percentage into Armor plus 10% bonus Armor.
Armor Conversion Communicate "Need Healing" - 30 Convert Armor into Health.
Charge Melee Knockdown - Meleeing an enemy while Sprinting will knock them down. The duration of the knockdown scales with Armor. Having no Armor will not apply a Knockdown.

Attributes

Attribute Damage Dealt Damage Received Healing Received Movement Gravity Movement Speed
New Value 55 85 40 120 50
almost 3 years ago

Reaper

  • Corrected Reaper's damage and healing bonuses so that they will be continually updated with ult percent rather than using the ult percent Reaper had when he switched forms

Sombra

  • Removed cooldown on Dive Kick 4.25->0
  • Increased Knockdown duration if Dive Kick misses 1.7->1.85
  • Increased Damage 25->35

Widowmaker

  • Increased Damage taken when ulting 50->75
  • Decreased ult duration to 25%
  • Removed cooldown on Dive Kick 4.25->0
  • Increased Knockdown duration if Dive Kick misses 1.7->2.05
  • Hitting will Dive Kick will now cleanse Hit lag for Widowmaker after .3 secs (i.e. landing the move will cleanse knockdown applied to Widowmaker after .3 secs)
  • Decreased stun on Dive Kick 1.5->1.3

Zenyatta

  • Increased cooldown on casting Control Orb .5->2
almost 3 years ago

Baptiste

  • Changed the effects on Light Beam and Knock Up to better indicate hit. Also added sound effects.
  • All abilities will use Ult percentage as an additional casting cost. Baptiste spawns with 50% ult charge. Picking up health packs will now add 40% to Baptiste's Ult percent.
    • Knock Up -5%
    • Light Beam -15%
    • Smoke -30%
    • Blink -35%
  • Knock Up now deals 40 damage and decreased upward impulse from 16->11
  • Light Beam duration decreased 7->3.75

McCree

  • fixed bug where ulting while ult percent was between 50-100 would cancel ult

Mercy

  • Added an additional ball for her to control. Secondary ball is balck and follows aimer at a rate of 3.2 as opposed to the white ball which follows at 2.2. The black ball uses the same controls as the white ball but the interact key must be held as well.
  • Ability one will chain the shock through both balls starting with the white ball
  • Using the interact key + ability one will chain the shock through the black ball first
  • Movement gravity 50->70
  • Movement speed 70->85

Reaper

  • fixed bug wher invis damage would cancel teleport
about 3 years ago

Global

  • Game timer increased from 5 -> 8 minutes
  • Updated effects for most characters Now that there are more useable effects in the workshop, adding audio/ visual indicators is more of a priority

Brigette

  • .24 second start up delay added to her ult This should give some time for opponents to react and better matches her new ult animation
  • New beam effect added for 'E'

Genji

  • Duration of Genji's smoke has been increased from 2 -> 3.5 seconds and given a new animation 2 seconds wasn't enough time to break away from opponents

Pharah

  • .12 second delay added to mine detonation and new explostion animation added
  • Audio indicator added when Pharah switches missle speeds

Reaper

  • New beam effect added for 'E'
  • New effects added for each form to help better indicate current form
  • Added a delay to reswitching forms after swtiching between forms Done to prevent 'double switching' off of the intended form
  • Firing while invisible will now clear Reaper of invisibility
  • Fixed bug where damage from going invisible would cancel Reaper's 'E'

Sombra

  • Can no longer slide from the air This was causing problems with her dive kick controls

Widowmaker

  • Increased the time to teleport to her clone .032 ->.32
  • Added a visual cue when she spilts from her clone and when she is about to teleport to her clone Instantly teleporting with no indication is impossible to keep track of the real Widowmaker

Winston

  • Pillar animation updated
  • Pillar no longer hits air borne opponents
  • Pillar radius increase from 3 -> 4
  • Pillar start time decreased from .75 -> .675 secs
  • 'Q' animation updated
  • Winston now fires primary attack at the start of his 'Q'

Zenyatta

  • Delay before teleporting increased from .32 -> .34 secs
  • New animation added to teleport
  • Increased window to teleport to opponents from .5 -> 1 sec
  • Delay on L Shift decreased from .24 ->.2
  • Cooldown for L Shift added, now has .75 second cooldown

Baptiste

  • Blink now bound to left shift I know constatnly shuffling his moves around is annoying

  • Smoothed out damage on Smoke. Now does 4 damage every .16 secs The damage was inconsistent and unpredicatable before

  • Light Beam - Pressing 'E' creates a trail of light, 2.5 units wide, in the direction that Baptiste is facing. Moving through the trail will increase Baptiste's move speed by 1.8 while in the trail. Enemies that enter the trail will have their speed decreased by .4 while in the trail. The trail lasts for 7 secs and cant be recast until the previous trail is destroyed. This also means his previous speed boost ability has been removed. The new ability should allow for more dynamic uses of speed and should give Baptiste more ways to deny area and engage as a melee centric character.

Mercy

  • To spawn her ball you must now press R. This will help regain control of the ball after dying.
  • Jump vert 150->125 she felt a little too floaty
  • Decreased time to get ultimate.
  • Updated the way her primary fire affects the ball. Now the ball will travel to the location set when primary fire is triggered and wont stop untill it arrives at the destination.
  • Increased the damage across all her moves and color coded the ball to help identify what move is being used her damage was incredibly low and haad to work really hard to land anything in the first place. she is still in the early stages of development so she will take some tinkering.: Primary fire 45->70 color->green Secondary fire 75->110 color->blue Added damage to her Shock 0->60 color->yellow
  • Added a stun to her shock. Now if enemies are between her and the orb when she cast the move they will be stunned. The length of the stun varies with how far Mercy is from the ball. The closer she is to the ball the longer the stun will be. Max stun time is 1 sec. There is also now a cast distance. Mercy must be within 15 units of the ball to cast this ability.

Sombra

  • Now performs her dive kick by meleeing in the air. This should improve consistency

Widowmaker

  • Now performs her dive kick by meleeing in the air. This should improve consistency
  • Reworked her how her clone ability works. Upon pressing crouch a clone of Widowmaker will spawn on her. The clone will move in the same direction as the player and continue in that direction. Re-pressing crouch will teleport the player to the clones current location, destroying the dummy and taking its spot. After 5 seconds the clone will be distroyed if it is not alreaady destroyed. 10 sec cooldown. This should allow for more creaative uses of her clone
  • Increased the way that Widowmakers movement speed and gravity scale with her health. She will now be faster and heavier the lower her health is. To compensate for this I lowered her base gravity and movement speed. _This should make the differences between her low health and high health feel more pronounced. It didnt feel like she had enough incentive to play risky. _ Movement gravity 100->65 Movement speed 100->95
  • Fixed bug where meleeing with her mine active would active the mines effects
  • Venom Mine cooldown 40->80

Winston

  • Readjusted Winston's q so that the pillars dont stack up

Baptiste

  • To perform Ground Slam while in the air, press crouch and melee at the same time This gives him the option to perform an aerial melee without committing to the slam

  • Hitting an airborn enemy with Ground Slam will now cause the victim to be dragged to the ground with Baptiste

  • New move

  • Pressing Q will now set a ring on the ground 10 units away from Baptiste. After .9 secs a beam will shoot up from the ring causing all players within the radius (2.5) of the ring to be popped up and will be stunned for .3 secs. This isnt intended to be his new ult or his final kit. Things will be shuffled around in his kit but for now I want to see how this function with him.

Doomfist

  • Using Doomfist's ultimate while his charge percent is less than 100 will now create a dome that slows any enemy inside after a casttime of .75 secs. Both the slow and the size of the dome scale with Doomfist's ultimate charge percent at the time of casting. The higher the percent the bigger the dome, the slower the slow. Leaving the radius of the dome will cleanse the slow. Doomfist can cancel the dome by re-pressing his ultimate button. This move has a 15 sec cooldown. Wanted to give Doom more ways to get in other than blowing his E. Also gives Doom more options to spend his meter.

  • Lowered Doomfists ultimate charge generation This is to prevent Doom from keeping his dome up forever

Genji

  • Ultimate Duration 60->80 It was harad to get in more than one hit or have any meaningful interactions with while Genji had his ult active

Winston

  • Now if Winston hits an enemy while he is performing his leap, he will tackle them, stunning them while Winston performs the Leap and knocking them down upon landing. _Leap was tweaked to function more as intended. _

  • Pressing Q now sends out 5 pillars in quick succession. Winston roots in place for .8 seconds while casting this ability. Each pillar will knock up and stun players in the radius of the pillar. The stun duration and the height of the knock up vary with each pillar. Max stun time is 1 sec, max knock up is 12.5. Cooldown of 6.25 secs Want to give Winston tools to force his opponetnts into actions in other ways than just running at them

Functionality

  • Pistol disabled

  • Mercy has an orb that will chase 8 units infront of you. The ball will slowly follow at a rate of 2.2.

  • Primary fire - pushes the ball away to 15 units away at a rate of 13. Hitting an enemy will deal 45 damage, apply a .24 sec stun, and knock them backwards

  • Secondary fire - pulls the ball towards Mercy to 5.5 units away at a rate of 20. Hitting an enemy will deal 75 damage, apply a .16 sec stun, and knock them backwards

  • Left shift - the ball will apply a shock to enemies within 3 units, popping them up

Attributes

  • Jump vert 100->150
  • Movement gravity 100->50
  • Movement speed 100->70

Baptiste

  • Blink now on ability 2, no longer costs ult charge with 7.5sec cooldown This move felt underwhelming as an ultimate, looking to add a replacement ultimate to round out his kit
  • Can no longer Blink while statused

Brigette

  • Fixed bug where her Pull would latch to closest player instead of target

McCree

  • Lowered ult charge rate. Trying to lower charge so that using Fan has to be used more selectively. Previously it was possible to keep charge over 50% after kill.
  • Blind orb on Stun is no longer visible to McCree himself

Pharah

  • Flamethrower no longer destroys Mine projectile
  • Can no longer detonate Mine while statused

Reaper

  • Healing form regen changed from 120 flat to (110 + 20 * ult%)
  • Damage bonus from damage form change from 150 to (100 + 100 * ult%)
  • Base damage changed from 70->55
    _This should make healing form better at lower ult% and damage stronger at higher%. trying to make the two forms feel more distinct _

  • Invisibility damage raised from 5->6

Sombra

  • Added wait 1.5 after Leg Sweep. Previously it was possible to lock opponents in place by repeatedly spaming move
  • Fixed it so Sombra cant perform Leg Sweep while she is statused

One of the major things I wanted to address this patch was the ludicrous knockback launches, so most if not all knockback moves have been adjusted to provide more consistant/predictable knockbacks. This was done by adding a vertical vector to the knockback direction and readjusting impluse speed. Should have been done awhile ago.

Baptiste

  • Punch out of blink Knockback 20->12
  • Punch on airborne enemies 12->7

Brigette

  • Pressing the interact key (F by default) will now fire a bomb that will deal 50 damage and knock up enemies that are directly hit. Enemies within 3 units but not directly hit will be dealt 25 damage. It has a cooldown of 6.5 seconds. this should give her more tools to help win neutral outside of having to land a crazy whipshot/hook

credit: (https://www.youtube.com/watch?v=udbr_LeFzvk&ab_channel=Pug)

  • Ult and hook had their pull vectors adjusted. Enemies should no longer get launched

Genji

  • Can now Bhop (Performing a jump immediately as you land will cause you to gain speed, missing the imput will lose your speed) Base movement speed was lowered to account for higher top end speed. Gravity and jump were also adjusted to feel better with new movement. May try to make more changes to his kit to accentuate new movement
  • Jump vertical speed 120->70
  • Movement gravity 120->65
  • Movement speed 115->85

credit: (u/EWSteve XBYXT)

Hanzo

  • Punch knockback had vector adjusted

McCree

  • Basic knockback shot now scales by distance. The closer an enemy is the further they will get knocked back.
  • Fire+Knockback shot is changed to be a flat knockback amount

Pharah

  • Using Flamethrower while an enemy has a Mine on them will no longer destroy the visual effect of the Mine

Widowmaker

  • While Widowmakers Mine is out her melee attack and the last shot of her unscoped primary fire will hack damaged enemies. This is unintended, but since im not sure whats causing it and I kind of like it, I've decided to treat it as a feature while I look for a way to balance around this

Zenyatta

  • Airborne knockback had impulse formula simplified

Maps

  • Removed all Control maps, feel free to re-add them if you like the rules are still active for that game mode

Thanks to anyone still playing this :)

almost 4 years ago

Moira

Needed a way to prevent her from just continually holding down secondary fire with no consequences

  • Lowered min damage on on secondary fire to 2. Damage range is now 2-7 depending on distance
  • Using secondary fire now drains ult charge at rate of -1 every .32 seconds

_Fade was always off cooldown when secondary fire healed. It should be noted that the secondary effects of her Orb will not be activated if you are doing damage/healing with secondary fire _

  • Secondary fire healing no longer resets dash

Trying to give her more tools to find openings rather than just trying to rush opponents down.

  • Pressing 'Ult (q)' and 'Orb (e)' at the same time, while over 50% ult charge, will reset the cooldown on Orb to 0 at a cost of 50% of her ult charge

These changes should making her combo system feel better and stop players from getting so widly thrown around.

  • Increased Primary fire knockback and damage from 15 and 50 to 25 and 100 repectively
  • Increased Primary fire range from 3.5 units to 5
  • Lowered Secondary fire pull range from 7 to 6.75 and decreased impulse from 4 to 3.25

Pharah

Trying to remove one hit ults from game. Should still deal significant damage to enemies and be a reliable finisher.

  • Lowered damage while ulting 100->15

Sombra

Should help consistency.
* increased hit box on laser for 1 unit to 2 units

General/Bug fixes

  • Fixed bug where Hanzo would lose ult charge when falling from high areas
  • Imporved Moira's Orb so it more conistantly knocks down airborne enemies
  • Fixed bug where Doomfist's boosted primary attack wouldnt slow enemies
  • Fixed HUD text being displayed for all players in the game
almost 4 years ago
This code is over 6 months old. This might mean the code has expired and will no longer function.

Baptiste

  • Can now only blink on when on the ground

_Blinking in the air is too disorienting using my current methodology. Plus I'm not too sure its needed with his kit _

Sombra

  • Added new ability - Pressing interact will fire a laser that bounces off the first surface it comes in contact with. If the laser hits an opponent after it bounces, they will be stunned. The stun length is determined by the length of the laser after the bounce, the longer the length the longer the stun.

This is currently a little buggy. The stun doesn't always register and from certain angles the beam can be hard to see. Ill work to fix these issues later

Moira

Functionality

This kit is designed to combo vertically. Hitting an enemy in the air will cause both you and them to rise. The goal is to open your combo by getting them in the air with a melee. I think approaching with a healing orb while dashing forward to reset the cooldown is Moira's most effective way to get openings. Once they are in the air you can juggle between pushing and pulling with secondary fire and melee respectively. Keep in mind that your combos will greatly depend on the enemy's gravity, so your combos will vary by character. Primary fire is typically used as the combo ender. Orb can be used to knocked down and disengage the combo. I dont think this character is very intuative (plus they can be kind of janky/buggy) so I will try to get a video out in the coming week that shows what I'm talking about. She will probably need some tweeking, currently lighter characters can get flung around too much, but this is a starting point. Credit to Shrews Berry for the core idea.

  • Primary fire - Applies a backwards impulse to enemies within 3.5 units. If they were hit with Moria's secondary fire in the last .75 seconds you will deal an additional 50 damage. Can also be use to perform a boosted jump by firing primary fire at the ground while in the air (basaically rocket jumping).

  • Secondary fire - Will pull enemies in if they are with in 7 units. If you hit an airborne enemy while you are in the air, both players wil be popped up. Also, damage now scales by distance from enemy. The closer to them the more damage she does.

  • Orb - Damaged enemies will be slowed to 30%. Will knock down airborne enemies for 1.2 seconds.

  • Ult - Can cancel by pressing crouch. Aim speed is reduced to 10% while ulting. Applies a .032 second stun every .64 seconds and applies a small knock back to the enemy. Moria will have 0 gravity while ulting. This allows her to hover if she ults while ascending in the air (may cause her to shoot off if she gets hit... we will see).

  • Melee - Hitting an enemy with will cause them to be pushed back. If both players are on the ground the will be popped up

  • Dash - Healing will resest dash cooldown

Abilities

  • Dash cooldown 100->140
  • Ult duration 100->50
  • Energy recharge 100->0
  • Energy max 100->20

Attributes

  • Damage dealt 100->50
  • Damage recieved 100->85
  • Healing recieved 100->35
  • Jump vert 100->75
  • Movement gravity 100->30
  • Movement speed 100->90
  • Projectile speed 100->35
almost 4 years ago
This code is over 6 months old. This might mean the code has expired and will no longer function.

Baptiste

Ultimate is now a blink. The teleporters no longer fit the direction that his kit is heading towards. I think this will maintain the feel of the move though

  • For 33% of his ult charge, Baptiste will perform a short blink in his facing direction when you press 'Q'. If you melee in the next .5 secs, after coming out of the Blink, Baptist's melee will become empowered. Hit enemies will be knocked over for 2 secs and knocked away.

  • Lowered the knockback on his aerial melee attack 20->12 to limit rediculous launches

Reaper

this was not intended... oops

  • no longer spawn with ult charged

Sombra

  • stun on kick now occurs after the victim has turned around

Maps

Added: Paris, Lijiang Gardens, Chateau Guillard
Removed: Illios Control, Nepal Control

about 4 years ago
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Brigette

  • Fixed bug where sometimes her whipshot woudn't accelerate her towards enemies

Genji

  • Removed bleed from ult
  • Damage dealt 55->50
  • Ammo 100->70

Sombra

  • Sliding now done by double tapping crouch while moving. This allows players to crouch walk without sliding
  • Brief cooldown added to the end of slide to prevent slide spamming

  • added new ablilty 'Leg sweep'

  • Meleeing while crouching on the ground will cause Sombra to spin in a circle and knockdown near by enemies

about 4 years ago
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Brigette

Brigette had next to no sustain and would was unable to win consecutive fights and the healing reduction also decreased health from health packs

  • Healing received 15->40
  • Gains an additional 50 health from large health packs to compensate for healing reduction

Doomfist

  • Fixed bug where Doomfist could knock down opponents in the air with his primary fire
  • Fixed bug where Doomfist's secondary fire wouldnt knock down opponents in the air

Hanzo

_wanted to reduce the number of "all or nothing damage moves" like Hanzo's ult. These changes sacrifice Hanzo's damage, but allow for him to be a more mobile hero by allowing him to rapidly chain together 3 quick Lunges when at max charge. Open to reverting changes if this greatly hinders Hanzo or makes him less enjoyable to play. _

  • Damage no longer charges Hanzo's ult, instead moving on the ground will increase charge percent at rate 1% every .24 secs you are moving

  • Lunge Cooldown 80->0

  • Lunge now cost 33% of Hanzo's ult charge to use

  • Dragonstrike disabled

Sombra

wanted to give Sombra to better utilze her movement and provide her with another tool to use her passive

  • Can now jump after wall run. Note - If jump is held while leaving the wall, her double jump will be used immediately

  • New ability - If Sombra is in the air and she communicates 'acknowledge' (G by default) she will perform a dive kick in the direction that she is facing. If she hits an enemy while doing this she will deal 25 damage, stun the enemy for .3 secs and spin the victim 180 degrees. She will be in 1.7 seconds hit stun if she misses the attack.

Zenyatta

helps stabilize Zenyatta's damage output by making his primary fire more reliable

  • Ammo 25->40
  • Projectile speed 100->125

Global

  • Set control maps to best of 1 because certain workshop codes would reset in later rounds in best of 3
  • Added Nepal and Ilios to Control map pool
  • Removed excess code from workshop, should help a little with workshop load times
about 4 years ago
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Baptiste

_wanted to expand Baptiste kit and give him a purpose for using his jump boost _

  • Ground slam-if meleeing in the air with an altitude > 6, Baptiste will accelerate downward and hit the ground sending out a ring (radius is equal to the altitude at which you began your descent) that will knock up (impulse is equal to the altitude at which you began your descent) and stun (.3 sec) enemies who are on the ground and within line of sight of the landing location

  • Meleeing air born enemies will knock them back

Hanzo

_these changes shoyuld help hanzo feel faster and less floaty in the air _

  • Jump vert 215->225
  • Movement gravity 120->165
  • Lunge dist scalar 100->150
  • Lunge cd 40->80

Reaper

trying to find a sweet spot with his damage ult output, aiming to make Reaper have to land the vast majority of ult shots

  • Damage form ult damage reduction 40%->30%

Sombra

reduced the stun on Sombra's slide so she can act out faster

  • Crouch slide knockdown 1.75->1

Winston

  • fixed bug where Winston wouldn't ult upon respawning

Global

should give players more time to heal up/take control after killing an enemy

  • Respawn cd 5->60
  • Increased capture rate in control 200-250

wanted to reduce time a player had to hold 'W' after dying

  • In Control game mode players will recieve a 2x speed boost for 6 secs
about 4 years ago
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New Map Pool
3 Control maps added:

  • Busan
  • Lijian
  • Oasis

Control maps provide more focused rounds by giving players clear objectives and forces interactions that maintain a faster game pace than deathmatch. Some control maps are disabled either because of the maps being too linear, bad control point sites, or the control points being too far away from the spawning room. Long term I think this is the perfered game mode, but to each their own. To add/remove the maps, navigating from the lobby, go to settings->maps and selecte the ones you desire.

Bug fixes

  • Re-activated Widowmaker, not sure how she became inactive
  • Fixed bug where Baptiste didnt get credit for smoke kills

Baptiste

Wanted to decrease smoke spam

  • Smoke damage per second lowered 3->.5
  • Smoke cooldown raised 5-> 8

Baptiste's health boost gave him too much control. Unlike other characters he never had to get health packs and was able to apply constant pressure.

  • Left shift speed boost multiplier lowered 1.8x->1.6x
  • Health lowered 250->200
  • Healing recieved 35->18

Pharah

These changes were made to improve control of Pharah while in the air

  • Air Speed lowered 1.75x->1.5x
  • Movement gravity lowered 110->90

Pharah struggled to get in and do damage once she got in. Slower projcetiles should give her more time to follow up attacks and the increased damage to close reange attacks will make her more of a threat from that range.

  • Slowest projectile speed lowered .5x->.25x
  • Flamethrower damage per second increased 1->2
  • Mine stun time .32->.48
  • Mine impulse 5->7.5

Reaper

Improved Reaper's damage ult at the cost of a longer cooldown

  • Damage reduction multiplier for 'damage form' ult decreased .2->.45
  • Ult takes longer to charge

Sombra

Allows Sombra to not lose every trade

  • Damage dealt 85->90
  • Damage received 115->105

Ult was too damn long

  • Ult slow motion duration lowered 3.25->2.25
about 4 years ago
This code is over 6 months old. This might mean the code has expired and will no longer function.

Pharah

  • can no longer use flamethrower whilw using fire primary or ult .

Reaper

Reaper's abilities were given different porperties depending on his his form (healing or damage) to make each form feel more meaningful

  • Wraith form cooldown 150->75

  • Wraith Form- If in healing form cost 50 health to use. Upon exiting phase reaper will take this damage.
    If in damage form gains a 1.5x speed boost. Exits wraith form and resets speed after .75 secs

  • Ult- If in healing form hit enemies will be knocked back and reaper is launched in the air. Ult cancles aftter .25 secs
    If in damage form ult will function as normal with large upfront damage that falls off overtime

about 4 years ago
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Bugs

  • Added a fail safe to clear HUD text when HUD text doesn't clear
  • Fixed bug where Sombra couldn't act out of her slide

Doomfist

  • Reduced time to charge ultimate

Reaper

  • Stun on primary fire changed so that it is only applied when Reaper is in Healing mode also added knockback on hits
  • Reduced stun on ultimate knock up 1.5->.3
  • Lowered damage 80->70
about 4 years ago
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Baptiste

The purpose of this kit is to give Baptiste the ability to control space. This kit is incomplete and still needs more added, but I think it is still worth testing even at this point.

Functionality

  • Left shift will boost Baptiste's speed by 1.8x for 3 secs. This will also remove slows, d.o.t's, and burns.
  • Secondary fire will set out a cloud of gas for 5 seconds that will do 3 damage per sec to enemies who enter it
  • Ultimate-pressing 'Q' or 'F' will fire a portal for 25 percent of Baptiste's ult percent. Walking through one portal will teleport you to the other and destroy the portal you entered.

Abilities

  • Ammo size reduced %50
  • Immortality field disabled

Attributes

  • Damage dealt 100->65
  • Healing received 100->35
  • Damage received 100->95
  • Health 100->125
  • Jump vert 100->125
  • Movement gravity 100->135
  • Movement speed 100->115

Genji

  • Genji's bleed is now based on percent of the vicitm's max health. 1% of max vicitim health for 5 secs for bleed without ultimate active 2% of max vicitim health for 5 secs for bleed with ultimate active
  • Assaassinate now works properly. Damage changed to 20 bonus damage if vicitim is under 1/3 max health

McCree

McCree burn is now based on percent of the vicitm's max health.
1.5% of max vicitim health for 5 secs for base burn
3% of max vicitim health for 5 secs for 'frost + fire' burn

about 4 years ago
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Pharah

  • air speed reduced 200->175
  • secondary fire now a flamethrower dealing 1 damage per .016 secs, range of 4 units
  • mine is now detonated with crouch
  • time to charge ultimate reduced

Bugs

  • fixed Doomfist's knockdown to adjust for new stun stacking mechanics introducecd in latest patch
  • updated old rules to include the new melee condition
  • removed Tracer from hero roster
about 4 years ago
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Pharah

  • increased hover jet capacity 55->65
  • Removed effect that caused stun if she hit a wall/ground too fast
  • Added aerial boost-while in the air if Pharah is communicating 'Need Healing'/'Acknowledge' she will recieve a quick boost left/right respectively

Zenyatta

  • Healing received reduced 100->10
  • Decreased the amount of time for Ult to charge
about 4 years ago
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  • fixed bug where Doomfist code knockdown and jab reset with primary fire

  • Added new hero

Zenyatta

Demo: https://youtu.be/jxwDDfcqjqI


Functionality

The thought process behind this design is to give Zenyatta the to tools to soften up enemies and then aggressively engage once the player feels they have done so.

  • Secondary Fire-Fires an orb. Pressing Left Shift will knock up enemies within 3 units of the orb. Hitting an enemy, that has been knocked up this way, with primary fire will also cause them be knocked back
  • Shine-'F' will stun nearby enemies for 1.5 seconds and do 20 damage
  • 'E' ability has been disabled. Instead pressing 'E' immediately after hitting and enemy will teleport you to their location. Hitting 'E' again, within .5 secs of teleporting to their location, will teleport you back to your original location.
  • Ultimate-Does A.O.E damage which scales based on how close the enemy is to Zenyatta

abilities

  • ammo 100->25

attributes

  • damage dealt 100->65
  • jump vert 100->130
  • movement speed 100->85
about 4 years ago
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McCree freeze time 3->1.75

Widowmaker kick knockdown 3->1.5

Hanzo jump 250->215
knockdown height 3->5
Storm arrows now applies a slow that stacks

about 4 years ago
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