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. |
Attribute | Damage Dealt | Damage Received | Jump Vertical | Movement Gravity |
---|---|---|---|---|
New Value | 40 | 110 | 125 | 110 |
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. |
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.
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.
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.
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.
Reinhardt was taking too much passive damage, with the addition of combat damage it was hard for Mercy to keep him alive.
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.
Increased Replicant cooldown 10->12
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
Updated orbs to make collisions more responsive
Orbs now have a collision box while being unused
Primary Fire:
Secondary Fire:
Chain Lightening:
Orb Charge:
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.
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:
Attribute | Damage Dealt | Jump Vertical | Movement Gravity | Movement Speed |
---|---|---|---|---|
New Value | 80 | 140 | 110 | 80 |
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.
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:
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 |
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:
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. |
Attribute | Damage Dealt | Damage Received | Healing Received | Movement Gravity | Movement Speed |
---|---|---|---|---|---|
New Value | 55 | 85 | 40 | 120 | 50 |
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.
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.
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
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
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
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
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.
credit: (https://www.youtube.com/watch?v=udbr_LeFzvk&ab_channel=Pug)
credit: (u/EWSteve XBYXT)
Thanks to anyone still playing this :)
Needed a way to prevent her from just continually holding down secondary fire with no consequences
_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 _
Trying to give her more tools to find openings rather than just trying to rush opponents down.
These changes should making her combo system feel better and stop players from getting so widly thrown around.
Trying to remove one hit ults from game. Should still deal significant damage to enemies and be a reliable finisher.
Should help consistency.
* increased hit box on laser for 1 unit to 2 units
_Blinking in the air is too disorienting using my current methodology. Plus I'm not too sure its needed with his kit _
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
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
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
this was not intended... oops
Added: Paris, Lijiang Gardens, Chateau Guillard
Removed: Illios Control, Nepal Control
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
Brigette had next to no sustain and would was unable to win consecutive fights and the healing reduction also decreased health from health packs
_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
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.
helps stabilize Zenyatta's damage output by making his primary fire more reliable
_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
_these changes shoyuld help hanzo feel faster and less floaty in the air _
trying to find a sweet spot with his damage ult output, aiming to make Reaper have to land the vast majority of ult shots
reduced the stun on Sombra's slide so she can act out faster
should give players more time to heal up/take control after killing an enemy
wanted to reduce time a player had to hold 'W' after dying
New Map Pool
3 Control maps added:
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
Wanted to decrease smoke spam
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.
These changes were made to improve control of Pharah while in the air
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.
Improved Reaper's damage ult at the cost of a longer cooldown
Allows Sombra to not lose every trade
Ult was too damn long
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
Bugs
Doomfist
Reaper
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.
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
Pharah
Bugs
Pharah
Zenyatta
fixed bug where Doomfist code knockdown and jab reset with primary fire
Added new hero
Demo: https://youtu.be/jxwDDfcqjqI
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.
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