Spilo's Unbalanced balance patch notes - jul2026
Hey everyone Kriger here ~ Deja vu
Soo I created this mode based on Spilo’s YT video regarding the design suggestions
that were made by him and our community Last week. 14/7/2026
Some are fun ideas and some are hard to execute due to workshop limitations -
Which is actually something I would hope this could help bring to the attention of the Devs,
As to show the potential for the Workshop and hope of future feature Map editor tools
To grow playtime & creativity for the playerbase :]
Ok, these are design concepts for: Ramattra, Kiriko, Reaper, Lucio, Sierra, Sombra, Shion, Freja and more!
This gamemode Runs on Comp rules for realistic feel and actual testing environment.
p.s:
I have stuck to the original ideas, but added slight spin of my own on some of the concepts, & 1 / 2 new ideas
Of my own for few heroes I really wanted to give a try; which you could turn ON\OFF in settings of the workshop.
(most new changes are toggleable. - give them a whirl)
p.p.s:
Spent the past few days and my sanity debugging and fixing issues to make it as smooth as possible and I HOPE
it'll work better than the last time, (Settings are in place if feature bugs or crashes the game.)
Thanks Spilo for giving it a go & Thank you guys for playing it!
Who knows, if it will go well, might do it again sometime!
*Would love to hear all of your feedback & Spilo’s take on this patch! GLHF <3 :)
for context:
link text here: spilo's YT video in question: called - please don't ruin shion :)
Spilo's Unbalanced balance patch notes - jul2026
Freja
Dev Comment: Freja got buffs again, We don't like Freja. So inevitably she got (one) of her buffs reverted.
But because Spilo really likes Freja, Her Base HP stats scaling adjusted. Consider it a tactical mercy.
Health increased from 225hp to 250hp
Take Aim Cooldown Time increased to 125% | In english: Take Aim reverted from 0.4 sec to 0.5 sec cooldown.
Reaper
Dev Comment: Modifying Reaper's base shotguns in the Workshop is roughly as effective as negotiating with a Torb turret. So, after many many tries, I reworked his secondary fire entirely.
Serious note: Dire Triggers functionality expanded to compensate for hardcoded weapon limitations, alongside a 'high risk, high reward' Wraith Form upgrade called Wraith Onslaught.
Dire Triggers: Non-Enhanced Triggers Now consumes 4 ammo instead of 2 ammo
Enhanced Dire Triggers: Now consumes 8 ammo, Forces a reload, applies a recoil impulse, and deals 25 damage within a precise 30-degree view angle.
Wraith Onslaught: Scoring a final bellow [Enhanced Dire Triggers], Stores (1) Upgraded Wraith Form charge
Wraith Onslaught: Enters Wraith Form & disables environment collision, sets gravity to 22.5%, and increases move speed to 120%.
Exiting Wraith Onslaught triggers a 14-second cooldown. | Normal Wraith Form: 8-second cooldown).
Shion
Dev Comment: 'Stop patching fun' Spilo said; 'Do not take away tech' Spilo said; So welp here we go.
More tech with Bike (tip: there is an Evade tech with bike) AND ultimate Rework! Take notes Blizz, we are cooking!.
Serious note: Added Passive for Joyride ability & Added Ultimate rework: Satsuriku spree now has 2 optional uses.
Ultimate stays at 3 charges. PrimaryFire: Shion's 'Electrifying Dash' - Passes through enemies and damages them over-time with minimal delay of her next 'ultimate charge' use. | SecondaryFire: Spins in place and damages nearby enemies, can be combo'd after use of 'Electrifying Dash'.
Duration scalar increased to 125% | 5-second duration, used to be 4-second.
Joyride passive 'Burnout': Holding backwards charges the bike ~(1.7seconds), Increasing jump speed to 130% and move speed to 160% for the rest of the duration of Joyride.
Dismounting using Evade resets the Evade cooldown to 0.15s
Full charge execution triggers visual and audio cues.
p.s: Visual cue = EventPlayer only. | Audio cue: Enemy team only.
Primary Fire: Rush-Burst Replaced with Electrifying Dash
Electrifying Dash: Dash range: 5 - 7 meters.
Electrifying Dash: Within 8 meter radius of Shion, applying a 12.5/dps For 3 seconds. Total of 37.5 damage.
Electrifying Dash: Delay between dashes 0.4 sec.
Secondary Fire: Burst stayed the same. :]
Sierra
Dev Comment: Seems like Dorothy needed an upgrade - well sort of. as much as the workshop could handle.
Sadly Dorothy got replaced with a purple effect Orb. But! Grapple completely overhauled to function with winching System and Momentum-based physics. Or like Gladdos put it: Speedy thing goes in, Speedy thing goes out.
Serious note: Added new grapple physics. Winch yourself towards the drone by holding [Anchor Drone] ,
within 2.5m of the Drone - launch yourself of the grapple to the direction you looking.
Added 'wrecking ball'-like swing mechanics (beta).
Deploys a Fake Drone to act as an anchor point. - sorry dorothy.
Holding [Anchor Drone] winches the player toward the drone. Press [Jump] To release Grapple.
Within 2.5m of the grapple whole winching triggers a slingshot launch (impulse strength 8).
Anchor Drone Cooldown set to a flat 8-Seconds upon detachment.
Sombra
Dev Comment: Wait! Yea we didn't talk about this on stream. But before you guys get the pitchforks ~that's my spin on the dreaded Sombrero, because turns out, having your abilities turned off by another simpler ability from an invisible *** isn't top-tier game design. Blizz is still working on it. So for now, If you really want to ruin someone's Day, You'd actually have to aim and commit resources.
Serious note: This rework shifts Sombra back to her original design roots of a low damage utility 'Supp DPS'. To justify bringing back a massive '4-second ability lockout', securing a full hack now requires mechanical execution of combining an initial Hack (Before) and then requires a direct Virus hit. This completes a full hack & rewards her true opportunist fantasy while making her far less frustrating to play against, as you need both abilities to land and not get interrupted. If you manage to cancel the hack timing-wise - the full hack execution will not activate.
Max Ammunition Clip reduced from 100% to 75% | In Spanish: Máximo de balas: 45 balas, no 60 balas.
General Damage Dealt reduced from 100% to 85% | Meaning lowered the total-kit damage by 15%
Ultimate Generation EMP cost reduced from 100% to 90% | Takes 10% more Ultimate points to earn EMP.
Cooldown time increased From 100% to 160% | 10-second Hack cooldown; 5-second when interrupted / Hacks Health Pack.
Added individual victim 'Hack' progress meter
Successful Hack applies a 'Hack' progress meter & 50% partial progress of the Hack
Hack reveals enemies for 8 seconds
Enemies with completed hack progress (100%) are silenced for 4 seconds
100% Hack progress heals silenced enemy by 35hp | This change is to nerf hardcoded 70dmg of hacked virus
Direct hit applies +50% partial progress to the Hack meter, only after an initial hack or EMP affected enemy.
Combines after a Hack or EMP to achieve 100% hack progress.
100% Hack progress heals silenced enemy by 35hp. | This change meant to nerf hardcoded 70dmg of hacked virus combo.
Base Virus Damage stays 35 damage.
Virus Cooldown increased From 6 to 7. | Not even joking. That was necessary for Hack-% to work.
Doomfist
Dev Comment: My 3-1-10 Doomfist said Getting Slam-dunked by a massive gauntlet point blank should probably Hurt more. cough so he gets a buff. Annd.. Spilo said that Blizz should give him a compensation for the (deserved) Nerf of the giga-punch size. Now he might feel like taking on Vendetta again.
Serious note: Lethality for Seismic Slam increased for targets within the forward cone of the slam, Same Cone size, Slightly more damage.
Impact damage added: Deals an additional 15 damage to all enemies within the area damage of the ability upon landing.
Ramattra
Dev Comment: Our Esport leading coach thinks holding a button forever to stall an objective isn't an engaging Gameplay activity. With that in mind I came to the final conclusion that; Ram should have a resource meter. Suffer That, Ram mains. (Ram gets compensation buff so its ok).
Serious note: Block mechanic overhauled to rely on a strict resource meter to prevent indefinite stalling.
Using [Nemesis Form] now immediately heals 100 HP to offset the new Block limitations.
Resource Meter: Now drains a custom 100% resource meter while [Block] active. Full Meter > Empty Meter: 3-Seconds of Block.
Hitting 0% resource forces a micro-stun that cancels and disables [Block]. Resource Meter refreshes upon the Next Nemesis Form.
Kiriko
Dev Comment: I wanted to give Kiriko a cool spin on her mobility to better match her hero fantasy.
Because teleporting only to allies is meh. ~p.s careful not falling into the void :)
Serious note: Swift Step now has a secondary activation called Swift Clone. Spawns a clone at your targeted location and swaps your positions. The goal is to let you make aggressive or defensive plays, but it comes with a cost. Using the clone cuts your teleport range by 1/3, and doubles the cooldown, costing you the only reliable escape available.
Added Secondary activation to [Swift Step] | Hold [Swift Step] while (not) looking at an ally for 1.25 seconds.
'Swift Clone': Spawns a clone at your targeted location and swaps your positions
'Swift Clone': Activating the clone doubles the ability cooldown time. | 14-seconds , 7-seconds normal ability.
'Swift Clone': Ability range reduced by 33% | Teleport range capped at 21 meters.
Lifeweaver
Dev Comment: Pulling charging Reins mains from the next timezone shouldn't cost the same cooldown as saving someone right next to you. Math wins.
Serious note: Life Grip cooldown now scales dynamically based on the distance of the pull.
Close Range: Cooldown set to 10 seconds for targets within 10 meters
Mid Range: Cooldown set to 14 seconds for targets between 11 and 25 meters
Long Range: Cooldown set to 18 seconds for targets 26 meters or further
Lúcio
Dev Comment: We like Lucio, Spilo likes Lucio; Blizz doesn't like Lucio. So because of that my yearly act of kindness is buffing lucio. because he kept dying on rollouts. Plus now you can actually see what Lucio is doing when he amps.
Serious note: Visual clarity added to AMP'd crosswave, alongside some base stat adjustments.
Health scalar increased to 111% | Base HP is now 250 instead of 225.
Cooldown Time scalar reduced to 80% | In frog: meaning Boop comes back 20% faster.
Visual Cue (Speed): Speed aura now triggers a green ring explosion visual effect
Visual Cue (Heal): Heal aura now triggers a yellow ring explosion visual effect
Visual Cue (Team Only && when on the ground) for clean visual.