Echo's kit is designed around mobility and burst damage but she was performing too well against high health targets, such as tanks. Reducing the maximum firing duration of her primary weapon and Focusing Beam will lower her sustained damage output without impacting her burst damage potential against squishier targets.
This new falloff range causes the damage to scale down faster when targets are outside of Tracer's optimal distance, making her less threatening at mid-range.
Zenyatta has been a bit too effective at enabling team-wide damage output lately so we're taking some power out of the Orb of Discord by reducing both its total damage amplification as well as the speed at which it can be applied over long distances. The new projectile speed now matches that of his primary fire, Orb of Destruction.
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Ashe being able to eliminate 200 health enemy heroes with one headshot while assisted by 30% damage boost became too dominant, especially when combined with the other improvements to her weapon. We are lowering the maximum damage but also the shot recovery time to keep her overall damage output relatively the same.
This rate of fire change improves the feel and effectiveness of the Storm Arrows ability and though small, adds up over the course of firing 5 arrows.
We're increasing the cooldown of Sigma's barrier to require a higher commitment to its placement and open up additional opportunities for counterplay.
Wrecking Ball's high mobility and potential for massive shield health have left him a bit too survivable after the overall damage and crowd control in the game have been tuned down. We are reducing the amount of additional shields he generates per target though the base 100 shields from the ability remains unchanged.
These patch notes represent general changes made to the Live version of Overwatch and the balance changes listed affect Quick Play, Competitive Play, Arcade, and Custom Games.