Overwatch patch 1.0.4

LeviTheDegu

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http://us.battle.net/forums/en/overwatch/topic/20745235963

PlayStation 4 and Xbox One at a later date.

HERO BALANCE CHANGES

McCree
Peacekeeper
Alternate Fire
Recovery time (i.e. the amount of time before McCree starts reloading) decreased from 0.75 seconds to 0.3 seconds
Bullet damage decreased from 70 to 45​

Developer Comments: McCree was performing too well against all targets, making him feel like a must-pick in many situations. By reducing the damage of his alternate fire, McCree is now significantly weaker against tanks like Roadhog and Reinhardt, but still maintains his lethality against smaller targets like Tracer and Genji.

Widowmaker
Widow?s Kiss
Alternate Fire (Scoped Shot)
Base damage decreased from 15 to 12
Note: Scoped shot damage multiplier remains unchanged
Headshot damage multiplier increased from 2x to 2.5x
Players must now wait for the unscoping animation to completely finish before scoping

Infra-Sight
Ultimate cost increased by 10%​

Developer Comments: In the right hands, Widowmaker can often feel unstoppable?even when just landing body shots instead of critical heads shots. The changes to her alternate fire weaken body shot damage while leaving her headshot damage unchanged. Additionally, we felt her Ultimate ability, Infra-Sight, was coming up a little too frequently, especially considering its impact on the game.

BUG FIXES

General
Improved stability of the High Bandwidth option in Custom Games

Heroes
Fixed a bug that allowed Mercy to gain Ultimate charge whenever damage boosting an ally who was attacking a barrier or Ice Wall
Fixed a bug that allowed Reaper to Shadow Step to unintended locations on certain maps

Maps
Fixed an issue with collision on certain areas of Dorado not blocking line of sight
 
Personally, I'd say that he is well balanced now. He's still a threat against non-tank characters, but tanks are no longer insta-killed by him.
 
Personally, I'd say that he is well balanced now. He's still a threat against non-tank characters, but tanks are no longer insta-killed by him.

Although, a solid stun + fan the hammer can still result in their death if he's skilled enough to execute it
 
Although, a solid stun + fan the hammer can still result in their death if he's skilled enough to execute it

True. But only if they've already taken some damage elsewhere or if you're skilled enough to roll and fan again. But I've found that by the time I roll and fan again, I'm usually getting flanked by one of his teammates who then eliminates me.
 
Although, a solid stun + fan the hammer can still result in their death if he's skilled enough to execute it

1 left click headshot does as much damage as 3 fan the hammer shots and is far more accurate. 1 left click headshot into fan should be the combo to shoot for. Note that fan cannot headshot.
 
For myself I saw a huge drop off in McCree, now I'm not a headshot every time but multiple times I've done 4+ body shots on multiple non-tank characters and didn't kill then, and if theyre being healed by a lucio, or anything else, you just can't kill them. Cree has too low of a shot count and fires to slowly for his damage output.

I went from a 6 kill game with McCree to a 28 kill game with Reinhardt so it's not me sucking completely.
 
I have seen the damage drop on McCree myself, but as long as you're not a tank, you still need to run. I also still get sniped by them as Pharah. But as a tank he does get stomped. I've done flash->fan->roll->fan and still couldnt kill a tank that was stunned by me and frozen by a mei, so that's good. It will keep McCree players away from the center of the action, but not too far away to act as a sniper.
*EDIT: I mentioned the f/f/r/f because that (and just f/f) would kill me as D.Va in Meka. Not saying that should be your tactic vs tanks. I just tried to see if it would still take a tank out.
 
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