Overwatch 2 Balance Update Coming November 15th With Nerfs to Genji, Sombra, Kiriko, and Zarya

Sombra's Hack will become less oppressive, Zarya's Barrier duration has been reduced, D.Va's Booster impact damage is going down, and more.

Posted By | On 30th, Oct. 2022

Overwatch 2 - Kiriko

Overwatch 2 has done pretty well despite the rocky launch, with over 25 million players in the first ten days. Halloween Terror returned last week with a brand new PvE Brawl, Junkenstein’s Revenge: Wrath of the Brawl, but what’s next? Balance changes for various heroes, specifically Genji, Sombra, Zarya, Kiriko, D.Va, and more.

The ability lockout from Sombra’s Hack is reduced from 1.75 to 1.5 seconds, and those suffering the effects can’t be hacked again. The damage multiplier has also been reduced from 40 percent to 25 percent. Genji’s maximum ammo has been reduced from 30 to 24, while Shuriken damage has gone from 29 to 27.

Zarya’s Barrier duration is now two seconds long, down from 2.5, while the cooldown has increased from ten to 11 seconds. As for D.Va, Fusion Cannon spread is increased from 3.5 to 3.75 while the impact damage from Boosters has gone from 25 to 15. Kiriko’s Swift Step invulnerability window has gone from 0.4 to 0.25 seconds.

The update goes live on November 15th, but other balance changes are planned for Season 2 in December. Stay tuned in the meantime for more details.

Hero Balance Dev Update – 28 October 2022

Sombra

  • Hack ability lockout duration reduced from 1.75 to 1.5 seconds
  • Hacked enemies are no longer valid targets for hacking for the duration of the effect
  • Hacked damage multiplier reduced from 40 to 25%

Dev Comment: With Sombra’s rework, she gained a lot more damage to help account for the reduced ability lockout duration of Hack. This has proven to be too deadly for a flanker with easy access to the enemy backlines, and we’ve similarly had to address the damage output of heroes like Tracer, Reaper, and now, Genji, in the 5v5 format.

She can also no longer channel hack on an already hacked target as feedback indicated the reduced cooldown combined with hacking from stealth proved to be too frustrating for many players. This is essentially a per-target cooldown that enables Hack to keep its current 4 second cooldown for potentially hacking multiple targets.

Genji

  • Maximum ammo reduced from 30 to 24
  • Shuriken damage reduced from 29 to 27

Dev Comment: Genji is a Hero that has greatly benefited from the move to 5v5. Changing to a single Tank and the reduction of crowd control has meant Genji has had less obstacles in his way, however he hasn’t received tuning updates since he wasn’t actively in the meta until launch (something also informed by our general preference to avoid preemptive adjustments when possible). We also saw that, in early beta tests, other flanking Heroes such as Tracer and Reaper were also significantly more effective in OW2. These changes will bring Genji more in line with the other flanking damage heroes.

Zarya

  • Barrier duration reduced from 2.5 to 2 seconds
  • Barrier cooldown increased from 10 to 11 seconds

Dev Comment: Early player sentiment predicted Zarya as one of the weakest solo tanks in 5v5 though her high damage potential and barrier uptime have proven to be extremely effective. For opponents, feedback has indicated this can feel as though Zarya has very limited windows of vulnerability, which feels difficult to deal with when combined with her ramping damage potential.

These changes will reduce the barrier uptime, making it slightly more difficult for her to gain energy and will provide enemies with more time to deal damage to her.

D.Va

  • Fusion Cannon spread increased from 3.5 to 3.75
  • Boosters impact damage reduced from 25 to 15

Dev Comment: D.va ended up feeling too deadly after the last round of changes given how resilient she can be with the improved Defense Matrix. Both our stats and high-level player feedback regarded her as not effective enough before that compared with other tanks, so this is a partial revert to establish some middle ground there.

Kiriko

  • Swift Step invulnerability duration reduced from 0.4 to 0.25 seconds

Dev Comment: This invulnerability window is primarily intended to help avoid instantly dying to something unseen after teleporting through walls, but it ended up being a little too long and led to some confusion when shooting at Kiriko


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