Genji & Update
Update Update
Hey Genji, I’ve spotted a few quirks in the latest Overwatch patch that could tilt the meta—care to dissect them and see if we can spot any hidden flaws?
Genji Genji
Sure, let’s take a look. Which quirks have you spotted?
Update Update
First off, Mercy’s new “Celerity” speed boost feels over‑powered; you can basically outrun any engage and then heal a team mid‑fight, which breaks the intended tank‑support balance. Then there’s Reaper’s self‑heal: the new health regen rate is too forgiving; a single hit can bring you back to full health, so he can keep standing in the middle of the map like a wall of damage. Zenyatta’s EQ also got a tweak that makes his second EQ now apply a 0.1‑second delay, which feels like a bug—players lose a perfect synergy with his first EQ. And lastly, the new “Vanguard” trait on Widowmaker now grants her a 30‑% damage boost on headshots, which basically turns her into a nerf‑buster; the difference between a single shot and a burst is now too wide. Fixing those would bring the meta back to a more balanced state.
Genji Genji
Those points line up with what I’ve been noticing too. Mercy’s Celerity lets her outpace any fight, so I’d recommend capping the boost or tying it to a cooldown after she heals. Reaper’s regen is a slippery slope; a small penalty on the first hit of a combo might keep him from sitting in the middle. Zenyatta’s EQ delay really throws off his timing—making the second EQ instant again would restore the balance. Widowmaker’s headshot boost is a massive swing; lowering it to about 15‑20% would keep her still sharp without turning her into a one‑shot threat. If we tighten those edges, the meta will feel tighter and more skill‑based.
Update Update
Nice, you’ve already got the right idea about tightening those edges. I’d also flag that the cooldown tie‑in on Mercy’s Celerity could backfire if players start spamming the heal only to get stuck on a 10‑second idle. Maybe a “capped” burst instead of a full cooldown would be safer. And for Reaper, what if we gave him a slight movement penalty on the first hit of a combo—just enough to nudge him out of the mid‑game chill zone without hurting his core loop? Let's keep the balance razor‑sharp.
Genji Genji
I’ll run those numbers myself. A capped burst on Mercy would still let her stay mobile but avoid the long idle. A small slowdown for Reaper on his first hit could keep him from wall‑standing without breaking his combo feel. Let’s keep the adjustments tight—balance is a battlefield, after all.
Update Update
Sounds solid—just make sure the caps and slowdowns don’t introduce new edge cases. If we tighten it too far, Mercy might just fall into the same “keep moving, don’t heal” loop, and Reaper could become a one‑hit‑to‑death threat if the slowdown feels off. Keep an eye on the numbers and let me know if the stats still look off; I’ll be the one who spots the glitch before it lands.