NEW Cassidy Rework! - HUGE Nerfs to Roadhog Sojourn & Kiriko

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Published 2024-06-20
Season 11 is now LIVE And the new balance change looks to tune the new era of Overwatch 2 with higher health but bigger hitboxes. Cassidy gets flashbang back, kinda. Sojourn Roadhog Kiriko and more get nerfed.

Timestamps:
00:00 Intro
00:11 Mutual Knockdown Nerf
00:56 Dva Buffs
01:36 Junker Queen Buffs
02:55 Orisa Buff
03:35 Roadhog Nerf
03:57 Cassidy Rework...again
06:53 Mei Buffs
07:20 Reaper Buffs
07:41 Sojourn Nerf
09:01 Symettra Buffs
09:15 Illari Buffs
10:04 Kiriko Nerfs

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All Comments (21)
  • yo our boi rein is actually getting a buff (the suzu nerf) so happy for him
  • @wp1432
    It’s funny how slowly we are going back to old OW 😂
  • @alexander2019.
    JQ knife was basically nothing on enemy tanks due to the tank passive. It was useless but now it’s better. It was a joke before.
  • @Solarjolt
    Only reason our boy Reinhardt is getting some TLC this patch is thanks to his new mythic weapon skin being released soon. Lol
  • @ASHURADZN
    Junker Queen's imo should've been that way since the beginning because it's basically how her gameplay is, you should be able to pull anyone no matter the role
  • @SkydrawnIV
    Happy to have McCree get his OG ability back!
  • Good lord. The OW2 devs did what the old OW1 team was never willing to do: admit when a new ability isn't working out, revert to the old one, AND address that old ability's balance issues at the root instead of attempting to "indirectly" fix it via tweaking literally anything but the problem itself.
  • @Conlexio
    i don’t think we’ve gone far enough with hating oneshots.
  • @Steb__
    Ive always hated mag grenade. In mccree vs tracer, there would be many times where I would blink away from mag grenade only for it to continue tracking to me, takes half my health, and takes away all my abilities. It makes it inconsistent and unpredictable to deal with. When flashbang was still around, it at least made the encounter more cut and dry, either I dodge the flashbang or dont.
  • So here's an idea I'd love to hear your thoughts on: What if the role passives were all added as "stats" to all characters and tweakable individually? They already did it to Genji and Tracer as "hidden" movement speed stats, or on Sojourn, Widow and Kiriko on their crit multiplier, so why not on everything else? Same way as "health" is a stat that can be changed, or "armor" can be changed (or even 0'd), knockback resistance (for example) could be an individual stat. I'm thinking about both existing stats, non-existing ones (such as jump height or something like that), or even some that were scrapped (like reload speed upon elimination). This could encompass healing reduction percentage, healing reduction duration, knockback resistance, headshot mitigation percentage, time to proc self-heal, proportion to max hp for self heal, movement speed, crit multiplier, ... This could help giving more tools for balancing, and even (IMO, the most important thing) help making heroes more unique and different from their counterparts. Downside is that the game would be more complex and difficult to track scenarios, but to me this is kinda what makes having a big roster of heroes fun!
  • @Numpers21420
    The og flashbang was good and then the mag was alright and this pocket sand sucks
  • other hard knockdowns would probly be the pin/knockdown trades mentioned earlier
  • @KevinSmile
    That booster buff on dva is actually huge
  • @SweetTaleTeller
    Honestly, as a Kiriko player, it never made sense I could instantly shut down Rien's ultimate with E when that's an ultimate, and it takes somebody like LW 2 whole abilities to do half of that shutdown.
  • @gavinator1775
    The only reason they added the knock back resistance was because of Lucio boop
  • Are you burnt out on making these? I’m not blaming you or calling you out but are you happy with the state of overwatch right now?