Heroes of the Storm

For every week that D.Va doesn’t get a balance patch or get reworked, I’m going to post 7 QoL or Balance adjustments. Week 9

HeroesoftheStorm 6 - For every week that D.Va doesn't get a balance patch or get reworked, I'm going to post 7 QoL or Balance adjustments. Week 9
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PTR doesn't count!

Previous Posts: 0, 1, 2, 3, 4, 5, 6, 7, 8

heroes dva patches - For every week that D.Va doesn't get a balance patch or get reworked, I'm going to post 7 QoL or Balance adjustments. Week 9

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As with last week, these changes are as part of a larger rework(that I guess now won't be finished), and the changes that are a part of that rework are seen here:

  • Mech Health increased from 2000 to 2330, Mech Health Regen increased to match(480s)
  • Defense Matrix is now a hold-to-target ability that slowly drains energy, think of it like a bastard mixture of Hanzo's Storm Bow(for the targeting) and Deathwing's Molten Flame(or any other energy-draining ability), it recharges at a rate of 10 per second, costs 30 per second to fire, and has a maximum charge of 100. It also now only reduces damage by 50%, and projects out further, making it less reliable for reducing melee damage, but more reliable for reducing ranged damage.
  • Self-Destruct is now a heroic ability with a 120 second cooldown.
  • Micro Missiles is a new basic ability taking the place of Self-Destruct, 9 second cooldown, works like live Defense Matrix(target a direction, fire in that direction, locked rotation), fires 18 missiles dealing 22(+4% per level) each, explodes on heroes and terrain. I think the damage might be slightly undertuned, but I'm spooked of it being too good. This is ripped straight from an earlier rework, but with retargeting removed cause that seemed a bit too bonkers. WTB LaunchFacingTurret for launching missiles.
  • Bunny Hop cooldown reduced to 60 seconds
  • Call Mech cooldown now starts at 29 seconds at level 0, increases by 1 second for each level. Closest comparison is Rexxar's Misha cooldown, which is 14 + 0.5s per level.

Last week there was 7 new talents, and this week is no different. Some I think are neat, some are kind of boring.

Yeah, the rework has a similar talent to this, but the difference here is there's no bonus damage to enemies, and the amount healed from each enemy is "snapshot" based on the first target you hit – if Murky is the first one, that heal is going to be pretty pathetic, but if it's Stitches, it's as big as it can be(this obeys the rule for percent damage, which 3651, so if the enemy has more hp than that, it's treated as though that's their max hp. this scales by 4% per level)

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I think this might be undertuned when compared to the other level 13s, but other than that it is rather straight forward. The visuals on the enemy heroes status bars is blatantly(and unaltered) stolen from Qhira's Bloodrage, with all the bugs that brings with it when you don't resize the image or anything.

Since the enemy can't tell when you have Self-Destruct available any more, I wanted a talent that lets them tell, and this is the result of that line of thought.

Well, it's not really new, but here's Big Shot, earlier than level 10, but much weaker than level 10.

This is essentially a version of Battle Momentum.

I wanted a cool level 20, and this sounds cool. Maybe broken, but cool, and that's what counts.

Blizzard is removing MEKAfall with the rework, so I felt I had to include something here to show my love for what is soon to be a removed talent.


And that's the end of these posts. I guess the last thing there is to say is that my reason for doing this was driven by one simple thing: The last patch for D.Va was in December of 2018, and the only balance change between then and was undocumented(the Self-Destruct rework, which IMO is overall a nerf), and I think that's too long of a time for a hero that is considered to be a joke among the community. Some balance changes in all that time would have been nice.

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