Season 11 of Super Mega Ultra Watch is here! Let’s begin with the balance changes.
You can check the season 11 updates here.
General Changes
First, for the general change of the season, the knockdown time when two charging abilities collide is going to be reduced from 2 to 1.7 seconds. The devs say that the stun time reduction applies to the knockdown that happens when two charging abilities collide and result in a tie. This affects Reinhardt‘s charge, Doomfist‘s rocket punch, Brigitte‘s shield bash, Mauga‘s overrun, and B.O.B. The counterplay interaction of two charging abilities impacting each other is great, but it took both players out of the fight for too long.
D.VA
For D.Va, her weapon spread is going to be reduced from 3.75 to 3.375. For the boosters, the impact damage is going to be increased from 15 to 25. The devs comment that these changes will improve D.Va’s effectiveness against smaller targets, as she became less effective against armored targets in the previous patch.
Junker Queen
For Junker Queen‘s knife, she now pulls targets further back, and the Rampage startup time is going to be reduced from 0.75 to 0.5 seconds. The devs comment that the tank knockback resistance passive was affecting Junker Queen’s knife pull more than intended. While the distance can be affected by their movement, tanks are now actually pulled in about 5 to 6 meters instead of only 3 meters or so before.
Orisa
Orisa‘s Javelin Spin cooldown is going to be reduced from 9 to 8 seconds. The devs comment that Orisa’s survivability was reduced more than necessary in her last round of changes, so they are partially reverting the cooldown increase to Javelin Spin.
Roadhog
For Roadhog, his base health is going to be reduced by 50, so he’s now at 700 HP in role queue. Roadhog’s Take a Breather damage reduction is going to be reduced from 50% to 40%. The devs comment that Roadhog’s already powerful survivability increased significantly with the headshot damage reduction from the tank role passive, so these changes are to help bring that back in line.
Cassidy
For Cassidy, his weapon’s secondary fire, Fan the Hammer, damage is going to be reduced from 50 to 45 per bullet. Magnetic Grenade is gone and is now replaced with Flashbang. Overwatch 1 players will be familiar with this, although it doesn’t stun like it used to. It still hinders people for 1.2 seconds. The movement speed reduction is increased from 30% to 50%, and it now prevents crouching movement. It does 45 explosive damage and has a 12-second cooldown. For Combat Roll, the damage reduction is going to be reduced from 75% to 50%. For Deadeye, the movement speed penalty now scales down over time from 70% to 35%, so the longer you hold it, the faster you move. The damage reduction now scales down over time from 40% to 0%.
Mei
For Mei, her Endothermic Blaster’s icicle projectile size is going to be reduced by 0.03 meters. However, the damage will be increased from 75 to 85. The devs comment that Mei’s damage output over time is intended to be on the low end for a damage hero as she offers strong utility and survivability through her ability kit, but they would like to make her secondary fire, icicle, more rewarding by increasing the damage and making it slightly more difficult to land consistently.
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Reaper
For Reaper, the Hellfire Shotguns’ weapon spread is going to be reduced from 6.5 to 6 degrees—a tighter spread is a buff. The Shadow Step teleport cast time is going to be reduced from 1.5 to 1.2 seconds. The devs comment that with the previous patch change to how armor reduces damage, shotgun weapon heroes like Reaper lost some value since much of their game plan revolved around pressuring large tank heroes. To help shift Reaper towards being more effective against smaller targets, they’re tightening the weapon spread on the Hellfire Shotguns and reducing the amount of time enemies have to react to a Shadow Step teleport.
Sojourn
For Sojourn, her railgun’s primary fire (the SMG) is going to shoot a lot faster now, from 14 to 16 shots per second. However, the secondary fire damage (the rail shot) scaling is going to be reduced from 30 to 130 down to 1 to 100. However, the rail shot can now pierce enemies; it’s no longer bound to just Overclock, her ultimate.
Speaking of Overclock, the energy charge rate is going to be increased from 100 to 120 per second. The developers commented that this change is reducing the burst damage potential of the secondary fire rail shot to both lessen the frustration from playing against that burst damage and shift power into her sustained primary fire damage. This should smooth out the feast or famine nature of Sojourn, which consistently hits the secondary fire shots.
Symmetra
For Symmetra, her base health is going to be increased from 100 to 125, so that means her total health is going from 250 to 275—125 of it is white HP, and 150 of it is shield health. The charge rate of her Photon Projector primary fire (the beam) is going to be increased by 25%. The devs comment that to help solidify Symmetra as a close-range threat; they’re increasing her health to better survive in that range, along with how quickly her primary fire beam damage ramps up.
Illari
For Illari, the healing pylon’s healing per projectile is going to be increased from 30 to 40. However, the pylon healing is now only half as effective when targeting Illari, so it heals 40 for a teammate and only 20 on herself. The max health of the pylon is going up from 100 to 125. The Outburst damage is going to be increased from 10 to 25.
The devs comment that Illari’s healing pylon is intended to be useful for healing her team in relatively safe positions without much focus required, which enables her to either apply pressure with her primary fire or spot heal in bursts from her more limited secondary fire healing beam. To encourage this, the pylon now has improved health and healing output but is less effective when Illari uses it to heal herself.
Kiriko
For Kiriko, the Protection Suzu no longer cleanses hard knockdown stuns. Swift Step’s cooldown is also going to be increased from 7 to 8 seconds. The devs comment that the hard knockdown stuns refer to almost all the existing knockdowns where the player is stunned and lying on the ground, such as Reinhardt’s Earthshatter, with the exception of Ana’s sleep dart effect, which is removed upon taking damage or Protection Suzu’s cleanse.
Source: https://overwatch.blizzard.com/en-us/news/patch-notes/
Map changes
For maps, a new push map is out called Runa Sappi, which is high up in the Peruvian Andes. It’s where Illari grew up in the lore, and it’s going to be available in both Quick Play and ranked on day one.
Game mode changes
For the push game mode changes, they’re reducing the match time from 10 minutes to 8 minutes in Quick Play, and the push robot speed is going to be increased by 10% when pushing the barricade for both Quick Play and Competitive. Hopefully, these matches will go a little bit quicker.
Hero Mastery
For Hero Mastery, they added Kiriko and Soldier 76 to the roster, so practice your skills, get some cool times, and earn some rewards! There’s going to be a new community-made arcade mode available from June 20th to July 9th with balance changes cooked by Yeong, TQQ, Custa, and SK, with wacky changes like a jumping Ana, a Hanzo scatter arrow, and Orisa’s old Halt ability from Overwatch 1.
Skin Changes
For cosmetics, there are lots of Japanese Tokusatsu-themed skins. We have the Calamity Empress Ashe Mythic, more pool and beach skins, and the Mythic Kir.
Summary
I have shared all the changes that are done in Season 11. I hope this will help you understand the game better! If you have any suggestions, you can always drop them in the comment sections.