Changes to balancing in Overwatch have come to the PTR

Blizzard has talked about experimenting with balancing in Overwatch, and now the first test of that has come to the Public Test Region.

Overwatch is seeing some changes

Overwatch is seeing some changes

The details of the balancing changes were outlined on the blog, and are as follows:

Hero Balance Changes


  • Dealing damage to non-players (like like Torbjorn’s turrets or Symmetra’s teleporter), no longer charges ultimate abilities
  • Ultimate costs have been increased by 25% for all heroes

D. Va

  • Mech health increased to 200 (formerly 100). Armor remains at 400
  • Movement speed while firing has been increased by 25%

Soldier: 76

  • Pulse Rifle
    • Bullet damage increased from 17 to 20
    • Maximum bullet spread Increased from 2.2 to 2.4


  • Nano Boost
    • No longer increases move speed


  • Blizzard
    • Ultimate cost has been increased by 15%


  • Amp It Up
    • Healing-per-second has been decreased by 10%


  • Particle Barrier
    • Power gained from barriers decreased by 20%
  • Projected Barrier
    • Power gained from barriers decreased by 20%


  • Scrap is now automatically generated over time
  • The amount of scrap collected from a fallen enemy has been decreased by 40%
  • Forge Hammer
    • Swing speed increased by 25%
    • Damage decreased by 27%

The question is, is Overwatch a game that really needs major balancing changes? It seems like it does, in a similar fashion to other major eSports like League of Legends, in order to stay alive, but is that really true? Football doesn’t often see major rule changes, or soccer, so do eSports?

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