Symmetra Basics – Sassy Sentry Support


Photos Courtesy of Blizzard Entertainment

Turret defense games. Most of us have played them. You place a turret and it kills things. Symmetra is no stranger to this mindset. Her rework makes her less reliant on specific situations, and much more capable of aiding her team, either offensively or defensively. Let’s take a look at her reworked abilities, and see how effective they can be.

Primary Weapon –  Photon Projector – 7 Meter Range.

Symmetra’s weapon pulses a short range beam which will attach to a nearby enemy, dealing damage over time. This little death beam has attachment issues. Dare I call it… clingy?

Ability 1 – Sentry Turret – 6 Charges, 10 Sec Recharge Rate.

Symmetra places a small sentry turret on walls, floors, ceilings, and many other objects. The turrets will automatically attack enemies within range. Any enemies hit will have their movement speed reduced temporarily. Symmetra can place up to 6 turrets at any time. Effectively placing your turrets can land some pretty sweet plays. It’s always fun deleting an enemy player with minimal effort.


Ability 2 – Photon Barrier – 10 second cooldown. 

Symmetra projects a floating, forward-moving barrier which absorbs a large amount of damage. The cooldown starts as soon as you use the ability. The range the shield will travel depends on whether or not anything is in its path.


Ultimate Ability 1 – Teleporter – 6 Charges – Health: 50, Shield: 350.

Symmetra places a teleporter down at her current location. The teleporter connects to another teleporter located in the teams spawn point. Players can use the teleporter near the spawn point to quickly return to battle. Be sure to place your teleporter strategically because it doesn’t take much damage to be destroyed.

Note: If a point is captured, the teleporter will be instantly refunded.

Ultimate Ability 2 – Shield Generator HP: 50 Shield: 350.

Symmetra places a wide range shield generator at her location. The generator provides a 75 damage absorb shield to all nearby teammates. The shield works through walls and other objects, as well as through terrain.

Note: If a point is captured, the generator will be instantly refunded.

These are just the basics for playing Symmetra. Effective placement of her sentry turrets, teleporter, and shield generator can land some pretty sweet Play of the Game’s, multi-kills, and a really enjoyable play experience. That’s all for Symmetra. Let us know what you think in the comments, I’m David from The Game Haus and as always, Good Luck, Have Fun!

A Happy Game Haus Thankgiving

We decided a couple of weeks ago that we wanted to do a Thanksgiving piece and give our readers a chance to get to know us a little better! Below are some of the staff members of TGH telling you all what they are thankful for this holiday season. From Our Haus to Yours, have a very happy Game Haus Thanksgiving!

Jared MacAdam- Head of Esports: Well, I’ll go first, being the only Canadian and my Thanksgiving has passed quite some time ago. I’m thankful for the way this site has grown since its inception, how many great writers we’ve had and all the awesome content we’ve produced. I’m also immensely thankful for the way esports has matured in the past year; we’re seeing leaps and strides in key areas like players well being and stability. It’s an exciting thing to experience and to have a little part in. I’m also thankful for all the weirdos in the Front Office who lovingly mock my Canadianisms.

Josh Burris – Editor: I am thankful for sports. I am a proud Cleveland fan and with the exception of the Browns, good things are happening with our teams. I’m thankful I got to see a Cleveland team win a title. I am also thankful for my family and friendships I have at home, school, and from this site.

Ryan Moran – CFO: I am thankful for family, friends, and football. I am also thankful to be working for TGH and to belong to such an exciting community of sports and esports. I am also thankful of the unifying power of sports and their ability to bring anybody together win or lose.

Tim Miller – Vice President: Of course, when talking about being thankful, I have to be thankful for the opportunity to help lead The Game Haus. I’m also thankful to root for the mighty Ohio State Buckeye football team, and that Marvin Lewis should get fired after this year. I’m also thankful for a loving family and loving girlfriend. Finally, I’m thankful to live in a great country with freedoms like no other (no matter how you feel currently), and to go to a solid, christian university in Cedarville University.

Robert Hanes- President: While these last 365 days have been some of the most challenging times in my life, I can say that I have so many things to be grateful for. To start, everyone here at The Game Haus. These people are incredible, as you can read in their paragraphs of what they are thankful for. They have all gone through many things and have worked their butts off while working here. So thank you to all of the Front Office Members, Writers, Podcasters, and League Team Members! I am also very thankful for my friends. They have helped me through some tough times throughout the last year and I do not know where I would be without them. The same can be said for my Father, Mother and Sister. They have been my rocks as I have struggled many times this year. Lastly I am thankful to God and his son, while it sounds cheesy I know they have been with me every step of the way. From Our Haus to Yours, thank you and have a wonderful holiday season!

Terrance Singleton- Social Media Director: I am thankful for the life God has given me. Every time the holiday season comes around I think about how easily I couldn’t be here. My grandfather died on November 19, 2010 right before Thanksgiving. And I was in a pretty bad car accident on December 27, 2012 that broke my neck and cut my scalp open. So every time the holiday season rolls around I always think about how precious life, family, friends, and faith are important in my life and everyone’s life. So on this Thanksgiving when you are watching NFL football games and eating food until you can’t move, tell your loved ones how much you love them because tomorrow is not promised.

Dylan Streibig- NFL Writer: Whether we realize it or not, we all have a lot to be thankful for.  I am no exception this Thanksgiving or any other year. I am thankful to have a roof over my head and a family that loves me. I am grateful for the fantastic sporting events that go on all around the world. They provide me a momentary escape from my life with a physical disability. I am also thankful for my dog and the fact that I am now a published sports writer thanks to The Game Haus. Most of all, I am thankful for the loyalty of my close friends who do not give up on me, even when I give up on myself.

Matthew Hagan- Columnist: I’m thankful for the opportunity The Game Haus has presented me with. Writing about my favorite sport, football, and offering me a column has been one of the best things in my life. I am thankful to have parents, family and friends support while trying to get a degree in college. My mom has been the biggest reason I have made it this far and I am so thankful that I get to fly back to Vegas to spend Thanksgiving with her. I am also thankful I got to see the Cubs win a World Series and attend the victory parade in Chicago. It was one of the most memorable moments of my life. I am thankful for all the opportunities I have had in this amazing country. I am proud to be an American and this Thanksgiving is going to be one of the best ever. Thank you to everyone who reads my articles, weather you agree or disagree with them. I want to wish anyone who reads this, and anyone who may not, a safe, fun and amazing Thanksgiving.

Alex Keller- Recruitment and Retention: What am I thankful for? Where can I even begin… I guess it would have to be with my family and friends. I wouldn’t be in the position I am today if not for their love and support. But it’s so much more than that… the opportunity to even attend an institution like Georgia Tech, let alone graduate from it is an experience I’m incredibly thankful for. And of course, I have to thank everyone who’s been a part of making my experience with TGH so awesome. So, from our haus to yours, have a Happy Game Haus Thanksgiving everybody.

Hero Mastery: Understanding Reaper

You are Reaper, and you just got your ult. You feel your adrenaline pumping, your eyes darting across the map, the enemy tracer is occupied, Reinhardt is blocking your team, and the enemy Ana has proven that she can’t land a sleep dart to save the life of her firstborn. You teleport up to a higher point, leaving your team to defend the point on their own momentarily, and you laugh to yourself, the enemy team has no idea what’s coming. You wait for the enemy Mei to walk past the point at which you’re standing and then you drop down. You mash your ultimate button with all of the drama and energy of Yu-Gi-Oh drawing a card, or Goku turning Super Saiyan.

“Die, die, die!”



You say it with him as Reaper becomes a Beyblade of whirling destruction and ruined KDA’s. Except no one’s KDA gets ruined. Mei becomes a block of ice, Zenyatta ults and you immediately get filled with bullet, arrows and whatever the hell it is Zarya shoots at you. You explode and seriously consider leaving the game. How did your team accomplish NOTHING with your sacrifice? How did it not work? Your PoTG hopes just went out the window and you got nothing for it. Your team loses the ensuing five-on-six and you’re tilting off the face of the planet, your only saving grace being that your teammates are too unobservant to realize what the turning point was that allowed them to push onto the point.

So where were the mistakes made? It stemmed from not understanding the basic rules of the game. The characters in Overwatch are balanced to have meaningful weaknesses and Reaper has his own. Short range and relatively few defensive abilities (Spectre Form is a lackluster one at best) are Reaper’s. The best way to counter these weaknesses is to be with a team, being the follow up makes the burden on the Reaper far less painful. It’s important to not believe that you must make your own plays by yourself. Let your engage…Well, engage.

An equally important idea is to remember to look for minor flanks and, if you’re confident in your abilities, to counter a flanker. If you haven’t got your ultimate, then looking for a setup for it isn’t necessary. Try to find the enemy Genji or Tracer, I promise they’ll be looking to get behind your team. Make them regret it. You’re strong in close quarters, and other flankers tend to be close range combatants, and even if you don’t kill them, leaving a stalemate will deny them the ability to take down your team. However, if you do manage to take them out, it becomes a 5v6 and that’s something to look forward to. If no one is trying to flank your team, then chances are you can find one of your own, kill the enemy Mercy in the confusion, buckshotting her from behind before making your exit, again, your team is up a person.



Flanking is everything here.

The most important part of the character is to realize that your job isn’t really to wipe the enemy team on your own. You want to look for the opportunity to create a player advantage for your team in the safest way possible for you. Aim to kill one, and leave to begin with. Then move on to realizing opportunities for multikills. If you can get a multikill you’ve done your job and then some. You want to use your mobility to pick off and assassinate people who are out of position, so that your team can use their abilities to take over the fight.


What do you think? Let me know if this helped you, or if you just think I suck in the comments below or @TirasCarr on twitter!

More than Guns: Explaining Overwatch’s Underlying Tactics

We’ve heard it before, “Overwatch is fun to play, but hard to watch.” This statement causes people who play the game regularly to roll their eyes, and for good reason. This statement usually comes from people not knowing what they’re looking for in a match and certainly not understanding the level of thought that goes into the plays made. Sometimes this line of thought goes into the heads of low level players as well, which is probably the last people who need to have a hard time understanding the game. Me being the good guy I am, figured I’d help try to explain the game and make it not only a better viewing experience, but maybe even help some people understand how it’s played a little better.


The Goal

We all know what this is. Push the payload, take the two points, take the point then push the payload. The goals in this game are slight twists on older FPS game mode objectives and vary only slightly from map to map. What changes are the maps themselves and thus the cover zones, healing pack placements, high grounds and flanking positions. What people don’t understand is that part of The Goal is to control these places. This is done through the use of zoning tools like Torbjorn turrets, Symmetra Microwave rooms, Junkrat in general and the threat of Roadhog hooks. Of course, this is easier to coordinate with friends, but it’s difficulty in solo games doesn’t make it any less of a goal. Many times in solo games, the enemy team will be just as uncoordinated and as a result, makes a single person defense of a vital choke or vantage point easier.


The Desired Result

The entire point to the strategic control of these areas is simple. To pick someone off without dying yourself. Why is this the desired result? Because 5v6’s suck. A lot. If you can pick off the healer, especially if that healer is a Lucio, then your team is almost guaranteed a victory. Same with the tank, the only people it doesn’t really count for at the low level is DPS, primarily because the chances that they’re doing DPS in the most efficient way is low, whereas healing and hitting Q with a Lucio is not only easy, but game changing. As you climb, the game becomes about picking off anyone as people become better at it, but it’s still about the same result. It’s hard to win a 5v6 and if you can force one then the enemy team either backs off or gets run down and killed, which then staggers the amount of time they can do anything until they can all regroup as a six person unit.


The Beauty of it All

What makes all of this so great, and indeed some, including myself, would say makes Overwatch so great is the endless level of depth that can be created from a something so simple. There are many ways to defend these zones, and many ways to break those defenses. These don’t become issues until further up in the ladder where the strategy game is being played on a high level, but when you do see it, in Seagull’s Genji running the walls to look for an out of position backliner or basically any professional Reaper teleporting from vantage point to vantage point, or when you see a Hanzo or Widowmaker camping out watching a particular position and waiting for these people, you’ll know it’s the strategy behind the game coming into play.


I hope this article helped someone to understand a little bit more of the thought that goes underappreciated in the worlds newest E-Sport, for more riveting analysis of this game, follow me @TirasCarr on Twitter, or even if you just want to yell at me and tell me I’m an ignorant clod, follow me anyway, I entertain that too! Until next time, keep improving Overwatch-ers!

The Implications of an Overwatch League

At this point, if you follow professional Overwatch, you’ve heard the news. An Overwatch League is incoming, and it’ll be handled by OGN, the team responsible for the LCK and numerous Starcraft events. Whatever your thoughts are about OGN, the League format is a change to the game that will push it into maturation and has many pros and cons following it, which is something that any fan of Overwatch and E-Sports in general should observe. For the sake of optimism and happiness, we’ll start with the pro’s.


The Pro’s


Enhanced Exposure: This is probably the most obvious of the pluses for the format. A league means a schedule, and a schedule means the game and teams involved are easier to follow, allowing for more people to watch it, since it ensures that it’ll always be aired at the same time in the same place. More than just enhanced exposure for the League, it’s also more exposure for the teams. You can always watch, for example, CJ Entus play as long as they’re in the League, and people will turn up a lot of the time to see their favorite team play.


Easier Regulation: One of the more important points, regulation means total control of how the League is played. This is such a big point because of how much influence an organization like OGN has on E-Sports in general. The way that OGN regulates it’s league is undoubtedly going to have a large effect on how non-league games are played. For example, if OGN decides that every game will be a best of five, expect to see more B05’s in non OGN games in the future. That’s just a small example, this could extend to things like rules, map setups and player bans (Though hopefully we don’t see many banned players).


A Possibly Safe Environment For Teams: This one is a little bit harder to explain without context, luckily for us, the LCS exists. Take a look at it, a normal League format with relegation. The thing about that format is that the teams that are relegated are sent to the challenger league, where there isn’t much money, save for the possible A-League (LCS) slot. This means that investors have their pockets hit the moment the team they invested in gets relegated. This OGN run League has the opportunity to prevent this same dynamic and that means a safer environment for the teams, organizations and investors.


The Ability To Foster New Talent: This is directly entwined with my previous point. Because of the possibility of a safe environment for the organizations involved, it’s less risky to put newer players in the game as they rise in prominence. In a world in which teams aren’t basically told to disband for a bad season (My American bias is leaking) it’s far less punishing to put in new players to help them gain experience and strengthen them for future use, either by the team in question, or a future team. Regardless of what team they play in, this strengthens the entire League as a result, leading to better teams and a better viewing experience.


Improved Spectator Programs and UI: I know there’s going to be someone who defends the spectator UI until their dying breath, but I’m here to say, for many people, it’s really really bad. A league would give more games, and as such, plenty of data to look at and investigate how to better the spectator experience. The game is fast, and that’s not going to change, but I’d look to Counter Strike to prove that a game can have a lot of action and be fast paced and still be a breeze to follow. It’s just a matter of having the technology to do it.


Better Practice Tools: The existence of an Overwatch League, and it’s subsequent success would cause Blizzard to create more and better practice tools. With another sandbox fallout having already occurred for a different popular game it’s unlikely that sandbox mode would be held away from Overwatch will people play it at it’s highest level consistently, and the more tools with which to improve, the better for everyone who plays.


The Cons


The Possibility of Bad Management: This is the other side of easier regulation, and probably the biggest possible negative to a league. Bad management kills leagues, and kills the enthusiasm for them altogether. For example, there are people who just don’t watch LCS anymore since learning that the organizations involved aren’t treated well enough. Bad management is a pretty umbrella concern. If the teams aren’t able to monetize, that’s bad management, if the issues about how the game is played or viewed aren’t addressed (If there are no soundproof booths or production value is lacking) that is bad management or if decisions are made to kill tools that strengthen regions (Such as sister teams in League of Legends) that is bad management. All of those things would be awful, and even worse, since Overwatch OGN has a separate League’s bad publicity to learn from. One might even call it a quite Legendary League.


A Possible Weakening of the Scene Outside of Korea: This isn’t an OGN centric issue, so much as a concern about the result of having a League in general. With so many teams in what will probably quickly become a quite competitive League, the teams not in it will be left behind. This means that teams within the League will simply become powerhouses, and tournaments that aren’t OGN would be stomps for the teams within that League. We’ve seen it with OGN LoL, for those of us that watched it. The Korean League had Best of 3’s for years before North America, or China got them, (Europe still doesn’t have them) and as a result they couldn’t be touched for a long time, once team infrastructure began to develop. A massive concern would be that this happened again in Overwatch, causing the game to become hard to watch, or for some, not worth watching outside of the OGN League due to the difference in strength of the teams involved.



We’ve reached the end of our list, and while there are more positives than negatives, it’s important to realize exactly how damning those negatives can be if not addressed properly. However, with so few really large negatives in mind, it’s worth noting that OGN and Blizzard have a massive opportunity with this League, OGN gets it’s foot in the door with another massive E-Sports title, and Blizzard becomes a huge contender in the E-Sports market, something they had going for them once, and then never again for a long time.


What do you think of this list? Is there something you would add or argue against? Let me know in the comments below or come yell directly at my face on twitter @TirasCarr


Dear Blizzard, Keep Lucioball Forever

Lucioball came seemingly from out of nowhere. Blizzard pushed an update to Overwatch today that not only added a ton of new cosmetics available for a limited time, but a brand new game mode called Lucioball. For those who are uninitiated Lucioball is very different from all of the other brawls and game modes Blizzard has created in Overwatch. It’s a mode that basically recreates first person Rocket League where the only character available to players is of course Lucio. The object of the game is to score as many goals as possible in a short time frame. The teams are small, only sporting three players each, and requires basic understandings of futbol strategy.

Like Rocket League the rules are easy to grasp, you don’t need to know what all the characters abilities are, or how they chain together. You don’t need to understand the complexities of the competitive meta to know why switching characters is a big deal in the middle of a game. Lucioball just is.

I’m not only writing this as a breakdown of just why Lucioball is fun and quaint, but why Blizzard should seriously consider keeping it around in the game forever. Much like previous games in the FPS genre, Overwatch’s developers toy with the games mechanics in order to create fun new modes. Fans of Halo will know the name Griffball, originally a fan created game mode later embraced by Bungie and its current caretakers 343 Industries. Griffball is not only a fan favorite game mode, it’s actually home to it’s own tournaments and community. Griffball is an excellent example of how a game played at a high competitive level can have multiple modes of play. Even the game most similar to Lucioball, Rocket League, has multiple modes of play, and more are being added by the developers all the time.

I don’t expect Lucioball to be as big as the normal Overwatch experience, or even as widely watched, but there is something special about having a more accessible and fun game mode to break up the monotony. Tournaments could run smaller side tournaments where, in between matches, organizers could run a smaller Lucioball tournament. In a way it breaks up the formula of watching normal Overwatch, gives people who are still learning Overwatch a nice entry point and gives something for more versed players to have fun with.

Blizzard please, don’t get rid of lucioball, don’t time gate it, don’t only bring it back for events, leave it in the game. I guarantee that if you left it in there, multiple communities and tournaments would crop up around it. Lucioball could be a great thing for this community, don’t drop the ball.

You can ‘Like’ The Game Haus on Facebook and ‘Follow’ them on Twitter. We also have our own subreddit. Be sure to check out TGH’s newly revamped forums if you want to discuss with Josh or any of the other writers!

weekly overwatch tournaments

Weekly Overwatch Tournaments For ESL Start This Week

Weekly Overwatch tournaments are set to begin this week on ESL. The weekly king of the hill tournaments will take place on Tuesday every week, with the champion from the previous week returning to defend their title. Grand final winners will have a chance to win up to 1000 dollars each week, prizes for other rankings were not clarified by ESL. The tournaments are open to teams who qualify based on their performance in other ESL open events. The open tournaments, which are available to anyone who signs up, will take place on Saturdays. Qualifying teams will then make their way to the Tuesday tournaments to compete.

The first of these tournaments will start on August 2nd at 5 pm pacific time. All of the games, minus the grand finals, will be best of three matches; the grand finals will be best of five. More information on ESL’s weekly tournaments and how to sign up can be found on their official website.

Overwatch Patch – Competitive Analysis

Overwatch patch has been released with some changes to character balance, hot off the heels of the last large patch. This patch actually reverts a few changes made to characters like Mcree earlier last week and buffs Ana after a week of play.

Hero Balance Updates


  • Biotic Rifle
    • Rate of fire increased by 20%
    • Magazine size increased from 8 to 10


Ana was well received by the player base but according to her stats she was a bit under powered. The 20 percent rate of fire buff is absolutely noticeable and makes a big difference to how she helps her team.



  • Peacemaker
    • Primary Fire
      • Damage falloff range decreased by 10 meters
        • Damage falloff amount is unchanged
        • As a result, even with this change, McCree’s effective range is still higher than it was at launch
    • Alternate Fire
      • Rate of fire increased by 15%
  • Flashbang
    • Recovery time (i.e. the amount of time before McCree can fire again) decreased from 0.5 seconds to 0.35 seconds


In the last patch Mcree’s range was buffed significantly to help him stay toe to toe with characters like Soldier 76. However this was deemed too powerful so his range was toned down yet again. Blizzard notes that his range is still farther then at the time of release, just not as crazy as Soldier’s. His flashbang and right click have been buffed in recovery time. It should be easier for you to stun and kill low health characters no like Mcree is supposed to be able to do.


Ana Patch Analysis – Overwatch

With the new character Ana added to Overwatch comes a large number of changes to the competitive modes and almost all of the characters. The following is a breakdown of all the changes and how they will effect the game’s competitive scene.



New Character: Ana

The video above is a complete breakdown of Ana’s abilities and how she’ll effect the competitive scene overall.




  • If a match goes into Overtime for more than 20 seconds, the fuse will now start to “burn down” more quickly
  • Players now respawn more slowly during Overtime (increased spawn time by 2 seconds)



This change is a definite buff for Defense. While there aren’t any stats from the last few months, the word from Blizzard was that attackers had about an average of a 60% winrate against defenders. If this stat is still a problem these changes could be a way to address that.

Competitive Play

  • Competitive Play matches can now only have one of each hero per team.


This is a huge change to the game, and one that most of the community was asking for. While there will most likely be tournaments that allows multiples of heroes, many including myself felt that it kept the game stagnant as only a few different team compositions were played. This ensures that teams will have to be a bit more creative when they are restricted and use more strategy when countering the opposing team. Overall this is a great change to the game.


Hero Balance Updates


  • Self-healing abilities now charge ultimate abilities. As a result, some heroes’ ultimate costs have been adjusted (see below).


While this reads as a buff, it’s mitigated by nerfs to most of the heroes who have self healing. Characters like Soldier 76 have had their ultimate charge time increased as a result to compensate.


  • Ultimate cost increased by 10%


On the surface this looks like a pretty big nerf for Bastion. Ever since the beta he’s been one of the most played, and most effective heroes. However in competitive play he doesn’t really see a lot of use, since he is so easy to counter. This change is more for the public scene as some lower level players still have trouble trying to combat him. This change was also made in light of the self healing change listed above. Bastion has a self healing ability and the change to ultimate charging would have made him even more powerful. We’ll have to wait and see if Bastion stays at the top of the rankings.



  • Defense Matrix
    • Cooldown decreased from 10 seconds to 1 second
              A new resource meter has been added. This meter will deplete while Defense Matrix is active and then recharge when it’s not in use.
                  Defense Matrix takes 10 seconds to reach full charge from empty
                  At a full charge, Defense Matrix will last for 4 seconds
                  Defense Matrix will now remain active as long as its assigned hotkey is held
    • Defense Matrix has been reclassified as an alternate fire and is now bound to RMB (by default)
                  An option to “Toggle Defense Matrix” has been added under Options > Controls > D.Va
    • Self-Destruct
              Ultimate cost decreased by 15%
              Explosion delay reduced from 4 seconds to 3 seconds
              Explosion no longer damages D.Va (the player who activates it)

WRITER’S ANALYSIS has been completely reworked in order to make her more of a tank. The remapping of defense matrix to the right mouse button makes he more able to regularly block projectiles and defend her teammates. Her ultimate ability has also received a large buff. Decreasing both the time it takes for the explosion to occur and the time it takes to charge up again. This will make much more viable in both the public and the competitive scene. The explosion also wont kill the player who activates it, which means will be able to push and be more aggressive while the mech is exploding. Overall this change means is much more likely to be seen in tournament comps in the coming months.



  • Sound Barrier
    • Ultimate cost increased by 10%


This change is meant to mitigate the change to self-healing. It most likely wont change Lucio’s standing in the competitive meta.



  • Peacekeeper
    • Now maintains full damage at longer distances, but will deal less damage at extreme ranges


Mccree has seen a lot less play in the competitive meta since his right click was nerfed. In order to bring him up to a balanced state his left click range has been increased to a similar range to Soldier 76. This should make him a bit more viable in the competitive meta and see him return as a reliable and accurate damage dealer.



  • Caduceus Staff
    • Damage Boost
              Effect will no longer stacks with bonus damage provided by another Mercy
  • Resurrect
    • Ultimate charge cost increased by 30%
    • Movement is no longer prevented during activation
    • Guardian Angel instantly resets upon use


Mercy is getting quite a large nerf. Her ultimate is getting a huge increase to charging time in order to make her resurect less frequent. Even though she can now move while activating it, I think competitive teams will probably use mercy less since her ultimate takes much longer to earn. She’s still powerful, but after this change I expect her to see less use.



  • Whole Hog
    • Ultimate cost increased by 45%


I’d say this is a pretty big nerf for roadhog in the public scene. While his ultimate is powerful it’s not the most powerful part of Roadhog’s kit. Because Roadhog’s gun and hook were able to generate ultimate charge really quickly it made his ult powerful by comparison. Now after the nerf, Roadhog is still powerful, but he wont be getting an ultimate seemingly every minute and a half. I don’t see this effecting the competitive scene much.



  • Heavy Pulse Rifle
    • Spread recovery will begin after a short delay (rather than instantly)
  • Tactical Visor
    • Ultimate cost increased by 10%


Soldier wasn’t effected much by the patch. Instead of reducing his range, the recovery time from firing his shots has been increased which mean he wont be able to shoot as far as frequently. This pulls him back from an all ranges character to a more close to mid range character with some long range capabilities. This change shouldn’t effect his play time in the competitive scene much as he’s still a reliable damage dealer with backup healing to boot.



  • Alternate fire weapon damage increased from 35 to 40
  • Primary fire weapon damage decreased from 45 to 40
  • Base shields increased by 50 (now 50 Health/150 Shield)
  • Orb of Discord and Orb of Harmony
    • Projectile speed has been increased from 30 to 120
  • Transcendence
    • Movement speed is now doubled upon activation
    • Healing amount increased from 200 to 300 health per second


Zenyatta is widely considered the worst healer in the game. After his large nerf in the beta he’s seen little to no competitive play. To compensate for this he’s received a buff across the board to his shields and abilities. These changes will hopefully see Zenyatta being picked more in a competitive and public scene but it remains to be seen if these changes will be enough.



Overall these changes did a lot to bring up character who see little to no competitive play while fine tuning some others that do see a lot of play. I think the changes to competitive mode will greatly affect tournaments and it’s going to be really interesting to see how it all shakes out in the coming months. If you are interested in seeing the rest of the patch notes about UI changes and more click the link below.

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