Developer Comment: We're reducing how impactful the hinder effect is by lowering its duration, as this crowd control can be a significant source of frustration for players. Since now there is less time to follow up with shots from the weapon while the opponent is hindered, we're increasing the explosion damage of Flashbang.
Developer Comments: With his current tuning Cassidy is performing well in too many aspects between his range, burst damage, and survivability, leading to him being a dominant choice among the Damage heroes by an overwhelming amount. The gameplay goal for Cassidy is to be the sturdier, close-range hitscan who is more proficient at dealing with high mobility flankers. With this in mind, we're pulling back the effective falloff range of his weapon to help align him with those gameplay goals and to open up more hero variety from the Damage role.
Developer Comments: We’re reverting the Magnetic Grenade ability to be deployed like Cassidy's previous Flashbang ability, but it will keep the Hinder effect instead of a full stun. We've heard feedback surrounding the Magnetic Grenade ability and agree that while the fantasy of a homing grenade was fun, the moment-to-moment gameplay of it often felt too unpredictable as to whether it would land or not. The Hinder effect has been a useful tool to act as a counter to highly mobile heroes without going back to a full stun and the enemy player losing the ability to fight back.
The Deadeye ultimate is getting an adjustment to increase its flexibility toward the end of its duration, enabling it to get value outside of buying time for Cassidy or his allies, though it may be riskier to hold it for a long time as the damage reduction will fade away along with the movement speed penalty.
Developer Comments: Extra survivability is every cowboy’s dream – just don’t die.
We'd like for Magnetic Grenade to require slightly more demanding aim and intention in its use, especially at the longer ranges. The following adjustments will enable more counterplay for some heroes with quick reactions to be able to escape before the grenade sticks to them as well.
Developer Comment: The overall goals for Magnetic Grenade are to shift its use from purely damage into more of a utility, and change its deployment behavior from a close-range lock-on to more of an aimed projectile that magnetizes if it gets close to an enemy target. The previous "Stuck" banner text alert confused Tracer's Pulse Bomb message, so this mobility-locking status effect is being referred to as "Hindered.”
Added the Hero-Specific Options:
Developer Comments: Magnetic Grenade only requiring one additional primary fire shot after sticking to a target was too reliable to execute on, even though it only works at close range. We're reducing the total damage on Magnetic Grenade, evenly split between the direct target damage and explosion. The reduced falloff-damage buff his primary fire received recently enables Cassidy to play from safer engagement ranges now, so we're reducing his health back to 200.
Developer Comment: Combat Roll not being blocked by players is mostly a small quality-of-life change to make the ability feel smoother, particularly when rolling in a direction that you're not facing.