Developer Comment: Ravenous Vortex will now be more effective at dealing with bursts of high speed momentum, though this change does not have much effect on abilities that continuously move you for a duration like Reinhardt Charge or D.Va Boosters.
Developer Comments: Ramattra's Pummel projectiles passing through barriers was a source of frustration for players trying to protect themselves or their allies. With these changes enabling Ramattra to deal critical damage to barriers, he will still be a valuable hero choice against barrier mechanics, but won't immediately apply damage to players on the other side.
Pummel
Developer Comments: The Pummel damage adjustment is notable as it reduces the number of punches required to knockout a 250 health hero.
Developer Comments: We heard Ramattra wasn’t suffering enough so we’ve increased his suffering so that when he causes suffering his enemies will suffer as much as he has suffered.
Developer Comments: Ramattra is quite powerful during his Nemesis Form though his base Omnic Form may be too easy to ignore for a tank hero. We're adding some power there to even out the tradeoffs between the two forms, with the Omnic Form having even better ranged damage while Nemesis Form’s Pummel can pierce enemy defenses.
Added the hero-specific options:
Developer Comments: Similar to Doomfist’s Power Block change, Ramattra’s Block ability will now always apply damage reduction to projectiles stuck directly to him. His Annihilation ultimate ability was being generated slightly too quickly for how impactful it can be, so we are increasing its ultimate cost.
Developer Comments: Sometimes, the Ravenous Vortex projectile hits an enemy and bounces off unpredictably, delaying its activation. This quality-of-life change improves the ability's consistency and makes it easier to use against groups of enemies without fear of accidental collisions.
Block now respects holding the input through being stunned. Added the Hero-Specific Options:
Developer Comment: The idea of an ultimate ability potentially lasting forever is an exciting concept, but the reality is that if it's too easy to do it causes a lot of frustrations and with Ramattra's ultimate in particular, an excessive amount of visual noise. We're limiting the maximum duration to 20 seconds, which is still highly impactful for most team fights, but it guarantees it'll end in a reasonable amount of time