Ammo reduced from 25 to 20.
Time to wear off when not in line of sight reduced from 5 to 3 seconds.
Hallowed Speed
Master and Disciple
Developer Comment: With the current addition of more speed boosts in the game, Zenyatta (and generally more poke-oriented team compositions by extension) has fallen off a bit due to how immobile and vulnerable he can be. We've tried increasing his health in the past but it's proven problematic, so instead we're leaning into his glass-cannon nature. We’re improving his damage this time, which should enable new break points in how many shots are required to eliminate an enemy.
Developer Comments: We're reducing the cost of Transcendence as Zenyatta was impacted more than most by some of the changes in this patch.
Developer Comments: “Let Zen walk?” Not sure about that one.
Developer comments: The goal of these changes is to add more counterplay against Discord Orb and encourage Zenyatta players to think more about who to place it on. Now, if the effect ends for any reason, the target is temporarily unable to be targeted again by Discord Orb. A new soft-targeting reticle appears when aiming toward an enemy player that cannot be affected by Discord Orb to display the remaining duration before it can be reapplied. This is a significant change both to how the ability feels to use and how clear it is to understand, so we will be keeping a close eye on player feedback.
Base health increased from 50 to 75 (total 225 HP).
Added the hero-specific option:
Developer Comments: The combination of these changes will make it riskier for Zenyatta to apply Discord and increase counterplay for the affected target.
Added the Hero-Specific Options:
Developer Comment: We've been discussing options to potentially increase Zenyatta's survivability. We've seen previously in the beta that Zenyatta is on somewhat of a knife's edge for balance. Even just 25 more shield health pushed him into overpowered-must-pick territory at the pro level. To balance his powerful damage output, the lack of mobility is an intentional disadvantage by design, so we'd prefer not to change that too much. Instead, we're adding more ammo to lengthen the times between when Zenyatta is most vulnerable, which is when he is reloading.