Last Director's Take, we talked about the state of Lifeweaver and the changes that we were making to the hero in order to strengthen him. They had a positive effect but didn't do nearly as much as we had hoped. We're going to continue that topic again this week. I'd like to look at what some of those changes accomplished, what we think he's missing, and some possible solutions we're looking at for the hero.
Over the last few weeks, we've made a number of buffs, tweaks, and modifications to Lifeweaver. In short, we modified his control scheme, making it more fluid and intuitive, and we buffed him across several different categories. We upped his healing ammo capacity, tightened the spread on his weapon, and buffed his ult. We saw a lift in his win rate across the game. At the lowest skill tiers, it was hovering around 45% but quickly dropped off at higher skill ratings.
The effects we thought these changes would have were difficult to work through since they coincided with the modifications to his control scheme. It's a little easier to estimate the sort of effect that a number change will have on a hero's performance, but estimating the power that comes from a more fluid control scheme is harder to do. We weren't sure how much it would change the hero's win rate, but we think we have a great base to build off of. Let's look at what some of those changes resulted in.
We increased the ammo capacity on his healing to provide higher throughput and increased the amount of healing that his ult does - this worked. He has one of the highest healing outputs in the game, including the highest at some skill tiers. This aligns with our vision for the hero, and we’re happy with where he’s at. We also tightened the spread on his weapon,
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