This round of changes is an iteration on the first Moira experiment we tested with in July. With these changes, we’ve tried to reduce to overall power level of this new Fade ability, as it was just capable of doing too much in its last form. Now, it cannot cleanse negative effects or easily allow people to escape Sigma or Zarya ultimates, but is still a powerful tool to reduce significant incoming damage if it is timed well. As for the Damage Orb changes, this is a totally new direction to try and accomplish the same goals as before: change the ability from an easy to use but low impact ability, to a more skillful and higher potential impact ability. Landing a Damage Orb is now much more challenging but the reward is also much higher.
This is the kind of iteration we’re constantly doing internally when making changes or designing new heroes. The Experimental card gives us an interesting opportunity to show how things evolve and are tested over time. Keep in mind that these are purely experiment changes and are not likely to go live.
Damage Orb - Now sticks to enemies when impacting them, instead of piercing through them - Only deals damage if stuck to a target - Deals a constant 60 DPS to all enemies - Will remain on a stuck player for 3 seconds or until 120 damage is dealt to that player, whichever happens first - The Orb is destroyed if it hits an enemy barrier - Reduced max number of bounces to 1 - Increased projectile speed from 20 to 25