January - last edited January
PASSIVE - Remains the same
TACTICAL - 1)Stim duration increased from 6.00 seconds to 10.00 seconds.
stim speed increased from 30% to 50%.
2)Stim health cost reduced from 12 to 10.
3)Player can cancel the stim by pressing the tactical button.
4)Octane will not lose his health atonce, he will lose his health overtime 1.00 second = 1 health
so,10 seconds = 10 health.
5)After the stim is over octane will not return to his normal speed atonce, his speed will gradually
decrease every second by 10% before getting back to his normal speed.
6)When getting back to his normal speed after the stim octane will get 20 % decrease in speed
for 5 seconds.
7)Stim cooldown time increased from 2.00 seconds to 20.00 seconds.
ULTIMATE - 1)Octane jumpad will no longer launch player in forward direction, it will now act as an jumptower
launching player into the sky at the height of the jumptower and they can redeploy like they can
do with the jumptower.
2)Jumpad will now give player with 50 sheild(if damage) and it can also do the same for the enemy
3)If an enemy sqaud uses your jumpad your whole squad will be notified of thier location until they
4)Jumpad cooldown time increased from 90.00 seconds to 120.00 seconds.
The problem with Octane is the core way his abilities work allow him to screw himself and his team over by completely running alone.
No buff is going to solve that problem. Yes there are people who can run him as a team player but that’s really not a lot as far as I can tell. Like Pathfinder, and original Wraith, his design encourages people to play him wrong.
The way his core abilities work need to be changed before any timer or stat changes. But I doubt that will happen.