
PRIMARY FIRE
Railgun
Rapid firing projectiles that generate energy on hit.
damage
Sharpshooter
Vivian Chase
Unknown
Hit Points
225225 Health - 0 Armor

As a leader in the bygone days of Overwatch, Vivian Chase, callsign Sojourn, is determined to ensure its new heroes don’t repeat the mistakes of the past.

PRIMARY FIRE
Rapid firing projectiles that generate energy on hit.
PASSIVE
Critical hits reduce your movement ability cooldowns based on 0.75% of damage dealt.
SECONDARY
High impact hitscan shot that consumes stored energy and pierces enemies. Damage scales linearly from 21 to 120 based on energy stored. Headshot multiplier 1.5x. Falloff range 40-60 meters.

SHIFT
Ground slide that can cancel into a high jump. Lasts 1 second with +160% movement speed on ground and up to 13 meters range. Can fire and use abilities while sliding. 7 second cooldown.

E
Launch an energy burst projectile that creates a stationary AoE dealing 90 damage per second for 3.5 seconds. Snaps to ground on contact with enemy or object. 4 meter radius. 15 second cooldown.

ULTIMATE
Railgun energy auto-charges at 100 per second for 8 seconds, allowing repeated fully-charged piercing shots. 2300 point ultimate cost.
PASSIVE
Dealing damage reduces enemy healing received by 20% for 2 seconds.

PRIMARY
Rapid-firing projectile weapon that generates energy on hit. 9 damage per shot, 16 shots per second, 45 ammo, 1.2 second reload. Each hit generates 5 energy (10 on critical). Energy decays at 15 per second after 9 seconds of not gaining energy.

SECONDARY
High impact shot that consumes stored energy and pierces enemies.
Minor Perks

Overcharged
Railgun's maximum energy is increased by 50 while Overclock is active, increasing max charged shot damage from 120 to 170 (255 for headshots).

Deceleration Field
Enemies hit by Disruptor Shot are slowed by 25%. Slow ends when the target leaves the area.
Extended Mag
Maximum ammo increased by 15.
Major Perks

Friction Generators
While sliding, Power Slide generates up to 50 Energy.

Dual Thrusters
Power Slide gains an additional charge and its jump height shifts to lateral movement.
Adhesive Siphon
Disruptor Shot can stick to enemies and generates Railgun energy when dealing damage.
Damage per second increased from 80 to 90. Projectile speed increased from 30 to 40. Maximum travel duration reduced from 1 to 0.75 seconds.
Developer comment: These adjustments make Disruptor Shot easier to land and more reliable without increasing its travel distance.
Cooldown decreased from 8 to 7 seconds.
New Minor Perk. Enemies hit by Disruptor Shot are slowed by 25%.
New Major Perk. While sliding, Power Slide generates up to 50 energy.
Removed.
Removed.
Primary fire shots-per-second increased from 15 to 16.
Base health reduced from 250 to 225.
Developer comment: While Sojourn's win rate is relatively low, she can still feel frustrating to play against. Lowering her health increases her vulnerability, but the slight mobility and primary fire improvements help offset the loss in survivability.
Cooldown increased from 7 to 8 seconds. Maximum duration reduced from 1.2 to 1 second.
Power Slide gains an additional charge and its jump height shifts to lateral movement.
Railgun's maximum energy is increased by 50 while Overclock is active.
Disruptor Shot can stick to enemies and generates Railgun energy when dealing damage.
Maximum ammo increased by 15.
Time before energy degeneration begins decreased from 12 to 9 seconds.
No longer generates energy.
Energy charge rate reduced from 120 to 100 per second.
Primary fire shots-per-second reduced from 16 to 15.
Secondary fire damage scaling increased from 1-100 to 20-120.
Developer comment: Sojourn has received adjustments to increase the rate of her energy gain and shifted some power into her Disruptor Shot ability recently, though the secondary fire lacking in impact undermines her core gameplay fantasy as the Railgun hero. We're adding some damage back to it.
Damage per second increased from 60 to 80. Now generates 25% of damage done to enemy players as Railgun energy.
Developer comment: Disruptor shot is getting a damage increase to help its effectiveness as an area denial tool, and along with additional utility through generating a small amount of Railgun energy to make it more broadly useful.
Energy no longer stops degenerating at 25 energy. Time before energy degeneration begins increased from 7 to 12 seconds.
Developer comment: These Railgun changes swap out the 25 minimum energy it decays to for a longer time before it begins to degenerate which alleviates some of the pressure to quickly use the secondary fire.
Primary fire weapon spread reduced from 2 to 1.6 degrees. Critical hits now grant 10 energy. Energy degeneration rate reduced from 33 to 15 per second after 7 seconds.
Developer comment: After reducing the maximum damage of the Railgun's secondary fire, we're continuing to look at the effectiveness of Sojourn's primary fire. These changes are to make it more accurate and better reward accuracy by increasing the energy gained from headshots.
Energy charge rate increased from 100 to 120 per second.
Secondary fire damage scaling reduced from 30-130 to 1-100. Secondary fire projectile no longer requires Overclock to pierce. Primary fire shots per second increased from 14 to 16.
Developer comment: This change is reducing the burst damage potential of the secondary fire Railgun shot to both lessen frustration from playing against that burst damage, and to shift power into her sustained primary fire damage.
Secondary fire base projectile size reduced from 0.1 to 0.07 meters.
Health increased from 200 to 250.
Gradual energy no longer decays below 25%.
Number of shots to reach maximum spread increased from 8 to 12. Spread reduced by 12%.
Developer comment: We are decreasing the overall spread on the Railgun primary fire to help Sojourn build energy more consistently. The increased shots before reaching maximum spread will give players more direct control over aiming the projectiles when firing in short bursts.
Torso hit volume width increased by 20%.
Developer comment: Due to the angle of Sojourn's torso in her default animation stance, her torso hit volume was more difficult to hit compared to similarly sized heroes.
Energy gain is no longer based on damage done by primary fire. Each primary fire hit against an enemy player now grants 5 energy. Primary fire damage per projectile reduced from 10 to 9.
Developer comment: The energy gain adjustment will help smooth out Sojourn's average Railgun charge time because it won't benefit as much from critical damage or damage boost abilities. Hitting armored targets or other sources of damage reduction will result in quicker energy gains than before.
Cooldown increased from 6 to 7 seconds.
No longer slows enemy movement.
Primary fire spread increased by 28%.
Damage falloff starting range reduced from 70 to 40 meters. Critical damage multiplier reduced from 2 to 1.5. Damage now scales linearly with energy from 30 to 130 damage. Overclock energy charge rate increased by 20%.
Energy delay before draining reduced from 8 to 5 seconds. Primary fire damage per projectile increased from 9 to 10.
Developer comment: Sojourn is performing well at the highest tiers of competitive play but poorly below those tiers. Much of the perception that she is too powerful seems to be driven by the reaction to dying to long range, charged headshots from her Railgun secondary fire. These changes are aimed at reducing frustrations there, with the biggest change being the reduced critical multiplier for headshots.
Energy gain from non-player targets (barriers, turrets, etc.) reduced by an additional 50%.
(Beta) Projectile radius now scales with energy level from 0 up to the previous 0.1 meters. The higher the energy level, the bigger the projectile radius.
(Beta) Fire rate reduced from 15 to 14 shots per second.
(Beta) Primary rate of fire increased from 13 to 15 shots-per-second. Maximum ammo increased from 40 to 45.
Developer comment: Sojourn has been a little weak since her initial addition to the roster. While this change doesn't seem huge, increasing her rate of fire increases her alternate fire charge rate and ultimate gain, as well as purely increasing her primary fire's raw DPS.
(Beta) Cooldown reduced from 7 to 6 seconds.
Developer comment: Sojourn is all about mobility, and we wanted her to move around the maps more freely. We think this will help increase her effectiveness and make her even more fun to play.
(Beta) Projectile width increased from 0.05 to 0.1 meters.
Developer comment: We saw a lot of players at varying skill levels struggling to land shots with her Alt Fire, so we are making the projectile width wider.
New Hero added to the Damage roster.