
Only change is loss of anchor bonus, though to be fair the teamups look really powerful.
I mentioned an RoF buff in my last post, it seems to be specific to the shield/BP teamup.

I mentioned an RoF buff in my last post, it seems to be specific to the shield/BP teamup.
On top of the teamup stuff, 3 things I spotted:
Also, i haven't gone over all them, but Peni seems to anchor a couple other teamups, unclouding Ultron.
First off, Black Widow is getting a full rework to a DMR-style hero. I'm actually a bit concerned this could be a notable threat to us, along the lines of longer-range Hela/Phoenix. I'm also concerned that to be sure to meet the expectations of such a rework, she'll be at least overtuned.
Edit: Not sure if intentional or not, but you can see it in the hero abilities tab in-game already under her primary and suggested combo.
The bigger change is apparently a massive overhaul of teamups, including a whole bunch being added. How this may impact anchor bonuses (we have 50HP from ours) or if it could include a return of old teamups (2nd nest, I-frames) remains to be seen, but I'll be surprised if we don't see some change, this is being hyped up by leakers as game-changing and they actually don't want to spoil too much (only specific one I've seen mentioned is SG-Rocket).
Oh, there may be some form of "ability upgrades" too.
I'm looking for a laptop that can work for gaming on top of some general use, and the Framework 16 seems like it may be a good fit, as reparability and upgradability have been major issues with past laptops. There are a few things I'm wondering about though:
Anti-tank mines are risky, but so satisfying to pull off.
I suppose Angela would've made more sense for this edit as my 2nd pick, but I think the Peni edit is funnier.
After playing Peni for ages, seeing people freak out about the idea of Cyclops having a roughly 25m dash on a 12s CD and calling it OP is crazy. I get that there's differences, but people utterly forgetting Peni exists when saying "there's only 2-3 heroes that can keep up" is just sad. I'm honestly not sure what to make of the whole thing, just hoping the devs don't see the reaction (some dingus called it "Spiderman-level mobility") and decide fixing our grapple would be too good (or maybe it's why they've never fixed it already).
One new thing they added to Cyclops is that there are sound cues for his ability charges reloading, with different tones for each number of charges. I've long seen further/better audio feedback on ability readiness as a nice QoL feature they could add, so is it possible that they could add this to other heroes too in the future? For those who don't want it, it could be optional.
They made it so going over a certain number of targets for Gambit ult just shows dots instead of how many targets. Not sure if this matters at all outside of 18v18, bit it was fine before, why'd they change it?
Ricochets off allies. In fact, we already have it in White Fox, though depending on implementation it could become even better. For all the complaining about ricochets punishing teams for Vanguards existing, this can also work in reverse, rewarding aggressive Vanguard play.
In theory, it seemed like a fully defensive "nest" buff when announced, but the more I've payed attention to it and how it actually plays out, the more I'm questioning that. This is primarily due to 2 big factors: Peni recovers overhealth faster than normal health, and supps can only recover base HP.
In defensive situations, you're often taking more fire more consistently, spending most of the time below full HP on the normal bar, primarily depending on your supps for survival. The result is that in practice, you can be spending much if not most of your defensive time unable to take advantage of the extra overhealth, instead having to deal with the lower base health.
By contrast, on offence, you're often taking less fire, and can more easily afford to break off for a couple seconds when you do, while being less able to rely on supps, making you own sustain more important. The result is that having a bigger buffer of faster self-overhealing suddenly becomes quite nice, and can save downtime.
I will note that this may be more or less true depending on your exact playstyle.
Hood is apparently a tank, and both Gorr and especially Doom could be as well. Not as clear on the last two with unknown dates (Crescent was created by Danny Koo, from what I can gather)