I am part of the r/LucioRollouts subreddit and Discord Server staff and I’ve been a Lucio main since Season 1 and have at least 1000 hours practicing trickjumping and rollouts in custom games.

In this thread I won’t only be speaking for myself, but also be voicing the opinions of and refering to the research done by the rollout community.

These changes really aren’t very bad at all. Rollouts are most definitely nerfed, while mid-game repositioning seems to be buffed. For me personally, I don’t mind rollouts being harder since it makes trickjumping more of a challenge again.

What these changes actually do for rollouts:

The start of a rollout is faster. Usually on the first jump off a rollout, you hold the wall to get your speed up to the 140% (previously 120%) base speed for the best acceleration. One might call this a clinging jump.

Amp-It-Up has less of an effect. This isn’t necessarily bad, but this means you have a lot less acceleration when you use it.

After about 2 or 3 skims, your speed flatlines at a lower speed. Now this is the bulk of the discussion.

There’s two ways of gaining speed with wallriding. Holding a wall or jump off of a wall.

When holding a wall, your speed will always reset to 140% base speed, regardless of your speed before it. This is why it’s not used during a rollout.

The speed gain from jumping off of a wall is affected by the speed aura multiplier (120%) and a flat speed gain. Call this the “jump-off boost”.

Reducing the speed aura effect would in turn also reduce the jump-off boost.

Another thing affected by the speed aura is Lucio’s maximum speed. For example on the live servers, without amp it up Lucio can accelerate to 15m/s, with it he can reach 18m/s.

Conclusion: after these changes, Lucio can hold onto the wall for the first jump and start off with more speed (120% -> 140%), though afterwards with chaining jumps he will accelerate less quickly (30% -> 20%) and never be able to reach quite the same speed he used to.

According to the comment from Geoff Goodman, the development team wanted to keep his individual movement the same. I believe this patch failed to do so because of the misconception that every jump is affected by the 140% wallriding speed.

If the development team would truly want to keep his movement the same as it was, which I personally do not want, this would be my suggestion:

Buff the “jump-off boost” to match that of live, compensating for the 30% to 20% nerf of his speed aura effect. This would make the first jump, or any ‘clinging jump’ a lot faster. If this would be unintended, the 140% wallriding speed buff could be reverted completely or buffed slightly less than it is now. I believe changing this wallriding speed buff from 140% to 130% would be the sensible way to achieve this, to keep his wallriding speed about the same with the reduced speed song effect, but also to make sure the speed from a clinging jump is not disproportionately high.

It is worth mentioning that with this patch, the development team has shown more consideration for the wallriding community than it ever has, so that is honestly very much appreciated.

If you ever need consultance on changes for wallriding, please come to us. We know exactly what our little boy needs