• Overwatch - It's the Chinese year of the 🎁🔵⚪🔵🔵 A limited time event!
    999 replies, posted
Torbjorn and Symmetra were reworked because your average Overwatch player can't grasp the concept of a hero contributing to his/her team effort by not moving all over the map and racking up all those sick kills just in time for the POTG
No, Torbjorn and Symmetra were reworked because they were useless. What is up with this sudden hate for the Symmetra and Torbjorn rework? You guy have been begging for them for month, just like the mercy rework, and then proceed to praise the old design as Paragon of good gameplay and characters kit diversity. I am not of that opinion. I doubt about those rework, but atleast they aren't in a state as bad as they used to.
Unluckly for you, I'm completely immune to the concept of "main" (for better or worse)
Is it ever okay to one trick? I play on console and nobody knows how to kill pharah. I play flex but have a much higher win percentage on dps roles.
Here's what I see with Torb's new turret, it's meant to be 100% disposal as a distraction tool and you shouldn't have to commit to keeping it alive. Sure a Tracer can face tank her guns into it, but that gives the Torbjorn the opportunity to nail her in the head with his rivet gun because she's dumping her damage into the turret instead of the Torbjorn. The real problem is that if she destroys it, you don't have access to it for 10 seconds where she's free to zip around your rivets and rip you to shreds. If people prefer to have him be fragile with just 200 HP and the 150 armor boost, that's fine but he needs to have his turret available consistently. Don't make it a 10 second cool down after the turret's been destroyed, make it a 10 second cool down after you thrown it and remove any penalties to it being destroyed.
Also people seem to be forgetting that its range has almost doubled. The best spots for it are now in the backline around your supports, so they the enemy only encounters it when they are pushing. I do very much agree though that it could use some more oomph, by giving it more hp / more damage / lower cool down.
Personally, I don't think maps comprised of chokepoints connecting open rooms that are larger than 90% of the heroes' effective ranges and instantly locking, infinite range hitscan turrets are compatible ideas.
When was this change added?
Disregard that. I was talking shit. Apologies. I could've sworn that its range was increased after the rework, it just feels longer. But looking through the Overwatch wiki it was 40 meters around the release of Overwatch in 2016 and it still is 40 meters today. Derp.
Probably because in a lot of ways the characters are in worse spots. I wanted to see these heroes actually be viable in the meta game in some sort but what ended up happening is they became more bland. For Torbjorn, He traded an area lockdown ultimate that also gave your team an 800 HP body that put out a pretty respectable DPS, while also giving him up to 500 HP/Armor to do as he pleases with for a new, much worse area lockdown ultimate that has a very defined and easily counterplayed range, that also will most likely not even do anything because it takes so long to actually start ticking damage. Effectively making this hero feel like he doesnt have an ultimate to me, Previously Molten core was actually one of my favorite ulitmates in the game, now its just a small, avoidable puddle. He traded the ability to go 275 HP indefinitely and also supply his team with an HP boost as well, for the abiliity to go 350 on a long predictable cool down. His turret got a massive nerf in the cooldown department making it a very, very minor part of his kit. Torb really sucks at keeping his own turret up, so seeing it hit a hefty 10 second CD because a Hanzo looked at it from across the map is pretty disheartening. For Symmetra, I do actually think Symmetra is more useful than she was before, throwable turrets are great. My only big issue with her is that her ultimate doesnt do anything. Its a mild annoyance at best, and worthless any other time. UIltimates in general have always been one of the most unbalanced aspects of the game despite deciding the outcome of the game so much, so its kinda annoying that after a rework they both have ultimates I consider less valuable than what they had previously.
Symmetra's ult really needs to be instantaneous. It needs to be a counter to "press q for potg" ults like phara and reaper. Otherwise I have no problem with Symmetra as is. I kinda want the infinite ammo while shooting a shield gimmick back tho. I would actually argue that both her and Torbjörn has a higher skill ceiling now since anticipating attacks, fooling enemies and flanking (to a limited degree) is so much more important now.
Honestly the only way I can have fun anymore in OW is just shitting around with Torb in QP. I get away with so much shit with him because I just use my turret as a disposable distraction dummy while I flank around corners, which I feel is how Blizz probably intended him to be played with how weak his turret is. OW is just so damn boring now because every match feels exactly the same. At least goofing off with Torb kind of gives me some kind of amusement. And more often than not I end up doing better than anyone else on the team.
An increased max player count, even if it's only in the arcade, would be amazing to allow new "metas" grow. The 6v6 format just means that you just need to have specific heroes when you reach a certain skill level without any room for deviation. If we take an average match on ctf_2fort for example with 12v12 players, there is so much room for different strategies with smaller sub-teams so to say. Small engie crew defending the base, the usual roaming soldier with pocket medic, a heavy pushing with a demoman and other medic, few snipers on the battlements, and then you still have 3 slots open. Pushing past a line of defense doesn't mean GG no RE, there is still so much left to push. Even 8v8 or 10v10 would be great additions in Overwatch. I'm not sure if the maps can handle 12v12 to be honest, but I would love to see it.
We've had 12v12 by mistake before, it was fine
We need 12vE PvE standard modes. Seriously.
I don't see how Blizz can fix any of OWs mechanical issues without completely reworking most aspects of the game. To the extent it would probably become a totally different game or a sequel or something. The major problems are ingrained in the DNA of the game. Unless they make vast sweeping changes, things won't change. I've always advocated for making the maps and rounds longer to give more room for experimenting and trying shit out. But OWs map design has been a problem from day one. You have so little time and the maps are so small you have no choice to run the same meta shit over and over because you only have a handful of minutes to punch through the choke.
https://www.youtube.com/watch?v=xvNtcWR6Ejw God that looks like so much fucking FUN! The game would be much better off with larger teams, the chaos just adds to this game and is less frustrating than Total Mayhem.
I raise your 12v12 with: https://youtu.be/fAVkpQLGN88
I remember making the most of that bug. https://youtu.be/sBWmdv1qg3k
Not letting multiples of one hero in a game was the beginning of the end.
The PvE events, although limited are easily, easily the best part of Overwatch. In fact, everything that makes Overwatch unique (every hero is OP can do insane shit at any given moment, CC and ults in a FPS, the potg-system and so on) works so much better in PvE than PvP.
Did you actually played when there was no limits? if you did, you would know that what you said is bullshit.
Considering GOATS became a thing if people could pick multiple of the same character the meta would probably just 5 dvas and a zen.
That said it would be pretty great if no limits replaced mystery heroes as the permanent game mode of the arcade.
Sooo, anyone know if we get Paris today? I think I read that they wanted to move it from the PTR to the main game on Valentine's day.
If I didn't I wouldn't know it existed, what a stupid thing to say. It was fun, dumb but fun, me and my friends would have blast running 6 reinhardts just charging into everything and all sorts of other dopey strats. Whether you like it or not, that change was where the e-sports direction started.
Can anyone please at last enlighten me about what the fuck GOATS even mean
I'm probably wrong but it was shorthand for the 3 tank 3 support that a bunch of high level teams ran constantly because it was optimal. But also happened to be boring as fuck to watch and play.
https://www.youtube.com/watch?v=b_qWFax0JKg First two minutes explains the core definition of GOATS with some examples. The rest are some deeper analyses in recorded matches.
What? 3 tank used to be called triple tank, and it happened suuuper early after Ana release too because she was OP. 3 tank, 3 support is not new. I wonder what led to this comeback. I thought GOAT was a different thing but no lol
Sorry, you need to Log In to post a reply to this thread.