Overwatch - It's the Chinese year of the 🎁🔵⚪🔵🔵 A limited time event!
999 replies, posted
Maybe chill out
Snipers are usually better on offense on hybrid/2CP because the reward for getting a pick and winning a 6v5 is an objective vs the time to respawn and regroup. Vulnerability to dive is less of a liability on offense for the same reason.
Its also nearly impossible to actaully push out and kill a sniper on defense.
Special shout out to whoever the fuck thought putting that Widowmaker nest inside spawn on Kings Row was a good idea.
Sarcasm mode on
Come on now, it's their first First-Person shooter. You gotta give them a bit more leeways, I think the OW community is too rough on them and they deserve a chance, they're trying their best to make the
game balanced. It's not their fault if the community played GOATS and didn't play as intended (by switching when their heroes counters are picked) by Jeff Kaplan. Blizzard never did FPS before, and it's
their first try. Can't get it right at every attempt, right? They'll eventually make Overwatch better, trust in Blizzard. Remember when they made that amazing game named Warcraft 3? Blizzard is a good
company who makes good game.
How interesting is offense if there's no flanking options until you get past the point where flanking might prove the most useful? What's the point of flankers in this regard if they're all stuck watching Hanamura's Gloryhole?
Let me guess: Widowmaker. Yeah, no shit dude, there are countless posts in this and other threads about how much she fucks up what would otherwise be a perfectly good 6v6 mid-to-close-range-combat FPS.
I am not normally sensitive about stuff like this, but I find the fact that you smack around the singer in the cabaret (robot or not) genuinely upsetting. I think it is the realistic flinching that does it. I mean, you can kill the gondoliers on Rialto but it is so cartoony I don´t feel very bothered by it. In both cases Blizzard really bungles their own values in the setting they have built, but that is nothing new.
As for the map itself I have no real complaints. It is fine for an assault map. It may be because I played late at night and it is hard to find balanced team but I don´t experienced the attacking team having a hard time breaking through and taking first.
Theres quite a few place to take cover in after the choke so all you really need is a rein and a lucio
Finally, a new support!.. and we'll still need more support and tank to make up for the large amount of DPS the game has. Sigh.
I am giddy to see this new characters kit! Hopefully the characters is skillful and versatile enough to allow for a large panel of playstyle like Hammond is.
https://www.youtube.com/watch?v=ynTLRWMHiAQ
LEGO Dorado
Legorado
New map confirmed
It's not like the game needs a new tank or anything.
We need more supports.
We need more tanks and supports.
Yep, don't worry, we have a new tank coming in 6 month!
Cant wait for this new hero to be able to instantly shit out 200 HP in half a second while simeltaniously doing more damage than most DPS heroes.
I have no issue with support being able to deal as much damage as DPS characters, althought they need more skill for that. A stupid belief is that support don't get to have fun and don't get to play when
facing DPS character.
Seeing as most damage characters are irrelevant at higher level play I don't really see how giving supports more damage is going to help move away from that.
You rework those damage characters to be more interesting kitwise than just "shoot shoot shoot". It's not giving supports more damage, it's just adding another support with good damage capability
which is the norm and is a good thing. Also, you reduce healing massively so sustained damage character serves a purpose (As it stand now, Soldier 76 is not very useful because his damage get
outhealed and the other time he pokes shield with his nerf assault rifle).
I feel like correctly balancing the damage output of supports is an easier solution compared to reworking every damage characters kit. Reducing healing is a valid change, but just like the reaper nerf it would completely wreck the game at lower skill levels where you rarely see tanks and people generally expect healing to carry them instead of trying to avoid taking damage in the first place.
so what do you think the stun on this guy is gonna be?
10 or 11 seconds
Well of course it is an easier solution, making support strictly heal-bitch like they are in Heroes of the Storm is a fun time especially in a game where the support role is the least picked and where we
want to make it as interesting as possible beyond just "Stay in the back, heal your friend, don't do anything beyond that".
The real issue with having high damage output support is purely that they'll replace DPS character if they do.
In your guys' opinions, who is the most well-designed (gameplay-wise) Hero? I still absolutely love how they designed Doomfist, his kit feels less like a gun with some mobility strapped to it and more like a fully-fledged character.
1. Post-launch heroes are better than release heroes in terms of design.
Doomfist has the perfect kit. He has ability that synergyze extremely well and can be used in a multitudes of situation, the characters can be played however the players want. He is one of the best
characters the game has to offers in terms of kit design.
Ana is a baseline for any support. Her ability synergyze well with each other, and can be used in a multitudes of situation. I remembers Oizen hating on the fact her grenades does 4 thing at once, I think it's actually a strength because it makes sense for the grenade to do so. It effectively act as an anti-heal, a damage tools, a healing tool and a healing buff tool. Thematically, it is well done. I think the best thing about her is how she isn't a healbitch and isn't a defenseless character like Mercy is and that it depends on how skillful the players playing her is. I hate Mercy, I think she is the worst design the game has to offers: Braindead, safe and highly rewarding, with easy escape. I think we need more Ana, not more Mercy. Support should be capable of defending themselves without depending on their teammates.
Sombra. I think Sombra is at the level of doomfist. Her ability synergyze extremely well with each other, can be used in a multitudes of situation (initiating, escaping, moving around) and she can be played however the player want. If he want to play a safer Sombra, he can, and he will still be useful because he can hack people from a distance and hack health pack which is vital which would be the "Support Sombra" offroles people like to call her. Characters should not have a strict way to play, but offers various tools for the players to play with and enjoy however they want.
Orisa. I think Orisa is an uninteresting character as a whole, but her kit does the job well. She was made as an alternative to Reinhardt at the time, and she offers multiple different style of existing character ability, which I don't think is a wrong thing and is welcome. Thought, her takes on those are uninteresting but I mostly blame "Orisa" and not "Orisa's kit" for being so uninteresting.
Moira. Moira is what I call a "reactionary" characters created to fight a specific meta (something that Blizzard does too much), she exist merely to shutdown Genji and Tracer and it annoys me. I don't like her basic attack, I don't like her ball of boringness. She is so bland and forgettable.
Brigitte. I like Brigitte. Her ability synergyze pretty well with each other, but that passive is bland and has no place in the game (lifesteal really doesn't feel right in a first person shooter..) and that ultimate is very, veeeeery boring. Stop the aura ultimate, gosh darn it.
Ashe. Ashe is on the level of Sombra and Doomfist in terms of design: I think she is a GREAT dps, that is skillful and can be played however the players which with a lot of synergy within her ability. Bob is merely the cherry on top of the cake and she is one of the few I'd say has a real skill ceiling in Overwatch. I also appreciate her simplistics, yet efficient design and how she gives an insight into what repeater look like in the overwatch world. FUTURISTICS repeater, that is. If there's one thing I like in videogame, it's seeing adaptations of real-life weaponry as an in-universe equivalent. Paladins "Magi-techify" real life weapon and it bring some pretty interesting design (Fantasy M16, UZI, AK47..) so that's one point for her (but that's offtopic since you asked for gameplay.)
Mind you, after speaking of that, it reminds me of a very big issue in Overwatch that is not talked about: Kit inconsistency. Why is it that some characters get one passive, while other get none and other
such as Genji and Hanzo does? Why do Winston has effectively 2 ability (Shield and Leap) while Doomfist effectively has 3 ability and one passive, or how Zarya ONLY ABILITY is being able to either shield herself.. or shield her allies to charge up her passive and protect them for a short time? And also, some characters get to have a right click ability.. other don't get to. Genji get a right click, but not D.Va.
mei
stunlocking for 13 seconds is a skillful strategy that requires extreme game sense and knowledge to preform