[t]http://i.imgur.com/FAzZ1qp.jpg[/t]
New mixed color icon for level 2201 (gold/silver) [sp]for those no-lifers[/sp]
Where is the classic blue though?
How do people have the time to level up that much? I have no life and hardly any homework and I still have a hard enough time leveling up 30 levels in the span of a couple weeks. I'm only level 238ish.
Reaper will never be viable as long as range dominates the meta
[QUOTE=redBadger;51817269]Reaper will never be viable as long as range dominates the meta[/QUOTE]
That's why they should honestly rework his kit to facilitate his prowess as a close range tank killer. Gathering souls for health was obviously given to him for this reason but he's gonna need more than just that now.
Souls from higher max health enemies restoring more health and making the wraith form togglable could help.
I don't think buffing heroes to beat the levels of the current meta heroes is the best solution. It just adds fire to the problem, I think.
[QUOTE=MissingGlitch;51817246]How do people have the time to level up that much? I have no life and hardly any homework and I still have a hard enough time leveling up 30 levels in the span of a couple weeks. I'm only level 238ish.[/QUOTE]
I've been playing the game for 5 or 6 months and I'm not even level 100
[QUOTE=Dazzgrace;51817315]I don't think buffing heroes to beat the levels of the current meta heroes is the best solution. It just adds fire to the problem, I think.[/QUOTE]
While I'd be happy if they nerfed soldier I still think it's important to look at the characters that he replaced and tend to their flaws so their roles aren't so easily replaced by others in the future.
Situations like this should make them look at heroes and find out what about them made them easily become obsolete in the first place.
[QUOTE=VX-79;51817303]That's why they should honestly rework his kit to facilitate his prowess as a close range tank killer. Gathering souls for health was obviously given to him for this reason but he's gonna need more than just that now.
Souls from higher max health enemies restoring more health and making the wraith form togglable could help.[/QUOTE]
The biggest thing they could give reaper as is now is a faster teleport.
I hardly use the ability in the heat of combat, and if I do its to slow and I get blown away.
[QUOTE=Mister Sandman;51817337]I've been playing the game for 5 or 6 months and I'm not even level 100[/QUOTE]
I bought Overwatch back in August, I just hit level 100 last week
[QUOTE=MissingGlitch;51817246]How do people have the time to level up that much? I have no life and hardly any homework and I still have a hard enough time leveling up 30 levels in the span of a couple weeks. I'm only level 238ish.[/QUOTE]
What I don't get is how they don't get mad in that time playing
[QUOTE=FiveEyes;51817364]The biggest thing they could give reaper as is now is a faster teleport.
I hardly use the ability in the heat of combat, and if I do its to slow and I get blown away.[/QUOTE]
It's meant to be used to get into position.
my automerge
[QUOTE=VX-79;51817303]That's why they should honestly rework his kit to facilitate his prowess as a close range tank killer. Gathering souls for health was obviously given to him for this reason but he's gonna need more than just that now.
Souls from higher max health enemies restoring more health and making the wraith form togglable could help.[/QUOTE]
How about instead the maps are reworked so characters that rely on flanking can take alternate routes, and said alternate routes aren't just paths that feed into the main path and serve little to no purpose?
[QUOTE=Steel & Iron;51817408]How about instead the maps are reworked so characters that rely on flanking can take alternate routes, and said alternate routes aren't just paths that feed into the main path and serve little to no purpose?[/QUOTE]
The game wouldn't work at all without a central path. It'd just disintegrate.
Some maps would improve drastically if there was just one or two more pathways added.
[QUOTE=MissingGlitch;51817460]Some maps would improve drastically if there was just one or two more pathways added.[/QUOTE]
If they're gonna rip off TF2 the least they could do is mimic the map design that made it good
[QUOTE=ClauAmericano;51817429][url]https://www.reddit.com/r/Overwatch/comments/5tsmho/can_anyone_explain_this_jeff/[/url][/QUOTE]
Yeah, they never fixed the "you get pulled even if the roadhog does after the pull started" bug. It's really stupid
[QUOTE=AugustBurnsRed;51817511]If they're gonna rip off TF2 the least they could do is mimic the map design that made it good[/QUOTE]
TF2 had a lot of good maps but also had some that were hot garbage
The ones everyone plays on are really bad like Dustbowl, 2fort, Gold Rush, Nucleus, Hightower, were all (from a game design standpoint) awful.
What would be great if Blizzard had the same map model as TF2 did and supported custom maps, and payed devs who make great maps to make them official. They can even have maps with unique gamemodes.
Process, Turbine, Standin, Steel, Borneo, Lakeside, Mountain Lab, Swiftwater, Gullywash are all amazing community maps, 2 of which have gamemodes unique to them.
[QUOTE=VX-79;51817303]That's why they should honestly rework his kit to facilitate his prowess as a close range tank killer. Gathering souls for health was obviously given to him for this reason but he's gonna need more than just that now.
Souls from higher max health enemies restoring more health and making the wraith form togglable could help.[/QUOTE]
I think he just needs more mobility rather than survivability. I think his teleport needs a slightly shorter cooldown and *maybe* a faster animation or some kind of damage reduction so that it's not a guaranteed death when trying to escape.
-snip-
[QUOTE=Dazzgrace;51817315]I don't think buffing heroes to beat the levels of the current meta heroes is the best solution. It just adds fire to the problem, I think.[/QUOTE]
The problem is that those meta heroes always end up getting nerfed anyway.
[QUOTE=MissingGlitch;51817460]Some maps would improve drastically if there was just one or two more pathways added.[/QUOTE]
More pathways might be good, but a central path is always necessary. Everything else absolutely has to be just a small side path. The entire game is built around most of both teams being in one path, and other paths being used to flank.
As a comparison, TF2 for example has multiple complete and valid routes on almost every level. It's made around that concept, the action isn't supposed to be focused around a single area like it is in Overwatch. The map design of either game wouldn't work in the other.
They should just merge his two movement abilities into one;
Make his shift give him flight, make him invulnerable, and make him go considerably faster. When the ability ends, he can't fire for a second or two as he reforms from the smoke, though he can still move, instead of being stuck in place for a second and a half.
It'd make him play a lot more like how he's shown in the shorts so far.
They all look so out of place
[QUOTE=X6ZioN6X;51817369]It's meant to be used to get into position.
my automerge[/QUOTE]
Yeah but it's way too slow and obvious when you do it. Leaves you stationary which exposes you to way too many issues. It'd be cool if you could hide and determine when to pop up.
[QUOTE=Karmah;51817944]They all look so out of place[/QUOTE]
Don't all legendary skins?
I mean it could work, look at TF2
[QUOTE=Oliolio;51817876]They should just merge his two movement abilities into one;
Make his shift give him flight, make him invulnerable, and make him go considerably faster. When the ability ends, he can't fire for a second or two as he reforms from the smoke, though he can still move, instead of being stuck in place for a second and a half.
It'd make him play a lot more like how he's shown in the shorts so far.[/QUOTE]
This is pretty much Androxus from Paladins.
[QUOTE=elowin;51817809]More pathways might be good, but a central path is always necessary. Everything else absolutely has to be just a small side path. The entire game is built around most of both teams being in one path, and other paths being used to flank.
As a comparison, TF2 for example has multiple complete and valid routes on almost every level. It's made around that concept, the action isn't supposed to be focused around a single area like it is in Overwatch. The map design of either game wouldn't work in the other.[/QUOTE]
This works on TF2 because normally you'd have 24 players (or up to 32) on one match. Overwatch on the other hand is a forced 6v6 everytime, so a team cannot multitask that much
Sorry, you need to Log In to post a reply to this thread.