I’ve been testing this out and honestly there’s just not even a point to pick this heroic or its upgrade at all, the 0.5 stun is such a minimal disruption in comparison to the previous slow it provided on impact, currently I just go micro missile which I believe is also overperforming on her side.
One thing I’ve always had in mind over the old BHop is that it seems fine as it is when it comes to functionality, the only thing it needed is a simple cooldown reduction and barely any other changes, as itself was already a strong disruption but the problem was staying alive and be in high HP when casting in the first place, with the new amount of sustain and health you can achieve this issue became far less of a problem.
As for “Stop and Pop” this talent is really odd now, the previous iteration was that it increases bounce damage by 200% as long as you are standing still before impact, this on paper might feel weak but with a little bit of stutter stepping practice this talent was actually very impactful and powerful while still allowing you to be faster than the target that you are hoping next to, as the 40% slow they received doesn’t allow them to escape the AoE unless movement speed increases or mobility was involved.
Now the newer version needs to be hold still for at least 2 seconds and hope the none slow down enemy not the exit the impact zone which is likely to happen when you are 25% slower in channel abilities making this talent just not good in the process.
Isn’t it counterproductive to move out the budget from talent so nichely picked by making it less weaker when it all it needed a small cooldown reduction?
How did you read this in less than 1 minute is far more concerning, ew.
Tanking ult that does a mediocre disruption on 0.5 second when that same can be literally done on your Q while still have impactful damage, if it’s going to be disruptive better actually give it a slow in the mix.
But dva is supposed to be secondary melee so you have another tank’s disruption to deal with i can see that to be very annoying coupled with anubarak or M’G.
Plus it having a long duration means escaping with cleanse or medaillon may not be easy.
I mean the other ult seems to be more on need of help from what i tested.
I would not complain if bunnies get buffed anyway.
New Bunnyhop became another Moshpit counter (nice, since Moshpit got buffed we need it (also, it is a counter to other Heroics)).
And it helps her more with being a distruptive force (what Bruisers are aimed to be).
That’s a fair point that I quite missed on, I still feel like it could use some help to some extent, I always thought as itself pretty good addition and the only layer it is missing if anything is a simple CDR.
I think a lot of people forget how valuable it can be to have that unstoppable.
But yeah I would like to see the slow back. Or reduce cooldown of b-hop. I like what they are trying to do with the ult upgrade, but it just doesn’t work. I think duration being paused for 0.5 seconds if landing while stationary would be neat. Sorta like the old one, but instead of damage it’s increased duration?
And it’s still bad there. People can just… Hit you from range easy peasy, kill mech and then force you off point. And then if you try to actually move to hit them with it you lose upgrade value.
This is pretty much what I kept saying since my first tests on PTR. The idea is good conceptually speaking but the execution is meh. Bunny Hop is an ultimate with 80s cooldown yet it has less stun and way harder to land than the notoriously avoidable Blizzard from Mei.
The other problem is that for an ultimate it now barely does more damage than your basic AAs. 150DPS vs 138 baseline and 161 if you talent her up. Sure it’s an AoE and you’re unstoppable but that’s all. The mini stuns are okay for disruption when somebody is blind but barring niche uses like ending Mosh slightly earlier (again, it takes 2s to stun anyone, even if you react to the cast it’ll take 1-1.5s to effect ETC) I literally never saw the mini stun being more useful than the previous slow. It allows others to catch up to your target and that’s it.
And don’t get me started on Stop & Pop, it’s a complete waste. Yeah, you can keep hopping infinitely so long you refuse to move. Cool, maybe it has utility in bronze, thank you. Turning the most amazing ult upgrade into this is just pure disgrace.
Can this be salvaged? Sure. Do I trust Blizz to make the necessary sweeping changes to the ult to make it usable? Maybe in late 2021 and only if the forum keeps complaining.
I’ve seen a lot of inhouse games already. Bunny Hop doesn’t have as much impact as Micro Missiles.
If you want Mosh interrupt, Concussive Pulse or Boosters into Self-Destruct is good enough.
Comparing with the old version, it’s a 10% radius nerf.
I really wish the stun would be at least 0.75 sec.
Before: 60% enemy MS * 4 sec / 85% DVa MS = 2.8 enemy travel distance
Now: 100% enemy MS * 4 sec - 1 sec stun = 3 enemy travel distance
So, 6.7% nerf here, nothing major.
The new CD gives it a 20% buff.
The dmg is a 8% buff.
In all consideration (with the HP buff), it’s pretty similar.
The major problem is the scaling of it. Stop And Pop used to do 3.1k dmg. Now, you need to use it for at least 11 sec for that same value.
Not only it’s far worse, but it also competes vs Micro Missiles. On average(105 games already), I do 40k spell dmg (siege and heroes) more than what I used to do.
My personal suggestion is to trigger the stun+damage on every third hit. This alone improves the ult considerably. By my estimation this is a 1.3 times larger chance to stun people and it also zones them out more efficiently. At the same time Bunny Hop will only proc stuns twice still so in the overall sense it brings no major change.
As for Stop&Pop, like suggested here and I already mentioned before: Make it so Stop&Pop adds back 0.5 second of channel time if you’re stationary when Dva lands after her jump. This allows restricted movement while doing this which would be a world of difference. In addition make it so when D.va is stationary like this she does 100% bonus damage to heroes. So each impact does double damage and every third does triple damage. Meanwhile since the bonus is only for heroes this won’t be abused.