“Combat Roll being able to be used in the air is a nice quality of life change, but it is also a potentially powerful change when fighting against heroes with big vertical knockbacks such as Doomfist and Wrecking Ball.”
Looks like they dont want Mccre to be countered as well
its probably more of a nerf to ball + dva + sombra + tracer synergy, which is meta on KR and EU and good on NA after OWL. Cowboy is the only robust dps hero that is allowed to counter dive so they have to buff his ability to survive a dive that isn’t his flash fan because dva and sombra wont let that happen.
The fact that it nerfs doom as well tho is just kinda irrelevant. Doom is such a backwards hero and is getting reworked anyway but dang even I feel bad for those doom mains now LOL
The problem with this is that if you put too much power into her turrets, she is going to die regardless.
She only has three turrets, they have a 10 second cooldown, and they are not guaranteed damage - they need to already be placed and active to do damage, and if you are in an area that doesn’t have them you’re just SOL. The fact that she only has three means there is usually 2 avenues to ‘get at’ Sym without even going past her turrets on the majority of maps, and many heroes have movement abilities that let them get past them without taking much if any damage; Hammond, Pharah, Sombra, Tracer, Reaper, Moira, etc.
If you’re saying Sym needs to have a turret near her to survive a fight, that’s just bad hero design - especially when her turrets are not plentiful, take forever to set up, are so easy to destroy, and have such a long cooldown. The animation time on them ‘unfurling’ is 1 second longer than it used to be, and that’s to say nothing of the ‘float time’ in mid air while they travel.
Popping a turret up to win a 1v1 fight is no longer viable, you will be dead long before the turret activates - and I know, because this used to be my primary way to win a 1v1 fight. Pop a turret on the ground, pop your shield, and do a shield dance while making the enemy choose between fighting you or your turret; now you can’t do anything close to that.
Torbjorn’s shotgun is bad because of low DPS and the inherent unreliability that results from a shotgun having a low pellet count. It has been bad ever since they changed it from a possible 125 per shot to 105 per shot. Having it use less ammo is not really going to fix that so the only real change is that @ 2 ammo per right click he can fire his entire clip during 5 seconds of overload without reloading.
The overload change from 10->8 seconds is kind of a big deal though, because that’s already one of the best abilities in the game. Not enough people appreciate how good it really is.
+100 armor, +30% movement speed, +40% firing rate and reload speed, for 5 seconds
If it was on any hero besides torbjorn, it would be an ultimate ability.
I tend to leave my turrets closer to the fight, because you get faster ult charge and her wall - while stupid and I hate it - is valuable for certain moments. If I leave turrets in the back to ‘protect me’ and do self peel, then they are basically wasted for the majority of fight time and you generate your ult really slowly.
It’s a cost/benefit problem, and Sym just doesn’t have the budget for much, and it’s because the devs won’t let her be decent.
Yep, and in upper ranks she’s typically average depending on the meta. At lower ranks she’s rarely a problem.
I agree completely.
this just in- every hero can “abuse” that, and it also makes it harder for Tracer to hit you as well. No movement acceleration is an intended game mechanic of the game.
His ultimate has been made significantly better overtime, so it’s no longer a glorified reload and this further improves it’s kill potiential. Something I expect to see more of come Overwatch 2.
His combat roll in mid air is a nice change though and might not be as significant due to its limited potiential usage or application.
I do expect his ultimate charge rate or total to take a hit if this deadeye buff is too much.
Torbjorn.
like the change to overload and his rivet gun, but I feel he might just need one of these not both. His a good sleeper pick but these two changes scream “Awaken the Torb and let the Lindholm reign supreme.”
Junkrat.
While I understand the knockback change and even the falloff change, but the added increase to damage at close range will do a number on tanks due to their larger hitbox at close range. As others have pointed out his now a decent Tracer counter somewhat, however him losing a fair bit of damage at range now means he won’t be punishing those poorly positioned for walking into his spam and might effect him greatly than people initially think.
Junkrat has really gone on a weird journey balance wise.
Moira.
Great buff overall but she’ll still be overshadowed by the rest of the healer cast. I’m surprised they gave a lot of thought to changing Moira on experimental but little to none has come through to live. Also they haven’t tried giving her one orb each on separate cooldown a try. Just a thought.
Overal some changes are good, some are questionable and some I expect will be offset by nerfs to their ultimates down the line.
His combat roll usable in air not only allows him the ability to dodge/escape from certain CC, but it also gives him extra roll outs that aren’t possible right now without it.
Its more than just a quality of life change, its a significant buff in moments where it matters.