✅ Armor = 20% Resistance, & Discord changes

When Mercy had a 17% pickrate, which is about as high as it goes. She had a 50% winrate in GM.

Realistically

  1. Mirror matches skew towards 50%
  2. The team with the lowest time on Attack wins
  3. The team with the higher time on Defense wins

A pattern you’ll notice is that Defense focused heroes have high winrates

And Attack focused heroes, usually bad against Dive, or inconsistent-pick focused have lower winrates.

Which doesn’t really reflect on the heroes, so much as how bad the math is.

Yeah, but making Discord go through barriers doesn’t weaken a comp, it weakens the tank category as a whole. And arbitrarily at that.

As far as I can tell, it favors Dive Tanks.
And it favors Tanks that can Peel against Dive. (I.e. SingleBarrier with an OffTank)
It doesn’t really affect doubleofftank.

However it really kinda screws over a team with two BarrierTanks.

Which is rather “targeted” in my view. The opposite of arbitrary.

To be honest, its not going to flip things THAT much. I think “level the playing field” is more accurate description. Id say multi hit moves would have a slight advantage cause of the “1 armor still reduces the entire hit by 20%” thing. I dont personally agree with adding that, but its not huge.

The reason I say itll even it out mostly is because they both have to, for the most part, deal with the reduction equally. It is not equal right now. Its actually pretty lopsided. Little multi hit moves suffer a large chunk if not the entirety of the armor penalty, while the big hits only suffer 5 damage which is often a small percent of the attack. Withthat change, they both will deal with 20%. neither will have an advantage. (at least, neither would if they dont add the 1 armor thing)

I think it will. But if it’s not enough, just keep on moving down the list.

  1. Armor = 20% Resistance
  2. Discord ignores Barriers
  3. Nerf Fortify and KineticGrasp
  4. Buff Barriers on Orisa/Sigma
  5. Make Mei a Tank
  6. Tracer Pulse bomb = 500 damage

Oh im sorry. I was purely speaking about armor change itself. I wasnt including everything together.

I was only really listing #1 and #2 at the top.

Figured it’s hard enough for people to wrap their head around a few foundational concept changes, based on tweaks to relatively invisible balance mechanics.

Even simple changes can have complex implications.

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Yep. McCree doesn’t have a 17% pickrate though… It’s 5%.

This is why extreme pickrates tend to eventually drive the winrate down.

How though :man_shrugging:t2: Are you’re saying that certain heroes are calculated incorrectly?

I’m saying that heroes primarily picked on Attack but not Defense tend to have lower winrate.

And that the vice versa is also true

Nah, because it has a more severe negative effect on teams running one barrier.

If Zen could discord through barriers, Rein, Sigma, and Orisa comps would all suffer for it, and way more than the double barrier combos. Additionally, it still hits Winston negatively.

While it doesn’t affect the off tanks directly or duos of them at all, considering that the tanks typically hang next to each other anyways they would still be negatively impacted by the change.

It’s a bad change, and I believe they tried it before but didn’t go through with it because it’s a bad change.

They tried it before when Dive was already meta, and it didn’t go through because it’s a big buff to Dive.

That’s why I figure it would make sense to crank barriers back up to their September power levels.

But make it so that DoubleBarrier is just asking to get Dived on.

Do you have anything to back that up, that X heroes are picked more frequently on attack? Can you show that McCree is only picked on failed attack runs? Doesn’t this still mean McCree isn’t that great if the teams running him are losing in such high numbers that they drive his winrate way down relative to others?

Would you agree that typically, the team with more time spent on Attack tends to lose.

It doesn’t entirely matter when they tried it, a bad change is a bad change. It leaves the ability without proper counterplay and just makes discord targeting pretty brainless.

If discord could go through shields, they may as well just bring it back to beta level and make discord last forever. It bloats the power of that ability too much while also making it incredibly easy to use well.

The way I see it, DoubleBarrier should have a fundamental weakness at close range.

Because it’s entirely unreasonable that they should have extreme coverage from medium/long range damage AND they can cover up their weakness at close range.

That’s just bad game design.

Games, at their fundamental mathematical level, (I.e. Game theory) are supposed to be about choices with tradeoffs.

Yeh probably? Would be interesting to see if it’s a significant and or sizeable difference :thinking:

Would you agree that typically, the team with more time spent on Defence tends to win?

Buff discord and make turret not do less damage against armor.

Yeh probably? Would be interesting to see if that’s how it plays out by the numbers.

As someone that plays a lot of ARPG games it took me a while to wrap my head around the idea that 1 armor = 1 HP with special damage reduction properties.

Usually the HP value represents your health pool while armor is a damage mitigation value (%) - usually based on equipment you’re wearing or a power-up.

In OW, armor is actually part of your health pool that has inherent damage reduction properties, and the weirdest part is that you can restore it through standard healing.