Well, if they were to go that way, it would be good to have some way to Cleanse AntiHeal and EarthShatter.
And probably make it so that Ult charge feeding is less for characters with more HP.
Well, if they were to go that way, it would be good to have some way to Cleanse AntiHeal and EarthShatter.
And probably make it so that Ult charge feeding is less for characters with more HP.
well earthshatter wouldn’t be so much of a problem if people didn’t constantly group up tightly constantly and anti-heal wouldn’t be such a menace if healing was diminished in the game overall and since healing would be ultimately diminished.
so would the feeding be because there’s no way to feed off a tank indefinitly because if they feed they would more likely die a lot faster anyways.
and with less barriers there’s less infite feeding and less looking at each other behind a barrier trying to farm charge which is a big issue in how both orisa and sigma functions as they can have barrier up and shoot at the same time while denying charge themselves.
I was figuring making it so that damaging Soldier for 100hp, and damaging Roadhog for 300hp, gives the same amount of Ult charge.
Haven’t figured how to deal with Ult charge gained by healing though.
yeah ultimates are a problem all on it’s own, how strong they are, the way they charge.
like honestly sometimes i wonder if it isn’t just better to remove them from the game.
there are so many logistical issues with them.
Well, they could make it so that ultimates are only gained by Passive Ult charge.
Which might even make it a possibility to switch heroes, without losing Ult charge.
Another approach is they could make it so Ult charge is only gained from kills.
Although dunno how that would deal with healer ults.
Maybe the entire team gets Ult charge when a kill happens.
Orisa already struggles HARD without a second barrier. These changes would only serve to force her to rely on a second barrier even more, as such, making double barrier a MUST to run Orisa AT ALL.
Fortify with only 20% damage resistance would TANK her survivability into the garbage.
Halt is already extremely unreliable in that even when you activate the orb during it’s audio/visual cue, more often than not it STILL won’t pull just because the Orb likes to say “Nah, they weren’t really pullable despite me telling you they were”. Removing the slow would only make it even MORE unreliable.
And a more spammable barrier would serve to make people hate her even MORE despite her survivability nerfs, leading to that being nerfed too and as such, paired with fortify and halt nerfs, her just becoming one of, if not THE, worst tank overall.
The nerfs outweigh the buffs proposed. She more often than not wouldn’t stay alive long enough for her to take advantage of the buffs regardless, since now everyone would know just to get up on top of her since she would have no reliable way to peel enemies off of her or otherwise defend herself from them.
Why would a more frequently updated barrier make teammates unhappy?
there was some discussion if they should be put on a cooldown timer aswell.
but honestly, the whole charge thing is weird when you have different types of characters with different hp levels and then characters that heals and how that plays into tanks and how much charge they feed etc.
it’s really really awkward.
It would make players despise playing against Orisa even more, as players hated playing against., but rarely WITH, older Brig or Mercy. The devs have a habit about nerfing things when they’re unfun to play against and completely ignoring whether they’re still fun to play AS or WITH afterwards, even though NOTHING the enemy does should be inherently “fun” to deal with.
As such, a direct buff to her shield cooldown would serve to make anti-shield complainers whine even more, despite Orisa herself now being cannon fodder, which would lead to the developers once again heavily nerfing the thing players are whining about (in this case a spammable shield) without compensation buffs, leading to her overall getting made completely garbage.
Its a bad habit the devs have. A character is unfun to play as. The devs decide to rework the hero to make them more fun to play as and with. This leads to them being less fun to play against. Players complain. The hero is nerfed to be easier to fight, making them harder to and less fun to play as or with, causing them to be weak against the enemy and players to hate when their teammates choose them, and this lead to a point in which they’re worse than before. Repeat with a new hero until they eventually cycle back.
They did it to Mercy until she FINALLY got a healing buff. They’ve done it to Sombra. They’ve even, in a way, done it to Symmetra, and are currenly doing it to Brig and possibly even Moira if they decide to put in the nerfs without the addition of the fade mechanic.
Would it be better if Orisa had a 900 barrier, on an 8sec cooldown?
Probably not.
Personally, i don’t know how we would rectify the issue regarding tanks. But nerfing sustain at all is definitely not the way to go about it, that’s for sure, as it would only serve to enforce a burst damage centric playstyle even more, leading to even less people willing to go tank or support since there’s not really any that can reliably deal with it very well currently and would be even less after sustain nerfs.
Burst damage has a tight grip on Overwatch at the moment, forcing everyone to play around it, and it’s led to quite a lot of balancing problems over all.
If you dont have 100 hours played on each tank. Do not make this kind of stupid posts k thanks
As somebody who has looked at this issue for about 10 months.
Given that DoubleBarrier is near invincible at medium/long range, it’s just common sense to make AnchorTanks weaker at close range.
That’s funny coming from somebody with zero game design experience, acting like they know stuff
POSSIBLY in Sigma’s case, though i don’t play him and won’t speak for his players or character, but Orisa already IS shredded at close range, and nerfing fortify and halt would only serve to make her even worse overall, no matter how you try to buff her shield to compensate, as it would just mean that when barrier is down due to the high amount of damage in the game that she’s left even more vulnerable.
PErsonally, i believe the biggest solution to double barrier would be to make a damage hero that serves as an anti-barrier while dealing a LOT less damage to players directly. i.e. Somebody with a shield sap/taser ability or something that only deals like 30 damage and a mild slow over a second to enemies but like 300-400 or something over that time to barriers. A more anti-defense damage hero and less of a Anti-health hero.
I actually had come up with a concept prior for a hero like that but am not going to rewrite that here.
Wouldn’t that just melt SingleBarrier like butter?
That’s kinda the point though.
DoubleBarrier has too much self sustain. And ideally if an AnchorTank is getting overwhelmed at close range, they should be relying on an OffTank to Peel for them.
There should be a weakness for not having an offtank.
Halt doesn’t have any added Slow effect. It has a brief loss of movement control. The slow thereafter comes fact that it moves you to a position over the ground and falling without prior momentum has less horizontal movement speed than normal, grounded movement does.
A shorter cooldown will almost always have more value in optimal play, due absorbing all overkill damage as well, than higher HP, but will almost always feel less reliable or “tank-like”. You’d probably be better off with a higher HP value at a lower cooldown, giving opportunities for other comps to rush through a barrier, rather than just further buffing the core advantage of Orisa-Sigma.
…Or, do you just want Orisa-Sigma to be the only real option here? I’m confused.
i think a good start for balancing sigma would be to reduce the damage to shield gain ratio from 60 to 50%
Yeah, I might just put it at 900 and 8sec. It’s familiar.
300 extra barrier for just 1 second’s more CD than your initial suggestion?
I guess if that’s what you’re looking for, then, okay. Personally, I’m glad BarrierWatch is largely dead. At least the current Double-Shield meta is about angles and hefty use of natural cover, rather than allowing barriers effectively near-infinite HP.