And was kinda beyond stumped on how they could pull off an almost-zerobarrier meta, without similar massive negative side effects of a zerobarrier meta.
Notably, how do they deal with
Sniper spam
Damage Boosted sniper spam
AntiHeal from bionade, being nearly a quarter the size of the objective
Extra poke damage on healers
Earthshatter having no reliable counters
Ult Charge feeding
The sniper part was the most confusing. But I’m reminded about the way that games like Apex Legends and others solve a sniper dominance issue.
Sniper spam
Any teammate can ressurect another downed teammate, similar to the Archives mission style Rez’s.
And allow for crawling on downed teammates.
Could even throw in the mechanic that DirtyBomb uses, and make it so downed enemies are very durable, however a melee attack puts them down instantly.
The usual 10sec “bleed out” timers apply.
Could make it so basic-rezzed teammates only come back up with 20% HP
Would make a lot of sense with game modes like Push where it’s going to be very difficult to cover all vantage angles against snipers.
That said,
The other fixes for that were kind of obvious:
Bionade = Needs directhit to antiheal
TankUltChargeFeeding = 1/3rd the amount to enemies/healers, + faster passive Ult for healers
Random poke damage = Healer passive
EarthShatter = Tanks can bodyblock piercing attacks (Which also solves the firestrike/railgun spam)
UltCharge Feeding = Tanks give 1/3rd the usual Ult charge to enemies and healers, increase the passive Ult charge gain rate for healers.
Hunm, this sounds interesting, with less barriers I think a counter to earthshatter will be needed, or else whenever enemies are playing together and there’s no barrier it will be a shatter free win.
Do you really think they would do this? What about Mercy’s rez ability?