Ability or hero l you think has the most untapped potential?

One of the cool things you see in a long running game like this is that, while sometimes things are too strong and require nerfs, there’s a lot that we just got better at the game and found new ways to use abilities even still. Personally, I believe that there is still a lot of untapped potential in this game but we get too locked into what’s proven to work to experiment.

My pick is sombra’s translocator. I think that it could secretly be this insane midfight high value mid fight dodge + great mechanically demanding movement ability. The i-frames while brief are still pretty reliably useful. I’ve even dodged high noon with just the i frames. Sadly the 5 hp makes it super risky to practice this.

As a Sombra main that desperately wants the last Translocator rework reverted, and I still consider it an overall nerf, I really miss “pocket TL” being a viable playstyle. Nothing is more fun then using TL to reposition or ability dodge midfight. Plus as you mention iframes and a self cleanse are crazy valuable midfight, so long as you don’t take yourself out of the fight.

Sadly though with the way it currently works leaving it on the ground is more advantageous 100% of the time, and the extra 2s on quick jumps make it far more risky to use midfight.

So much was lost in that change, and her skill ceiling dropped considerably that day.

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Sombra, Tracer (if you’re good), Genji (if you’re good), Doomfist (if you’re excellent) and Widowmaker.

In that order (in my opinion) contain the most potential for disrupting the game top down.

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I disagree. I think the recent cooldown starting when thrown change is very high potential and high skill to utilize effectively. Think the ceiling on it just takes some figuring out, as effectively and I think map knowledge would be nice. I’d like to see someone REALLY play to maximize it as a midfight tool and maximize the invincibility when thrown. Could see some cool stuff.

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I don’t understand how…

If the CD is 2s longer on any TL used before it hits the ground it leaves less opportunities to use it as such. Not to mention stuff like drop hacks and bait tosses are far riskier, and playing EMP-Trans mind games with canceled TLs doesn’t work anymore since the CD went from 2s to 6s.

Currently, there’s no reason to ever run “pocket TL” style, as unless you are about to immediately chuck it, not having a TL down is a disadvantage cause the CD would be rolling down, and you can just cancel and reposition it after 6s anyways.

There’s not really choices as much anymore, and a bunch of really fun tech is no longer as viable.

Yes the roll outs from spawn aren’t as fast, for sure, but you’d be surprised how many more options you have when you specifically throw it in places where it can bounce or land briefly and not get hit if you can land it right.

….but that isn’t in any way changed by the rework. It could bounce and physically functions the same way it did previously, it is just cooldown timings that are changed.

Right but I’m saying that you can use it mid fight and essentially juggle the cooldown as to minimize the time you don’t have it available.

Obvious answer is dva.

DM has a seemingly infinite skill ceiling.

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Yeah I’m with you on this. When that change hit and I got rolling- the new up-time I had with that TL change was amazing.

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Fellow Sombra main here…everything you said. I miss those iFrames. I miss being able to escape Roadies hook combo at full health 99% of the time. I miss being greedy with low health in 1 v 1’s, trying to confirm the kill before I translocate. Sigh.

Another good one imo is Hanzo in general. Watching truly great Hanzo players in his current reduced arrow speed ver. is an art form I swear. They’re so, so smooth.

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No lie, I think Sym’s teleporter has the most untapped potential regarding team play.

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Most untapped potential? None. It’s been all scourged by thousands of high tiered players trying to make their favorite heroes work in any and all scenarios of gameplay especially when they one-trick heroes

If anything is untapped it’s Sym’s teleporter. Considering the possible spots where you could use it against a variety of comps or as a piece of combo, it probably has a lot of synergies that aren’t being used by anyone. I mean some of these tricks have already even been seen in the OWL

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…and in those cases that you are using it within 2s of throwing it, aka the vast bulk of midfight repositioning or evasion uses, the cooldown is longer then it was before the rework.

I think you’re absolutely right. So much potential and 90% of Syms in mid tier ladder just use it to get back from spawn 2s quicker.

I’ve been seeing some doomfist as$ stuff with mccree’s roll on the noobnuts.

Junkrat main fire. By now there should be Junk experts that can hit enemy setups with pinpoint accuracy completely blind from round a corner.

More saying if you warp after four seconds, and you essentially will have a second one pretty much by the time you regain control after warping.

Four seconds is a stretch, but no argument there… which is why it promotes a more “put it down ASAP” playstyle as opposed to more acrobatic usage.

Certainly for my preferred playstyle it was a net nerf. A significant percent of my TLs never touched the ground and the loss of other tech was far worse then the rare occasion where immediately chucking a new TL after use and it has sat for 6s would meaningfully change the outcome of a fight.

Symetra’s tele. But the average ppl are too disorganized to get any proper advantage of it and it will suck forever.

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