Alternative Proposed Accretion Changes

Almost like going Orisa/Sigma, would leave you wide open for attack at close range, huh?

Like you’d really be hurting for lack of an OffTank that can provide Peels, right?

Why reduce the cooldown to 1 second? What value can you get out of it? How much shield do you expect to gain?

Do you play Sigma?

Is it not obvious enough that the goal is to dismantle the synergy between running two barrier tanks?

The entire point is that Sigma and Orisa should be vulnerable when rushed by SpeedBoost or Dive.

You still haven’t explained the reasoning for the ridiculous nerf.

How are you going to tank a Whole-Hog, Visor, High-Noon, Barrage etc?

By getting an offtank. In particular a D.va would be good against those.

Okay.
I’m going to tell you this now, and don’t get offended.

Sigma is not your hero.

I’m more interested in balancing the entire game in such a way that it fixes queue times.

Perhaps you missed the part where Sigma would be a viable main tank, without a second barrier.

Or that I’m suggesting to crank up his firepower by almost 1/5th.

He doesn’t need extra firepower. He’s a tank.
I often have gold damage with him anyway.

He is a viable main tank. Just don’t play him into Rein.

You people, man…

You can’t seem to see the bigger picture it would seem.

Giving barrier tanks more damage is the easiest and most direct way to get more DPS and DoubleOffTank players to go Barrier Tank.

Fix the Tank queue, and you fix Queue times.

Don’t fix queue times, by the time OW2 comes out, and the entire game dies.

He
doesn’t
need
more
damage

You mean I don’t see YOUR big picture, and I’m thankful for that.

What’s wrong with the 2 minute tank queue?

Guys could you please make a separate thread about this? This one is supposed to be about Accretion

Please, whatever but not that. With the self damages and the smull boop it causes, you can reach some high grounds. That a skilled part of the kit, why would you remove it ?

About accretion. I think the “unique” mechanic is fun but quite useless. On the contrary, a buff in the cast time is super cool for cancel ult reaction, peeling and brawl gameplay in general.
I’d take that buff everyday instead of a 1.5-3s stun on a target too far away for the stun to have consequences.

On the other changes, I have mixed feeling, sorry but I disagree with many of them.

  • The buff on damages of rock, i don’t know, I like being able to one tap a target but i’m not sure it’s balanced.

  • I would LOVE to be able to cancel grasp with a spell and gain shield, if Sigma needs a buff, i’d prefer this one first.

  • I don’t lie the increase of CDs, like, I want to play the game, make abilities a bit weaker if needed but let me use them more often than not.

  • I don’t think removing (non kill) counterplay on ult is a good idea. If the ennemy reacts good or if I do a msitake and keep myself exposed, there should be consequences, whether i’m killed or just controlled.

Well you can have it affect you without self-damage. I’m glad you pointed that out though.

That’s exactly why I want it to stay; I have a lot of fun with crazy Accretions even if most of the time they don’t result in much. Once upon a time things in this game were fun for the sake of fun, and I want to hold onto some of that.

Comparatively it is. When in the context of the rest of his kit, the one shot combo was still less powerful and harder to pull off than other one shot abilities and combos within the tank category. It only did exactly 200 damage so any healing would leave the target alive.

I prefer increasing the cooldown because it means less CC output from Sigma overall. Heroes are defined by their abilities after all, and Sigma has an interesting enough primary fire to make up for more downtime due to a cooldown extension.

If we were talking about something like Coalescence or High Noon I would agree, but Sigma is large, flying, and has an ultimate that takes a very long time to actually do something.

This flat out doesn’t work. We lived through a meta where picking any DPS was detrimental, and DPS still had high pickrates in GM.

A rather significant portion of people are flat out going to pick what the enjoy most, regardless of meta or character strength. Turning tanks back into unkillable juggernauts or giving them crazy damage output isn’t going to change that.

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The thing is you were getting kills EVENTUALLY with high coordination.
This would give kills due to solo effort.

Also I figure they can actually make tanks stronger than before, where people had the potential to stack a ton of tanks on one team.

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Gotta say this is actually a very good thing to be reminded of lol

Yhea that’s a solution ! Although, do you think it’s needed ? Yes it’s a QoL change but it doesn’t feel annoying and it just forces you to think a bit and not shooting randomly when you are in a closed space. Overall, I think this change nerf the skillcap of Sigma without buffing him in a significant way.

Hu, I mean the upcoming change, no fun is really taken away from the rock. I love hitting target super far away a la Michael Jordan but what changes ? Ok they won’t lay on the ground for seconds, but as I said, on a power level it’s quite useless, from a fun point of view, I don’t really care because i never follow this action, i’m just glad I hit, and from an interaction point of view, i’m glad not to be stopped from playing for a quite lng period when i get hit by a rock when i play any hero.

Fait point. I’m not sure to agree, knowing how Sigma was still super OP between the barrier patch and this change, but why not.

Same, fair point ! I’d rather not seeing it coming to live, but if it does i’d understand the idea.

heeeee, not that much ! Yes Sigma is large but the he moves fast since the last update ! It’s still hard to be cancelled because a stun at any time doesn’t cancel your ult, it needs to happen during the small time in which the ennemies are up in the air.
I don’t know how you can say that flying is a disadvantage ! Just stay on the ground if you don’t want that mobility :stuck_out_tongue:
On the contrary, flying is what makes Sigma hard to hit. Actually if you play well, it’s REALLY hard for the ennemy to cancel you because there is no need to keep the line of sight during the whole cancellable animation. If there is an Ana against you, she has to know you will ult and react as soon as you put the ennemies in the air because otherwise, you instantly rush behind a building to take cover and you are uncancellable !
I insist, I think that is a really good interactions because the ennemy can counter you but you have an advantage (hopefully, that’s an ult) and a big one if you use the mobility at its full potential !

How can you be so blind to the idea that queue times for DPS are linked to the availability of Tank players?

Is it really that hard to understand things outside of what directly influences your own gameplay?

I know how it works.

What you’re looking to do is trashbag a hero so more DPS lockers can play game?
What if those DPS people expanded their horizons instead of ruining what other people like and use without issues?
I have no remorse for anyone that queues for DPS every game.

By the way, you wrote “fix tank queues”