Yes I’ll say it and I will die on this hill. BALL NEEDS HEALTH NERFS. Without Sombra being a mainstay pick anymore he doesn’t need to gain 1025hp for just rolling next to 3 enemies 1125 for 4 enemies. For a tank with no headshot hitbox 80% of the time it is egregiously too much health.
Wrecking ball has insane mobility, stalling, killing potential, and escape potential.
Cassidy’s flashbang doesn’t stall him for long enough to do any meaningful damage before he rolls away or hits the shields button. Ana’s anti-nade doesn’t stop his over shields and landing a sleep dart is threading a needle. Roadhog’s hook just drags him in range for his shields to save his life.
Yes a good portion of this rant is created by facing way too many Wreaking Balls bat athe same time it’s insane to think that one tank has more health then the entire Tank roster with insane mobility on top it crazy. Welcome to discuss.
If more than one person shoots him, that health goes down really fast even if he has no head to shoot. He’s a tank, so that is a reasonable expectation from the enemy team.
Beyond what the other posters have already mentioned, mag nade is very strong into him and a well placed junkrat traps can actually catch hammond off guard (not that I think it’s an amazing counter, but on the off chance you catch hammond in it he usually dies).
Hammond wants to be able to pick someone off or be able to bring some of those shields back to spread across his team. Coordinated rapid damage can cause major issues for ball.
That’s true about anything but look at it like this Doomfost max hp 375 hitting two enemies with slam gives him 440hp it doesn’t top out anywhere near 1025hp. Roadhog can self heal takes reduced damage still doesn’t top his HP over 1000. Why does a tank with no headshot hitbox and insane mobility hit a button and top the hp charts.
Doom tops his over shields at 525 half of what wreaking ball can get and this if he puts in the multiple ability hits needed.
Your asking for more than two people to be focused on a tank that can disengage at a fraction of a second pick up a full health pack and then be back in a fight in under a minute. Mag made can slow him but then he teathershots around a corner and he’s gone. Back when you turn around
Doomfist at base has 450 hp I believe, which while yes that’s a lot less, you have to consider his block
Doomfist gets 80% damage resistance while blocking. I’m getting the math twisted in my head so if anybody has a correction then let me know, but I believe that turns his actual 450 hp into an effective 2250 hp for the duration of the block.
All tanks are bulky in some form or another and Hammond is no exception. He only gets as bulky as an ulting Winston but without the other benefits that that ult provides of course.
If ball got 1000 HP off of you guys that means he did that in your entire team and not a single one of you did anything Or prepared for it.
You literally let it happen. He was right in all five of your faces.
Block is a very subjective skill because its not like you can move too far, or swing around the point endlessly with it you can hold it but your a mostly stationary target. Ball can tether the point swing in infinite circles click that shield button slam hook the point rinse and repeat.
True! Which is why Doomfist gets the empowered punch from people dealing damage to him during it, which not only resets his punch cooldown if he used it but also makes the next punch that much stronger
Plus his cooldowns tick down while he’s blocking anyway, so it buys time just as Hammond’s shields do for him.
That is if people do damage too him while is holding it which doesn’t last as long as adaptive shields does. Sure Doom gets a super punch but that’s it if nothing happens to him that punch is worthless. Adaptive shields gives Wrecking ball instant over-health.
Adaptive shields lasts longer and gives more value than Doomfist block. Doomfist block is stationary giving the enemy team a bigger target to either Sleep, Anti-nade, charge, flashbang you name it. Ball can spin around in circles press a button gain his health slam and do it all over again.
Ball was given health buffs to survive the onslaught of Sombra players that flooded the game after her “Rework” made her a must pick I think its time to bring it back down. Now that she isn’t a must pick.
Boop as anyone who can boop. The thing is, they get mad at you blocking their big reveal.
I do play Brig, so I go out of my way to make their life annoying. But I know that’s all you have to do. Disrupt the disrupter before they can do the thing™
(bonus angry if you do it while they do the thing)
His disengage is literally cancelled by cc options. Just because you don’t know when to use your cc’s to chain him to death doesn’t mean they’re useless. You don’t NEED to kill ball just mark him and make him disengage/use shields early to ruin his downtime.
Sombra has not been a major problem for ball since the virus rework she has actual punish windows now.
So Cassidy’s nade right. Okay you hit ball with it. It stuns for 0.9 seconds doesn’t expose the balls crit hitbox and he can still hit adaptive shields right after Tether away and bam.
Ana sleep dart is a thread the needle but if you hit it he is asleep for 3.5 seconds or if he takes any damage. presses adaptive shields and tethers away.
Brigitte shield bash boops him back to and you guessed it Adaptive shields into teather.
You CC ball when he uses grapple so he has a 5s window of limited mobility instead of a small period where he just grapples out anyway. Calling ana sleep dart threading a needle is super funny as well it’s pretty big.