Oh the rockets were needed for a direct compensation for taking down her DM duration I believe, I donāt see how else we could buff her DPS output without those rockets being there.
Thatās just the thing, Before the whole list of Changes, she wanāt really meant to be dealing HUGE Damage, outside of her ultā¦ Unless she got up in your faceā¦ Which is where she needed to be anyways, Soaking damage for her team.
Good D,Vaās were pretty impressive.
Also, she didnāt really need Long range Damageā¦ <.<
Leave that to Orisa.
Her āBurstā Damage was diving in close, Henceforth the boostersā¦ Where her guns had a good cone of damageā¦ In my honest opinion, Those dang rockets were a mistake, meant for a different hero all together.
But it depends on if solely having a lot of that armor without the rockets would even make her viable enough, I donāt know.
Butā¦ I Digress.
You are completely right in saying this:
He was supposed to counter those āFlankersā Who were actually just running in alone, Because they saw something red, and held WM1
Yeah and when a Hanzo just jumps on a point door at Hanamura dealing 200 dps to you as youāre hitting him twice per second because of the spread even though youāre at medium range.
That doesnāt feel good in neither gameplay or balance wise, but I donāt know I might be wrong.
Unless itās Roadhog or Reinhardt with his barrier up because Bastion canāt kill him when Reinhardt charges.
My ideal Bastion rework WITHOUT āTank on Eā:
Ironclad (passive)
Increased damage resistance to 25%
Only applies during non-combative phases such as repairing and transforming between configurations.
Pretty self explanatory, but it will help Bastion in a pinch when heās caught with his pants down. Much like Roadhog during his self heal, itāll help him be less vulnerable while heās unable to use his gun. Once the action is finished the passive will remain inactive until he heals or transforms again. This can help him be able to disengage from an unfavorable position or to move across an area that might direct fire onto him.Repair (RMB ability)
Can reload your weapons while repairing.
Pretty self explanatory, while in combat your enemy might close in on your position and youāve already shot a sizable amount of your clip to the point you have to wait for it to reload on top of the time you spent healing. That is very clunky and can mean death for the Bastion if heās caught reloading. With this, reloads between and during fights can remove the extra step of reloading after repairing, just do it during it!Configuration: Sentry
Accuracy increased by 50%, blooms to the max of 2 degrees.
Capable of headshots again, but only at a x1.5 modifier (22.5 damage).
Clip size reduced to 250.
More or less a complete revert of Bastionās sentry mode nerf (keeping the configuration speed of course, no way Iām letting that go), with the compromise of reduced headshot damage. His gun will no longer be Spray ānā Pray, and will reward players who can track well with his gun and make his bullets count. The headshot bonus, as small as it may seem, can and will melt through heroes who get too close to him, but will require more tracking than before due to the spread being so accurate. Having 250 bullets in his clip somewhat balances out his increased damage potential now that his shots donāt go around the skinniest of heroes, but he still has the job of busting down barriers.
Because Ironclad no longer applies during a configuration, heās much more fragile in combat. Though he may not be able to hold a position as long as he did with Ironclad, heās much more capable of dealing with an enemy at a longer range with higher damage potential than what his gun is capable of now.Configuration: Tank (Ultimate)
+150 armor on activation
Reverts the disastrous change Ironclad brought in, making Bastion gain an additional 150 armor that totals to 450 HP. Ironclad at 35% DR initially made him too resistant to damage as he could outheal whatever damage he had while in Tank form, and was then nerfed to 20% DR. However, the nerf to IC also nerfed his Tank form heavily, making his ultimate worse than it was before. With the DR Bastion gains from transforming and healing along with the additional armor, heās much more capable of surviving while in Tank mode as the ultimate deserves.As for stuns instantly making a transforming Bastion configure into Sentry or Tank instead of being forced back out into Recon, Iām not too sure. One would say thatās a way to counter a Bastion before he sets up, but itās a very annoying situation to be in overall (as stuns are a horrible mechanic to begin with).
Bringing this back for more input for those who havenāt seen it yet.
The one revision I made was making the IC 25% instead of 30% as I had a dream of Bastion on tank mode doing the trick of healing after firing a shell, and it might make him nigh unkillable with the additional 150 armor and the DR.
Thatās still objectively worse if he didnāt have ironclad during active combat.
Thatās the only ābadā thing I have to say about it.
Itās a tad worse than his old Sentry, but honestly, I donāt think it would be noticableā¦ he should still kill very fast, I donāt think the extra 0.02 seconds will matter all too muchā¦
He wouldnāt need Ironclad if heās actually able to land most of his shots in the first place instead of pelting them with fall off induced BBs. In short, his enemies should be dead before they can do any real damage to him.
If you really want Bastion to survive in an area where heās exposed and open to being shot at, then he can get a shield hero to back him up. Discourage Bastions who sit still in a single position by making him fragile and easy to take down if his positionās compromised. Bastions who like to move around and change their positions constantly will be backed up by the DR while transforming or healing while transversing past an active combat zone.
His current IC encourages him to stay in sentry form to tank damage, and makes him easy to pocket. Without it he should be on the move, especially when he already has the increased transform speed. With the IC and sentry change i mentioned above, he should be more effective and dynamic than what he is now because he can sustain himself better outside of combat and survive better with a very powerful gun.
Exactly, which is why I specified before āwhen a Reinhardt tries to charge him like a moronā, which is exactly why I am for 2x headshot damage instead of 1.5x. If all headshot damage except Widowmakers was 2x why would Bastions be 1.5x all of a sudden? Just make it 2x, let headshots be headshots.
And Roadhog almost hard counters him.
Ironclad is one of those abilities that is either useless or tedious annoying to play against, his damage output as before is never useless and you may say itās tedious but itās always been there since the start so itās clearly manageable.
The problem is Iām saying itās just straight up worse for sentry than before and it wasnāt OP before so IDK what it would be but it wouldnāt be as powerful as before.
And I really have no idea why the community keeps repeating ājust give him 1.5x damage instead of 2x because tanks would get a bit too decked by him :((((((((((((((((((((((((ā
Itās not like youāre going to headshot more than 10% of the time on average, why would it ever even need to have 1.5x? We all know that they removed headshot damage because they increased his spread so high, so you would end up getting headshots while aiming for the waist.
With a low enough spread like before, you donāt need 1.5x headshot damage, which already happens rarely enough.
So as a group, we should drop this 1.5x headshot damage disease.
Why is 1,5 headshot damage even discussed. Itās just bad and everyone who can hit the head should be rewarded for it. 2x is headshot damage and sent even try to go lower.
Im all for 2Ć headshots, the only reason 1.5Ć would make sense is if Bastion got some way over the top buff alongside it.
Honestly they should either just implement them fully or not at all, I donāt want to hear the ding spam when itās going to be some 50% extra damage per headshot crap.
They should definitely start him off with 2x headshots, but I wouldnāt be too upset if they reduced it to 1.5xā¦
Iām just waiting for people to go to the practice range, set up point blank from a dummy, get 100% headshots on it, and complain about how OP he is because he kills so fastā¦ then weāll respond with āWidow kills fasterā, and theyāll say that takes skill as if getting 100% headshot accuracy somehow doesnātā¦
I donāt care what other people think if it is factually incorrect, if Blizzard is so keen on listening to players who are factually incorrect on what does and doesnāt take skill and then buff and nerf according to them, then what is the point of actually playing this game anymore?
Yeah, Iām not saying Blizz should listen to them, Iām saying itāll be funny to watchā¦
Iām fine with either, because I donāt think there will really be a discernible differenceā¦ With 2x headshots, killing a Rein would take 0.6 seconds (with all headshots just for calculation purposes), and with 1.5x, it would take 0.8 secondsā¦ If you really need those extra 0.2 seconds, odds are you probably wouldnāt have killed him anywayā¦
I still think they should start at 2x, and if that is legitimately killing people too fast (not just āLook how fast he can kill a training bot lolā), then maybe go to 1.5xā¦ still much better than not having them, and you get to keep the 30 rounds per second dink sound :Kreygasm:ā¦