One thing I don’t like is the “running till you hit a wall” mechanic. Most of the time this means BOB stops in awkward places, being stuck in a corner somewhere, while the enemy easily hides out of his field of view and focus him down or just ignore him completely.
Also if you deploy BOB close to a cliff , he can just run off the cliff and suicide.
Maybe it’s just me, but this feels clunky and a hindrance to what could be a better ultimate.
Yeah, it’s not a very good mechanic. Maybe after a certain distance (30-50m) without hitting anything he stops and starts shooting? Like Rein’s charge.
Yeah, I was testing on PTR on the boats, and it was kind of funny watching him jump on the boat and run straight off (he managed to stay on the big boat, once I used my ultimate under the bridge). xD
How about he runs to the spot the player was looking at. So if I look at the ground right in front of me he doesnt keep running like a tard. Should make it much more intuitive to use him.
So I have admittedly not tried him out on PTR yet, so feel free to smack this down, but couldn’t it be that this is intentionally left in as a skillcheck/a way to keep him from being super duper OP?
So if you blindly fire him onto a point to contest, he’s going to run into the corner and not be super useful, but that’s the tradeoff of not taking time to set up a better shot. If you send him running across the map from a safe distance, the enemy has time to sidestep him and let him zoom past, giving him some counterplay that isn’t “just shoot him 4head” (because we all know how well the community responds to those), and it forces Ashe to get up into the mix if she wants to guarantee a collision with the enemy.
You get a healable, buffable aimbot as a 7th player on the team, and so the tradeoff is that he doesn’t get to be smart and you don’t always get to put him in exactly the most optimal place to annihilate the enemy team without some human involvement.
Dunno, on paper it makes sense to me. But again, I haven’t gotten my hands on him yet.
BOB doesn’t do massive damage. He does pretty good damage to one target at a time though. Of course if you stand there he’s going to focus you down and kill you but he only focuses one Enemy at A Time. Most of the time your teammates could Shield you or just focus Bob down and kill him fairly quickly.
Like the above states, B.O.B is pretty strong. You should have some skill/thought when using him. That being said, I don’t like how easy it is to screw him up either. My idea is to make him stop after running X meters, like Rein’s charge, if he doesn’t hit anything. This way the player knows how much distance they need to stop him if need be.
There should be an indicator on the floor like doomfist ground pound or Syms teleporter placement, or like others have said a set amount of distance he can run.
My impression from playing him at BlizzCon was that he stopped wherever you were aiming on the ground, but maybe that was just a side effect of the fact that I was aiming near enemy players.
Either way, it seems reasonable that you’d have some risk or restrictions on how to position him, considering how much effect he has with very little player input.
I would imagine coding the AI for BOB is stupidly hard, but he would greatly benefit from not YOLOing off a cliff. They should make it so that he stops running if there’s an edge (like treat the edge as a wall). Also would be cool if you could hit the Ultimate button again while he was out to target an area you want him to run to.
In the PTR it wasn’t extremely hard to get out of the way of Bob.
80% of the time he’s stuck in an awkward corner somewhere.
The issue is that he mostly has Vision on whatever’s in front of him. Most of the time there is a wall behind him instead of him being in the middle having 360 view of the battlefield.
Is it a 30-meter limit? Because I’ve seen Bob be thrown and runs almost indefinitely until he hits the wall. I have personally thrown him very far distances and don’t recall a limit.