Can we admit Dva needs real buffs?

Dva felt pretty much the same in the OW2 beta as she does now, which is fine. Not amazing, not awful. Junker queen was an awful matchup, but dva felt like the only real counter to rein lucio on non-push maps, which was nice.

Getting good damage on to junkerqueen as Dva was very difficult as junkerqueen’s hitbox is small enough that Dva’s spread doesn’t work well against her. You have to go right on top of her to hit all the pellets and that’s rough since that’s Junkerqueen’s optimal range too. Throw speed boost and over health in there on top of self heal and Dva just can’t do enough damage to beat her

5 Likes

Didnt help that, largely due to the spread, dva’s constant damage is not all that high, and you depend on missiles for burst, which makes junker queens self heal… outheal your auto fire.

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The buff they most need to give her is further uptime tools. Not a hugely longer DM or tons more Armor, but just a less clunky DM and a bit better more (relative) mobility. Such would greatly improve her combined damage and mitigation.

Her maximum DPS, for instance, is 147, pre-crit. But each time she uses Defense Matrix, even if it’d have absorbed all the incoming damage it’d need absorb in 0.01 seconds, is a full half-second, chopping her DPS and its accordant threat in half.

Remove the minimum use period. Can even keep the minimum resource consumption, but allow us to one-frame incoming projectiles and get back to shooting. Such would greatly improve D.Va’s performance against burst/low-rate-of-fire damage, especially within dueling range.

Increase her fall-off range from 10-20 to 15-30 to improve pressure against larger targets from a corner back of direct engagement.

Increase DM range to 12m at most and reduce Booster CD by a second.

Voila, you’ve got a decent D.Va.

2 Likes

She’d have to have 10 active Wound effects running for that to happen. Given that there are only 5 on the enemy team, that Carnage’s wounds fade before they can be reapplied, and Knife is unlikely to hit all 5 enemies on being pulled back, that seems very unlikely.

I was hoping for her micro missiles to gain some utility or damage buff. Like to weaken who gets hit reducing there damage and increase damage taking. So it would allow her poke to do something at range. And moments where she wants to dive someone more achieveable.

Something like debuff - missled. Reduces damage done and increases damage taken by 20%

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The buff she needs is dumping 5v5 idea and going back to 6v6. She was never meant to be a solo tank, no amount of buffs will help her.

6 Likes

All these changes are either make D.VA a DM bot or make D.Va have even more burst damage when these two things are the strongest parts of her kit.

Things like a passive where she takes less crit damage, a booster speed buff but shooting while flying applies the movement penatly, or even changing micro-missiles to ammo instead of a cooldown would be better than just “give her more matrix and make it bigger”.

The biggest changes I’d love to see with D.Va tho is her remech changes. Giving her the option to not die with the meka, more control over her movement when she ejects and lowering the remech cooldown to adjust for less tank farming in OW2 all would really help D.Va I think.

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pellet count to 9 pellet dmg to 3

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I really think the way to go is damage. It is unacceptable that she has neither the CC, the dmg, or the mobility compared to JQ doom zarya sig ball or rein

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Not sure how much it would help, but the ability to double-tap a directional key to quickly boost slightly in that direction would be a cool addition.

With the added benefit of feeling more like you’re playing a “mech” game.

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I do not think we can use the beta stats alone to judge her. Like in the second beta if you played Dva you were most likely to go against a Junker Queen, and the stats we are seeing probably reflect that. There could also be some way to play Dva that just does not work in quickplay but might totally work in ranked.

With that said she does feel weak, being de-meched is too punishing for a solo tank, and it takes too long to get it back. DM is really really strong when it works, but is useless against a lot of stuff. Her movement is really good, but she is a massive target. Her ult has its moments but it is not the strongest compared to other tanks, it is no shatter or jq ult.

2 Likes

More likely as a form of double-jump, akin to Lunge, as not to have it go off accidentally all the time.

Or, Heck, put it and Boosters on a shared resource gauge opposite DM, with a slight overall buff to mobility provided even via Boosters alone (gauge regens faster than current CD atop having a longer maximum use time and less penalized minimum use time).

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You’re right, a double-jump like Hanzo would probably be a better way to implement it. Potentially covering a smaller distance, but without the need for a cooldown.

It, like Lunge, could still have a cooldown or resource cost despite being a double jump (in the sense of being on the Jump key only be able to be activated while already in the air, as not to always intercept and therefore block regular Jump).

Our cooldown display isn’t limited solely to our traditional A1, A2, and Secondary Fire skills. Lunge and Piledriver, for instance, both use atypical ability buttons but have their own cooldown displays.

Yeah, there’s many options to consider. I feel sharing the resource meter or having a cooldown would be acceptable, but I also think it could be balanced without the need for a cooldown. I would be happy either way.

I think Dva is lacking in a few areas and this would be a fun addition even if it dooesn’t solve all her problems.

Hey, the more problems that can be solved first via adjustments that are also more fun, the better.

2 Likes

As I said in another thread about Orisa, technically anything can work if the numbers are high enough. Although, I don’t think your regular number buffs like increased damage or armor are the answer here. She could do with reduced critical damage (though, most tanks could do with that too).

I was successful with her in the beta, but she did feel lacking in comparison to heroes like Ball, Doom towards the end of the beta, and especially Zarya and Sigma. Just felt like I couldn’t do as much as those heroes, but that can be solved by reducing the amount of damage she takes to allow her to do more things (i.e less headshot multiplier on her mech) or increasing her effective range/DM uptime.

Specifically, I want less DM cooldown the most.

3 Likes

I think focussing on her ultimate and de-meched state are a good place to start looking for potential buffs.

The ability to stay in the battle and essentially have a second life sounds like a huge advantage. However, as you mentioned, for a solo tank it can also become quite punishing.

Using your ultimate upon death is a quick way to re-mech and ensure a second life, but when positioned badly this just leads to wasting your ultimate. Perhaps they could add the ability to cancel your ultimate (regaining ~50% charge) and re-mech immediately.

Not sure how strong that would be in practice, but in theory it could be a way to lean into Dva’s strengths without having to buff her de-meched state.

1 Like

Yeah, all you need to do is… ask junker queen to allow you to put your gun inside her hitbox, and just stand there…

Brilliant.