Director’s Take – Juno, Clash, and a Look Ahead to Midseason

Dva survivability nerfs coming…

WE’RE FREE

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If I understand the article correctly, it makes sense to me: shift some of D.Va’s power from her current strength into an area where she’s weaker. When D.Va is being run without her counters on the field, she’d be less aggravating to face; when D.Va is being run with her counters on the field, she’d be less aggravating to play as and with.

Edit: beaten by the 'Buddha.

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It favors… The better team.

In all seriousness, if one team is controlling the map with a single person on point; they are at a huge advantage over a team that tries to stack on point. That might be what you are experiencing. As of now, there is only one capture speed. Albeit, based on this article, I imagine that will change.

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Beyond the Midseason balance changes, we’re currently experimenting with reducing the effectiveness of certain hero counters, such as beam damage against a subset of Tanks

Welp, another sym nerf. But honestly, I never wanted tank buster sym and didn’t like when they leaned into giving her more beam damage. On one hand, her beam is what makes her a bit unique, on the other, its suicidal to use without pocketing and her close range/charge reliant nature (and orbs being over all really slow) makes you focus tanks with it.

But i am curious to what they come up with.

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As a tank main, what I really want out of this is to be more ‘team reliant’ whilst maintaining my kind of leader role in the team. Make me less able to get in/get out with punishment, but not be so hard countered constantly (make cc’s not be able to chain)

Add map type selection
Bring back 6 vs 6 to end tank raid bosses

Simple as that

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Crazily so. I just got out of a OQ QP match where the enemy ended up with four tanks. They started with two and we started with one. When we got the first point (KR) they went to three, and when we took second point they went to four.

You can say we should have just matched them but that’s beside the point. No other role can do that. Try going four support or four dps, against a reaonably comped enemy. You’ll get steamrolled unless you’re just way above their skill level. But three or more tanks completely distorts the match.

Maybe in OQ games, tanks see a sliding debuff in survivability based on how many there are? I’d be happy with similar effects on other roles (reduced dps passive for excessive damage heroes and reduced healing for excessive support roles).

A huge problem is players not paying attention and trying to capture a back-end point after they lose the first “neutral point”. Too many players continue to ignore the capture area and camp outside on the chokes; this seems especially prevalent on Anubis, but it does happen on Hanaoka as well.

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Lol

As said by echoside… No one wants to play tank. How’s adding 2 more tanks to each match going to help anyone.

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With those 10-15 minute queues we can be fighting nothing instead of raid boss tanks.

You know what players really want?

Actual incentive to play the game, like coins for match finish or a random legacy cosmetic for leveling up our profile?

you have REMOVED your own game’s hype. People don’t come back to play for PURCHASEBLE SKINS, people log in to get a chance to EARN them.

Huh, let’s take a read.

Oh no nobody wants to play your favorite awful maps the horror.

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You know what’s funny. They always say “we’re looking at X thing this patch”, like they’re going to fix something.

Yet pretty much every balance patch introduces a big issue or goes in the wrong direction or doesn’t address the right problems or like last patch, literally had all three of those things.

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i mean ANYTHING would help…nobody is asking them to balance the game mode separately…but even someone unfamiliar with the modes knows that allowing for more than 1 giga tank is going to create problems if you dont tone them down somehow

theyve done it before…and then basically undid those changes with the giga tank patch…right back to square one

“I’m supposed to drop some WoW puns, but a large gust of wind blew through camp and scattered them around Stranglethorn.”

Bro didn’t even try :skull: :sob:

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That’s probably for the best, lol

Beam changes on some Tanks sounds like for example DVa’s DM will reduce the damage of beams, even if it doesn’t really make any sense at all.

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never bring that back, just delete clash. As ive said before every single square is designed badly. And the game mode itself, is awful and unrewarding. Push them to their spawn only to give them an easier win where they have to now just push you to the point before your spawn. But before that youre drastically winning, but now you have spawn disadvantage, so they move all the way to your side super easily with counterwatch in mind. This mode is complete garbage, and enables what everyone knows is the most boring version of the game. Hardcounterwatch, the things thats supposed to be gone.

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They cannot make clash fun without removing it to where it belongs, arcade mode.