Don't let a mizuki player

With an accuracy average of 42% over 80 hours of play time, it’s not that easy. Maybe it’s easy for some players. Sure I’ve had singular games approaching 80% but that’s not the norm.

Reducing it that far would make his kit useless for much of the player base.

The Dive/ Flanker characters in OW are beyond some of the easiest flankers to play in any game with a similar concept

They almost all have “Oops I mess up, let me undo that” buttons

Like to this day, Deflect is STILL a better tanking ability than some tanks have

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Mizuki is not that difficult to use, and he’s also not difficult AT ALL to kill. Especially with ranged hero’s. (He literally can’t fight back and when he isn’t pressuring you with damage he’s nearly useless)

He is a heavy problem for dive tanks and SOME dive dps, but hey, they have top tier win rates anyway and otherwise have extremely little to counter them. So whatever.

Deflect is the best tank ability

Recall is the best support ability (people cry about sustain like hello?! lol this is the most egregious sustain in ow history bar mass res)

And now anrans blazing dance. I’m just gonna say this- imagine the horror if Mauga had this ability. Go ahead. Tickle yourself pink thinking about it.

So you’re saying they should rework Genji into a tank.

I don’t mind having the hitbox gutted, but the startup time is super cringe

Hope these 2 could be changed for him

No, I’m just pointing out that flankers in OW are WAY beyond overstated on their difficulty compared to the effort to counter them

The ONLY one you could argue for is Tracer and that’s only because of her HP pool. If she had anymore she’d be just as bad if not worse than Genji, Anran, or Sombra

Too late, his rework’s already going live.

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This is what I’ve been trying to say! other than mizuki missing the chain, there’s pretty much nothing you can do to block and even utility trade after getting hit! sleep dart wakes you up with just a tickle but guaranteed 1.6s trap and hinder is ridiculous

can’t aim vertically, moves him into danger, insanely loud warning sound que

one of the slowest projectile

ultimate, and does 110 damage, also have to be super close

nothing wrong, having a hard cc while doing that does. Brig is now very very normal after losing shield stun, and she does not have reliable escape ability

You’re naturally going to have an easier time playing a counter because the character’s functionality that you’re playing is highly effective at shutting down your enemies’ interactions. (For example, hard CC > mobility. (X > Y)

Outside the characters’ natural counter play design, though. You should not be having an easier time countering your enemy, as that just creates one-sided gameplay loops. (Which is what makes the game feel like :poop:.)

Then play them and dominate the lobbies that you’re in, and then, after that, send a code of you doing that in here, and we’ll see just how easy they actually are.

:roll_eyes:

I didn’t post this code yesterday above, but here is the replay were my team and I got stomped in a 6v6 Comp match:

6J9YFE

I was playing Mizuki here as well under PirateTK. Went 6/8 for the match, with 8300 heals.

The above game code here:

866D8Q

Was 28/2 with 14K healing. Two games were back to back. But the reality of them felt worlds apart. lol

These codes might be gone tomorrow, not sure if they get reset but I’m betting they will.

The counter to mobility isn’t hard-CC. That’s like saying the counter to mobility is killing people. it’s pretty effective against most everything.

Mobility however, is the counter to skillshots. So if you tie a hard-CC to a skillshot, mobile characters are more effective at dodging it and thus it becomes more effective against non-mobile characters, with Sleep Dart being the perfect example of this.

The counter to mobility is abilities that are REALLY easy to hit. The only way to counter mobility is to essentially turn it off, or have it be largely irrelevant so being able to move unpredictably becomes a non-factor. Like Moira’s ticklebeam is a great example, where jumping around as a Genji matters way less in a duel against her than S76 or Reapers ability to self-heal.

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This is the most insane mental gymnastics that I’ve ever seen.

Also,

Truly the most complex logic of “it is easier to sleep dart a cassidy than it is to sleep dart a genji”.

Thank you for opening up my eyes and proving once again that the Overwatch forums are filled with intellectual titans.

Hitting your shots and landing your CC is how you counter mobility.

If you can’t land the CC and are missing all of your shots, then that’s a skill issue.

This idea that players are in need of “ease-of-use” mechanics to engage in fair counterplay against mobility is just complete and utter nonsense.

That was my point and I still stand by it. :woman_facepalming:

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Ok, but who is easier to hit with a sleep dart. Genji or Cassidy?

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Ankward here is right , in all other fps the counter to mobility are weapon like full auto hitscan or rays. Here it is the same with torb and sym turrets that auto hit, and zarya and mei rays, or soldier 76.

The problem is that the entire kit is done in a way that always ray character have zero mobility, and mobility character can escape their range easily (not moira), and s76 depends on a skillshot to do damage. Aoe skills are too good against mobility but there not nearly any in this game.

About mizuki, if he is going to be nerfed, I would like his healing taking an hit, as it is just too pasive and easy to use. The recall buff was necesary to make the ability not a movement speed boost, because it was too short to use it as intended before.

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I don’t care about this argument. I already cleared up where I was coming from with that last response.

It’s a very simple question though.

If we posit that hard-CC is the counter to mobility, does Ana have an inherently easier time hitting that dart on a Genji or Cassidy?

If we choose the obvious answer, then your argument makes zero sense. How can hard-CC be the answer to mobility when hard-CC is the answer to literally everyone? If “just shoot them 4head” is the counter to mobility, why is Dive good into snipers?

Everything else you said is just “rock is op, paper is balanced, scissors needs a buff”.

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If you stop a character that’s reliant on movement to be effective, they stop moving, and are no longer effective. Therefore, they’ve been countered. :exploding_head:

How much effort you’ve put in to stop them with that CC is not relevant as it does not change the fact that they’ve been countered one way or another. Therefore, this argument that you’re trying to make is pointless.

This will be my last response to this. I don’t like going in circles as I find it to be incredibly boring.

Have a nice day, though. :ok_hand: