Freja is justs like Sojourn

Too mobile for how much damage they can do at how far they can stay back.

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Freja + Sojourn is a tanking nightmare come to life!!! So much damage. Several games now where they’ve had more than double the damage of the other team’s DPS (sometimes on my team, sometimes not).

Doesn’t help that Freja is ulting every 35-45 seconds.

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Her damage alone isn’t the problem, it’s thr horizontal dashes that reset her right clicks.

I think they could easily lower her damage and it be justified, but a more impactful change would be increasing her dashes cooldown from 3.5 back to 4.5 or up to 5 seconds. See how that changes her gameplay.

Also, get rid of the perk that gives her a dash reset on her updraft.

If that doesn’t do the trick. I wonder if they should just remove the right click reset altogether and leave her damage and cooldowns as is otherwise.

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Yeah, Freja is OP. She does way too much damage. She’s very mobile too. She needs nerfs. Until then, we need to start banning her.

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I have a solution: nerf Mercy! Surely, that’ll some how effect two unrelated characters, right?

And that’s why they aren’t good anymore with Mercy being banned! Yep, the two characters are fixed, so we don’t need to complain anymore!

At least, that’s right, according to the stupid fantasy land people on this forum lives in, anyway.

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Freja is weaker than Hanzo according to this forum.

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And also SHREDS through tanks that could dive her

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It’s that stupid passive that gives her even more ult charge for every 3 final blows.

Which…isn’t that hard to do when her arrows do a lot of damage lol

The devs really said “mmmm let’s just throw this in there so she gets it even faster”.

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at least sojourn has to land headshot for her rail, frejas damage doesnt require a specific condition.

This fantasy land where Mercy has hitscans on a leash is just so wild to me.

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Yeah but we should have seen it coming. Soj, venture, now this. Blizzard can’t imagine a dps hero that can’t burst delete someone.

I ask again, what is the point of increased health pools?

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That last thing you said is the answer

There is absolutely no reason why using dashes lets her instantly use her next ADS shot… the delay between them should simply be static.

People told me “Sojourn would be more killable because Mercy wouldn’t be there to rez her, and her burst damage can’t one shot, so its okay!” as if that could ever be true. As if she didn’t have hyper mobility and could essentially one shot targets if they’re under a certain health threshold.

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Okay so, let’s try some math.

Take Aim, versus Hanzo’s Storm Arrows.

Take Aim is 40+90, you can get up three shots with off two 4.5 second cooldowns (so 9 seconds total). That equates to 390 damage baseline, up to 510.

Now Hanzo’s Storm Arrows is an 8 second cooldown with 75 damage across 5 arrows for 375 up to 750 damage if all hits critically hit.

So looking at cooldown to damage ratio, they look pretty similar. Biggest difference here is that Freja burns two cooldowns to get those numbers, but her cooldowns are also shorter than Hanzo’s.

So her damage is, more or less, competitive with every other Damage-role angled towards burst-damage. She’s not really doing anything more or less than what everyone else in respective class does.

She is quite mobile, but she does take a hit on health for this.

Dive tanks - D.va, Winston, Wrecking Ball, - tend to give her fits. Hazard and Doomfist aren’t something she has to worry too much over, except in cases of ultimates. Ironically, she snaps just as fast as she can put damage on these two. Roadhog is in a similar position, though he can really minimize the damage she does with TAB, and then Hook her from the sky for a quick kill.

Mauga doesn’t seem to have too much trouble, but Ramattra kinda does. Though Vortex DOES shut her down pretty quick; he has a harder time in Nemesis form doing anything against her. Omnic form also doesn’t offer too much help here, but that Barrier really does stop her stuff.

Orisa doesn’t really have too many problems here, though I literally poke holes in them all game. Fortify, Javelin Spin, and later barrier pretty much block out everything Freja could do.

And that’s it. None of the other Tanks really have that much trouble with her. Just, really Ramattra, Hazard and Doomfist. Everyone else still has advantage over her as a Tank; you just need to approach differently and think of her like Tracer than like Hnazo.

Her ultimate charge is the same level as Hanzo’s Dragonstrike, which makes it more expensive than Pulse Bomb. Otherwise, she gets bonus charge every time she uses Bola and kills three targets with it (thus netting a 25% charge after using it). Which can explain why it charges up so fast.

However, it’s also really easy to counter play it. Phasing abilities, Protection Suzu, Particle Barrier, etc. do a lot to shut it down. It’s also a projectile, so Kinetic Grasp and Defense Matrix (among others) shuts it down.

Junkrat can Concussion Mine out of it, so can Pharah, Mei Cryo-Freezes, etc. It has about as many counters as Illari’s Captive Sun… perhaps a few more.

Sojourn has to do 180 damage first to do 130 damage shot. That 130 damage can critically hit for 195. It also pierces a line of targets.

Freja gets to load a 40+90 damage shot everyone 1 second, with it detonating 1 second later. That 90 damage shot can be cleared by just about everything that clears Bola.

Aside from that fact that none of these heroes do more damage than the Launch-era heroes do. Remember the launch-era heroes like Cassidy could do 600 damage off a Fan the Hammer. Launch-era heroes had their damage toned down, none of these new heroes had their damage buffed.

Mercy has hyper mobility, Sojourn does not. Sojourn can “essentially” one-shot under certain thresholds, but so can Junkrat and every other hero.

When my friends and I barely win a game where Freja and Sojourn dominate us, we think “what if we hadn’t banned Mercy and these two were under permanent pocket…”. So it doesn’t fix them, but at least it allows us to somehow fight them, and Mercy would have raised this problem to an absolute

I think this quote is a little weird because, true, what if Mercy was there to make them even worse. But at the same time, what if they got the nerfs they needed so they weren’t annoying even when Mercy’s there? That seems like the better solution for the game.

Especially since you say “when you barely win a game” implying there’s times where you lose to them even when Mercy’s not there.

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She’s not a fun design to go into for sure; saving grace is that, unlike Sojourn, she requires some skill to get the very basic value sojourn gets for existing.

Burst damage is a problem and has been ever since the game got the ‘2’ in its name and their answer was to nerf sustained damage and healing, but then bring in more burst damage on the regular. Ineptitude and short sightedness bonanza

Freja needs to hit you twice to get the kill while no healer is healing you, and there’s a delay on the explosion for you to activate any defensive abilities.

Landing two projectiles on a squishy that is isolated from their healers with no defensive cooldowns is a deserved kill.

She’s somewhere between Tracer and Hanzo, and she has the decency to warn you before you die. She has no utility and essentially stuns herself to aim her crossbow.

Agreed. Mercy is the hidden op one that makes random dps look broken, and doesn’t even need any skill

I’m finding this to matter less and less as more people pick her up. She’s got a steeper learning curve for sure, but once you have put in the time (which a lot of people have now) she’s not necessarily harder to execute with. I’m getting fewer Frejas who don’t know what they are doing and more that are actually getting the value out of her. God help us if they haven’t found her ceiling yet because she’s already insufferable.

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