Halt is the real reason orisa is op

Honestly, halt is only op in masters and above. People below that rank just spam halt randomly into the enemy or just try to boop them off the map.

The real reason orisa is tank god now in most elos is fortify and shield.

Fortify cancels so many skills and ultimates. Mei’s freeze/ulti, shatter, etc.
Orisa’s shield is the best because it does not need to recharge. You can just use it whenever it’s off cooldown. Both sigma and rein have to wait for their shield to recharge. Which arguably takes longer than orisa’s cd.

How so? It’s quite common to do a high halt to pop people over Orisa’s barrier for Widow to get a headshot.

If you break line of sight with halt, halt can’t grab anything. Standing behind a barrier works too.

And if the halt orb flies by you, all the tanks need to do is reposition themselves and their barrier so they don’t get grabbed by it. That, or have someone like Sigma or D.Va absorb it.

A high aimed halt cannot be absorbed by Sigma, nobody plays D.Va for other reasons, and goes/pulls people over an already placed Sigma/Orisa barrier.

I feel you must not have watched much high level play if you don’t realize how easy this is to pull off.

nah her shield is disgusting too. unfun to play with or against.

I mean, it’s just as easy to step out the way…

Out of the way and protection of the barrier? You’ve given Widow an angle either way. :sweat_smile:

When did this topic become about Widowmaker?

It’s about halt, and I mentioned why it’s irreplaceable at high level play to force people outside of the protection of barriers (among combo with other abilities like Doom/Hanzo ultimate obviously that simply bypass barriers).

You responded that barriers make Halt ineffective to me, and I’m just trying to explain to you how that’s simply not true. Go watch any high level play, and you’ll hear the Orisa say “pulling” over and over while people get sniped (Widow being obviously the best at this) or ability combo’d behind a barrier.

Honestly, you make a good point. I tend to go with the “I don’t like complaining about nerfing heroes” route, but your points are solid. Halt is a very good ability. I mostly think the easily predicted shot and canceling movement abilities are the issue, but it’s a very strong move.

What is with these made up numbers on the forums…

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Yeah, I’ve seen Orisa players call out their Halts. I do the same as well. Many times I call out against opposing halts as an Orisa player myself.

People here on these forums like to rile folks up by making a certain hero’s ability seem more OP than it actually is. All I do is try to inform people that these abilities have simple forms of counterplay that aren’t that hard to pull off.

It’s mostly just unfun for me to deal with whatever excuse people give me as to why these plans don’t work, and the excuse is usually about something completely unrelated to the hero or ability in question. If people wanna start bringing up unrelated variables to make a simple problem more complicated than it already is, we’re much better off running simulations of these made up scenarios (which is a fancy way of saying ‘playing the game’).

You guys make me tired

Making D.Va functional will be sufficient enough.

Orisa had a barrier, fortify, and halt for 2.5 years. I guess she must have been OP for all that time huh?

No wonder she was used everywhere at the top levels

Oh wait…

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And im sure if you understood the past metas, you would have realized why 1 hero being OP doesnt mean they will be played vs the meta comps. Instead of just looking at each hero individually, look at them in terms of team comps and you would see why she still wasnt played at the time. For example, individually she has been stronger than rein for a very long time, but he was still played more because of the heroes around him being strong and working so well with him.

my apologies, but considering the general rule of does it do damage? if yes it combos with halt. I would say for the sake of the argument my assumption was justified. The actual number is approximately = 61% of all abilities in the game (while counting quick melee and all primary/secondary fires).