Hell with this. Another Sombra rework suggestion!

Pretty sure nobody’s gonna read this, developers especially, but honestly …? I kinda like the idea.
So, with that said…

First things first: 250HP.

Stealth is now Tactical camouflage

  • turns on after Translocator usage just like it is now;
  • keeps movespeed bonus as it is now;
  • is no longer totally invisible, subtle shader (yeah, I’m aware of the possible issues with shaders, but) persists so enemy team can notice Sombra doing her deeds;
  • still uninterruptable just like it is now; moreover, Sombra can shoot and use Virus too without taking her Camouflage off. And can contest points.

What’s the point? Why so many buffs all of the sudden?

Well, while under cloak Sombra receives 20% less damage and deals 20% less damage. Now it’s mitigation and reposition tool instead of solely ambush thingy.

But wait, there’s more. Virus exists, and utility is still low.
So…

The Virus

  • Virus no longer does damage on its own. Instead it acts like a second instance of hack.
  • Virus lasts for 10 seconds.
  • When other target is being hacked, Virus connects these two players’ HP pools into one for all sources, mitigating the damage between these two equally.
  • After successfull connection both players’ HP pools stay connected till Hack wears down on the main (Hack) target

Hack

  • sadly, it loses all the silence factor but split-second interruption to turn off some abilities; it already lost all its glory long ago with constant nerfs of the silence duration, but still somehow manages to get people angry with its 1s long duraiton, so why bother;
  • BUT at the same time Opportunist bonus damage is FINALLY at its place!

Things this idea solves

For Sombras:

  • Sombra is not longer crippled with her own kit with Stealth and Translocator being combined into one tool
  • Sombra has some of utility back, now it’s totally new utility which should less annoying than Silence
  • Sombra has finally a mitigation tool
  • new Virus is not an obligatory toy to play with, it’s an option now
  • two playstyles they can change between depending on the situation

For Sombra opponents:

  • FINALLY either VISIBLE SOMBRA or NON-LETHAL SOMBRA
  • next to nothing silence
  • no more pure assassin Sombra with exaggerated damage

For Sombra’s team:

  • better overall utility that team can use

EMP is fine, let it stay

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she was legit way healthier with perma stealth because it was much easier to catch her out back then, now it doesnt matter, if she doesnt get one tapped its hard to deal with her because she will just throw the thing and even if she takes damage she stays invis.

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I tried to address current complains about Sombra without falling back to her previous reworks
I kinda liked permainvis Sombra too, but it’s unlikely we’ll go back to this iteration

Sombra needs a longer cooldown on her teleport, because atm she can just outright escape everything. Or make her teleport NOT have invincibility frames. Or have a lead up (even Mei’s iceblock there is a delay in activation, Sombra is instant).
Have her invisibility time be shorter and remove her ability to see low health characters.

Tracer has three blinks and recall, Genji has dash, double jump, wallclimb and deflect, Reaper has shadowstep and wraith form, Mei has iceblock and icewall, Soldier has sprint and healing pad, Moira has fade, healing sphere and syphon health, etc, etc

Sombra only has translocator

What you’re suggesting is impossible at least till Sombra gets something else for either damage mitigation or escape tool. So far she has both built onto the same cooldown, which is not an advantage at all

Is not

We already had 5 seconds long invisibility with 7 seconds long cooldown on Translocator, she was virtually unplayable. This is why it was shadowbuffed to 6 seconds cooldown soon afterwards

All of them do not make them invisible or immortal (except Mei, but she can’t move so a trade off).
Translocator is up within a fart, it is utterly disgusting there are no drawbacks on that thing.

I tested it, Mei can be killed in the time between pushing the ability and the iceblock forming.

Clearly these buffs were not needed.

Listen, if you want to discuss current Sombra, there are plenty of threads where you can do this. I’m not in the mood to chew the same things over and over again
I made this thread for different purpose

Sombra really did need buffing from her immediate state post-rework. She was absolute pants with 2s visibility window (or whatever it technically was). That’s why they buffed her.

The real trouble is how they buffed her. They walked back on higher visibility time and decided to keep her at 225 HP. The 225 HP nerf was bad enough for the perma-invis iteration of Sombra because it encouraged QP Sombras to spend all game hiding in the bushes. It was just as bad keeping 225 HP around for the rework because QP Sombra is forced into lurking otherwise she simply explodes.

Well, yeah. I even added it as the first thing to do on the list. 225 is a huge mistake in terms of her balance. You can’t really do much with current thresholds, it kinda forces Sombra being maximally effective during her flanks, or she doesn’t achieve anything and just dies. No escape, no mitigation, not a single ounce of risk exceeding the necessary

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A good Tracer is essentially as good as immortal with 5 binks + recall, lol.

There are definitely drawbacks of translocator it’s called paying attention.

I rarely have issues with enemy Sombras because I play her and I know what to look for.

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I like the concept of linking health pools.

This is a lot, and it isn’t very good either, yikes.

Firstly, would require an entirely different system just to make invis slightly worse, and some skins would definitely become P2W or P2L because of how big they are, revealing more of Sombra during camo. If this were to be done, Sombra’s equipped skin should still go invisible and a default Sombra should appear, but have a glossy, transparent look, like it bends the light but you can still see through it, sort of like Mirage from Apex Legends, or Spy in TF2 if he’s revealed.

Yeah that sounds fun to deal with, give Sombra a mini Fortify with a psuedo invis, plus she can shoot her gun now which she could whenever do whist invisible. Are you aiming for a 200% ban rate?

People already hate Hack as is, giving Sombra a second Hack, skill-shot or not, is only going to cause problems.

This also seems overly complicated and abusable. Firstly, how would you even explain this to the player? And would two hacked enemies know that they have the same health pool?

Also you cold just Hack a Mercy, then use Virus on a Tank, and now that Mercy essentially has the hitbox of a Tank because I assume 50% of all damage done to the Tank is also done to Mercy, so she will die if 400 damage is done to said, which on someone the size of Roadhog is absolutely nothing.

UNLESS both heroes’ health pools combine and now you have an 800 health Mercy, which might actually be worse.

So Hack is still useless, except Sombra now has 2 of them? You just doubled her annoyance and tripled her confusion and for what? This isn’t even a buff.

That sounds like a massive cripple having a single clunky mobility tool.

It’s the exact same except it’s now doubled.

She already did, it was called being invisible.

Genji’s double-jump is also ‘an option’ but it’d be a waste to not use it. If you have an ability it isn’t an option you should use it.

What are the two playstyles? Run away whilst in camo and shoot like a baby, or mark Mercy for death by pumping 400 damage into Roadhog?

So you split Sombra into two worse halves?

Nothing has changed.

That’s the best part of Sombra though.

Better team utility is just killing the enemy outright. Zenyatta has a similar health-pool change that works with his teammates, but he can also just kill the enemy himself.

Can’t see how is this a major issue. Making VFX is not something current Overwatch team is incapable of

First of all, she trades full invisibility for this which is a lot. Second, this makes this ability a mitigation tool for her she really lacks comparing to all the other flankers. Third, it also nerfs her own damage, she’s only at 80% of her damage under this, and even Hack only grants her 96% of the initial damage
Can’t see how this makes her having Fortify, she’s still susceptinble to any kind of control as she always was, neither she has extra HP on top of that

Virus on its own doesn’t do anything. Only hack matters. Virus only adds a link if it presents on the target. This has to address the fact that Virus in its current state shouldn’t even be in the game in the first place. So I suggest to make it virtually useless on its own

Successful Virus marks the target. Whenever Sombra hacks anybody, marked target shares the HP pool with the initial target.

Of course, they have all the right to know this. Probably a visible transparent link between these two. Adjustable.

Virus has to be landed first. You need to affect Mercy first and only then find a moment to hack her tank to get value

Percentage is adjustable, it can be 75/25%, for example. In wrong hands it’ll only make enemy tank more sustainable at some point, so… game sense required to use
Then again, it gets countered with healing. Just don’t dump all the healing into tank

Reminder that only RMB Hack is a real hack, and Virus is just a mere mark on its own. Hack utility is reduced even more because… well, even for me it’d look like totally OP to hack affect so many things at once. Silence factor should probably go too …?

Like she is now, nothing changed in terms of mobility

Except invisibility was never mitigation tool

The rest is unnecessary nitpicks with no value

Sombra still has her Opportunist damage buff, so nothing changes here as well for duels