I like the next patch

But I want to play it first to see if it is good first hand. Personally I think removing a bunch of one shots, and giving the supports time to heal, and dps which doesn’t rely on one shots will feel better since with 20% nerf to healing for a couple of seconds after you have hit them means they won’t be healed up instantly…

  1. make DPS feel better to play - as sustain won’t be as strong, you won’t have targets instantly healed up, a 20% reduction to healing for things in combat is massive.
  2. make Support feel better to play - as you will actually get time to influence fights. Burst won’t completely counter you instantly, which feels bad, and while you are worse against slower sustained fire, you were always too good at it anyway - so that won’t feel a lot worse.
  3. Tanks will be able to push in without turning to vaper, sure… they will have to push in stages, since they will need to get out of combat for a bit if they wish to keep going, but they won’t get the super frustrating thing of stepping out and “boom they are gone”
  4. Since it is removing a bunch of the reasons things like Suzu needed phase, it opens up the way to remove that.

Personally, I think it fixes a LOT, sure the actual balancing on top of it will be a mess, but that can be fixed.

I think it is telling that people are all “this is garbage” when they are not saying which bits are garbage, and when you talk it though, the parts they are complaining about are actually being fixed in the patch…

Like this solves a LOT of the problems the forums have been complaining about for a long time now.

Mobility being too strong, so they have to nerf out the parts of the kit which are interesting? fixed. increase in projectile / hitscan size makes hyper mobility on small hit box heroes less of an issue, removing having to put in as much “personal defence” on the supports, and nerfs to any interesting part of the mobility heroes kits.

Targets getting healed up instantly making it feel like you don’t get anywhere as DPS? DPS new passive fixes the issue.

Tanks turning to smoke the moment they step out? Increased health fixes that.

Tanks having to much sustain? DPS passive rides to save the day again, as they will typically take a few bullets while they are in view.

Supports feeling useless as one shots basically make what they do pointless? less one shots.

It is all good stuff, and all stuff you have been asking for.

Does it make some heroes less useful? yes. Sombra won’t be in as many games, and junkrat will need fixing for him to work in high ranked play.

If you step back and look at what the patch actually does from a overall view, it is legitimately solving a LOT of issues.

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turning the game more and more into Paladins. last time i’ve checked when i wanted to play a game like Overwatch, i wanted to play Overwatch because it was unique and different. Now it’s being closer and closer to Paladins? lmao the uniqueness is surely fading away

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I don’t think it does. Paladins heroes are more “samey” than Overwatches ones.

That part is not going away, hell, if anything this will open it up for that to increase.

If you mean “overwatch devs are looking at other games to see how they solve some of their more tricky problems?”

Yeah, but that also isn’t a bad thing. It isn’t like the problems didn’t exist, and it doesn’t mean grabbing solutions from other games isn’t a good plan.

I do get that it does push it towards some of the things paladins is more famous for, but they were put in paladins to solve the same issues which Overwatch was having, so it makes sense that eventually they would end up here.

I like the direction of the new patch, but I think I could easily make a better patch, in that same direction.

    1. Rework Antinade to be less strong vs Tanks (or give Tanks a passive that ignores a lot of the effect)
    1. Nerf Heals
    1. Rework/Nerf Immo/Lamp
    1. Nerf Snipers
    1. Regen Passive (I.e. The one that promotes grouping up)
    1. Increased teammate healing received during regen passive
    1. Readjust Tank survival to be roughly where it is now
    1. Either reduce headshot damage by a flat -0.5x headshot modifier.
    • Or, reduce headshot multipliers by -0.5x at 15m, and 30m

Different paths up the same mountain really.

I think some of these things (like antinade, and immo/lamp changes) will come with time once they have a baseline here.

Kinda.

But I feel like I’m trying to go for the “most change, from the fewest changes, with the least unintended consequences”.

I’m going the scalpel method. The devs are going the chainsaw method.

OW2 Alpha is almost 2 years old…

This is the newer baseline.

I won’t argue that nade shouldn’t have been changed, but I can see why they wouldn’t right now.

Why though? This essentially takes all the skill away from heroes like Ashe. You kinda play her for those double headshots.

Yeah, and Overwatch already has different multipliers by hero anyway.

I do like the idea of testing different health pools even if just temporary to see what the game would be like out of curiosity. Although, maybe I would have preferred lower hero damage and reigning in tank health instead. Reason being adding more armor is annoying, it’s going to be difficult to gauge when someone is actually “one”, and the stat screen is going to have such high and wide values of information by the end of our matches, it could feel all over the place and hard to gauge the value of it.

I also thought they were going to do more things in a temporary mode like the “Quicker Mode” we had last time. If this change comes through, this might be with us for a long time.

Because it’s a surefire way to reduce burst damage.

And it equalizes the Lethality/Durability gap between high ELO and middle/low ELO. (Which has been the PRIMARY reason hero balance had been difficult over the years)

Which makes it dramatically simpler to balance across multiple ELOs.

And because instakills violate the core principles of Counterplay Design. Since players aren’t given the chance to react to it, and Choose how to react. Since they’re dead before they get to the Choice part.
User blog:JAlbor/GDC 2013: Teamplay and Counterplay in League of Legends | League of Legends Wiki | Fandom

And Games at their most fundamental level are about Choices.

https://youtu.be/WggIdtrqgKg?si=f37GSc-vKW6Xl8_C

And on top of all that, it’s not disruptive to the bottom +95% of the playerbase.

+40% probably wouldn’t be be aware there was a change.

And you can’t complain about something, if don’t think it exists.

_

Or another perspective,
Why should Overwatch be balanced like a Tactical Shooter, when 92% of the heroes don’t have Tactical Shooter killspeeds?

For real, they got a game for that called Valorant.

People who want Overwatch to be Valorant, should go play Valorant.

I have the feeling that it is going to be a total slog with nothing dying.

I expect the -20% healing on people who have taken damage recently is going to solve a lot of that. Add on the increase in Tank damage…

Overall there is less healing in the game now. It’s hard for it to turn into a slog, when healing is nerfed down.

Will Tanks be able to survive better in the short term? Yeah. Will they be better at surviving in the long term? No, they will get less healing.

But we will see when it lands.

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But Ashe fundamentally can’t function without her two shot headshot due two two huge issues.

First, because of her reduced strafing speed when ADS, when she takes fights, she needs to be able to kill quickly if she plays well. If she doesn’t, she’ll get completely eaten alive by flankers with really no counterplay(kiting with coach + bursting is the counterplay right now) and will be unable to duel anyone else either because of how much of an easy target she is while ads and can’t respond in kind.

Secondly, she wouldn’t be able to finish kills. Ashe plays typically different angles than other hitscan dps and relies on mechanically executing two taps to pull them off. Without being able to finish people off or duel in more contested angles, she’d genuinely have no purpose.

The problem there is that most people aren’t that good at understanding complexity.

To me, the structural problems with the the game is more important than tierlist adjustments.

Like you can just give her +25hp and a few seconds off her cooldown, and all the sudden her tierlist position is different.

Also it’s fundamentally impossible for 17 DPS to all have above average pickrates.

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I don’t think it is that, I think they are angry at how the game has been handled, so they will take any change in the worse light, lashing out at it without thinking about it.

It isn’t they can’t handle complexity, it is just that angry people are not going to spend time to see what is actually being put in front of them.

Like, most of the complaints I’ve seen from people about the patch, are things which the patch improves. They are not reading it.

Like ask most of the people who are angry about it what the new DPS passive is, and they wouldn’t be able to tell you.

It isn’t that they couldn’t understand it if they looked at it, and took time read it. They haven’t read it.

2 Likes

This isn’t a tier list issue. Ashe fundamentally wouldn’t work with number tweaks to basic values like that. She would need a full scope rework in order to function differently, or be so overtuned that she could ignore the glaring issues I pointed out making her god tier.

Basically, the proposed hs changes would break heroes in ways that would require complete reworks to be healthy.

The only thing Blizzard/Microsoft is taking from paladins is the self sustain.

we dont even know if its legit people saying the so called patch notes are just rumors

1 Like