PSA: I’m not a high rank player. I’ve spent more time programming than ranking up, but I think it might be applicable to part of the game.
From what I gather, the most polarizing attribute of Sombra is the amount of communication present between her and her team. In higher ranks, this is what makes Sombra so powerful, while the lack of it in lower ranks causes her to perform so poorly. If the stealth changes go through, Sombra will see even higher use at higher levels of play and and come to dominate it even more.
Personally, I’m all for the stealth changes in the recent experimental card. I’m of the opinion that a hero that can go invisible and teleport SHOULD be an assassin of poorly-prepared people, and I appreciate any changes that move toward that archetype. Similarly, there SHOULD be a hero that’s able to effectively weaponize information and I’m glad a Hacker/Information broker is the best hero to do so; however, I do empathize for the struggles people have against her:
- Triple Hacking: It’s where Sombra hacks, EMPs, then hacks again right before EMP ends. It’s frustrating for sure to feel like you can’t play the game for 15 seconds (despite still being able to move, jump, shoot, crouch, and perform other actions only prevented by Sleep, Freeze, Stuns, etc). To solve triple-hacking, Hack should follow a formula of
hack_cooldown_against enemy > hack_status_duration * 2
. This makes it so no matter the order in which hack or EMP is done, a person can only be hacked only at most two times in a row instead of three. - Hacking Health Packs: There’s nothing that can be done to unhack a hacked health pack except wait it out, but a Sombra who is very good at her timing can come back after 59-ish seconds to re-hack it right before the timer expires. It’s practically the definition of “No counterplay”, and this often makes Sombra vs. Sombra matches devolve into “who gets the best health packs first”.
The solution to get rid of triple hacking would entail a sizable nerf to hack in general, meaning she’d be able to hack less than 6 enemies per minute vs her current 7.5. If Sombra had 15 more ammo (just enough to eliminate a hacked stationary Roadhog with body shots), she’d be able to more efficiently capitalize on individual hacks instead of relying on teammates. This would be further improved if EMP reloaded her gun. The more time Sombra can spend shooting, the less time you spend looking for her.
I would GLADLY bid farewell to hacking health packs in exchange for a buff that makes hack more useful against enemies. It would have to be pretty big since it would be useful ONLY against enemies (e.g. no setup before a teamfight). I think a lower cast time would be beneficial here. Ideally, hack should follow a formula of 1 second <= cast_time + interruption_cooldown <= 2 seconds
so Sombra is able to hack most enemies during their reload animation. This formula can coexist with the other I mentioned before. Personally I’d recommend a cast time of .5 seconds, with 1 second of interruption cooldown. .35 seconds if my triple hacking solution is accepted but EMP doesn’t reload her gun. This gives injured enemies a chance to recover before being ambushed and makes careful ammo management a more important skill.
In my opinion, having Sombra be devastating with good communications is about as fair as a McCree being devastating with good aim. You can’t really do much about player skill being overwhelmingly powerful. However, I feel like the game mechanics can be adjusted such that those who aren’t as overwhelmingly powerful don’t leave you feeling overwhelmingly helpless.