He is entirely way too durable and just makes for an unnecessarily frustrating time trying to shut him down. Even with hard counters.
So why do so many people consider Wreckingball a throw pick, if he is indeed as durable even when hard countered?
Who is saying he’s a throw pick? He’s by far the most played tank right now.
Maybe right now, but think back a few weeks, when the majority of forums posts were people complaining about Ball, it’s just his time in the sun, it’ll change in the next balance update.
Ball is literally meta right now at the top level. Only players in the low ranks think he’s a throw pick because he’s incredibly difficult so you don’t see him getting value in silver/gold.
As I said above, it’s for right now, in a couple weeks he’ll no longer be “meta” as the top level players will find something else. And I do agree, people in the lower ranks have no idea how to get value out of Ball, and the ones that figure it out, climb very quickly into higher ranks, with just some basic tech, Ball can be an absolute beast, and very hard to kill, but most people in the ranks around mine have no idea how to use any of it.
The only problem I ever had with Ball is that his ult lasts way too long.
His mobility needs to be nerfed, or his shields need to be nerfed again.
He can also build it up again, whilst it’s up.
I don’t get why people think he’s fine. Regardless of his performance in many ranks, it still stands that his hp is too durable, his shields have too many benefits, he can hurt the enemy team with very little punishment as he rolls away and his ult lasts far too long.
Ball is a little bit too strong at the moment. Not too op but still could use a nerf. The nerf I would probably give mines is either make them last a couple of seconds less or the activation time could take a tiny bit longer (thinking like 0.5 seconds). This would either shorten the area denial effect or make minefield into a slam not be as much of a guaranteed kill.
I am completely fine with a small self-sustain nerf but that means a nerf to DPS (mostly echo) is desperately needed. I believe this would make ball slightly weaker to the point where he can’t be considered op and at the same time it would make a lot of the awful tanks playable again.
The thing is that in coordinated teamplay ball gets countered by one stun so only a nerf to his survivability would make him just another Rein or Orisa who are quite literally unplayable above diamond.
all these ball problems stem from the fact that they gave him the ability to get shields in ball form. Yes the mines last too long, but that isnt as big of an issue as his hp/shield considering his mobility. They need to halve shields gained or revert the ability to gain shields in ball form, esp since he cant be headshot in ball form.
He really doesn’t need an HP nerf, he already dies almost instantly when any CC is in play and the enemy team knows to focus him. This is why he is really oppressive in the low ranks.
At the higher ranks, any mistake on the Ball’s end will just end up in either feeding a lot of Ult charge or straight up dying when focus fired