…then high mobility will need to be nerfed as well.
Double jumps, glides, translocates, uppercuts, blinks, hops, fades, giant bowling balls, you name it.
The reason CC can feel so suffocating is because from a non-high mobility perspective, you’re being punished for nothing.
But CC also helps balance out the crazy high (and fun) mobility in the game. “You can’t have your cake and eat it too.”
If CC is going to be toned down, mobility has to follow the trend as well.
Edit: personally, I think CC effects Immediately stacking is what needs looking into but CC overall should remain untouched. I don’t want to see mobility be nerfed but if CC is getting hard reduced it will need to happen.
134 Likes
Mobility doesn’t mess up your gameplay experience, it only enhances the players enjoyment.
Cc does the opposite
59 Likes
Ill be ok with CC nerf only.
18 Likes
Not for those on the receiving end.
Non mobile heroes are bullied
108 Likes
those arent really a big problem, huge amount of CC is a big issue for tanks, because its always directed at them and chain CC needs to be removed
18 Likes
You get hit by the weapon not the mobility.
Unless we talk about doomfist
4 Likes
They are bullied now too in open queue lol
Mccree absence is… noticable lol
Even without stun he is very helpful due to inadequate dps output
6 Likes
Isn’t nerfing CC just buffing the dive meta in disguise?
9 Likes
This doesn’t make sense. How is Echo’s mobility at all related to CC, for example. Or Pharah’s. Or Mercy’s. Or Genji’s. All of these heroes can be beat with basic aiming and ability usage. Mobility is fun and a core part of OW.
CC is just unfun and ruins the flow and freedom of the game.
29 Likes
Swift strike does damage and is mobile. The Mobility itself helps enables the damage. Hammond literally revolves around it.
24 Likes
I bet they nerf McCree’s flash, and I will not even care because you never landed it on mobile targets unless they hella overextended to begin with. Muahaha
1 Like
Mobility is fun and can be countered by aim , cc is annoying and cheap 
18 Likes
Not really. What’s really preventing dive from being run (At least in the higher end) rn is sustain/armor packs from Brig/Brig in general and also stuff like Bap lamp and AOE heals, as well as Rein-Ana-Lucio being so strong. I wouldn’t say CC is a big issue for dive atm.
6 Likes
Or just introduce a diminishing returns mechanic that stops CC stacks and leaves singular CCs on mobile heroes untouched.
Singular CCs are generally fine. The problem is that CC are always so strong when stacked, and after the first you are impaired to block the second and third, assuming you have way to block it in the first place.
32 Likes
I think they will since his firerate buff lets him shoot twice before the stun wears off iirc
6 Likes
Yes mobility would have to be kept in check. Which begs the question about overall game “flow”. Do they want:
- medium-pace mobility with smooth, predictable dynamics, where uptime is assured, or;
- fast-pace mobility with abrupt interrupts and downtime windows.
I prefer Overwatch as it is, with CC to balance mobility.
To me the issue is map utilization, team coupling and utility coverage. Almost every meta is an all-in deathball with ults…whether it’s a sustained rush point brawl or a coordinated dive. Either way, “high level play” doesn’t rely much on flankers or 90% of the rest of the map, which to me is what is lacking and in need of a rethink.
12 Likes
I would not say aim counters mobility so much as it is required against mobility.
12 Likes
The problem inherent in mobility is this:
Anything that counters mobile heroes counters non-mobile heroes harder.
Example: People always claimed that sentry turrets countered “Tracer and Genji” cause they were mobile. Wrong. SO wrong. Because they’re mobile, they had an easier time escaping them than immobile targets. Slows and CC in general will always be better on non-mobile targets.
To counter mobility, abilities that specifically disable mobility the way Graviton Surge does, are required. That’s the only “true” mobility counter. (Not necessarily the pull itself, but the fact that you can’t blink etc.)
That’s why I think specific non-CC, anti-mobility abilities would be interesting. Using the aforementioned example, if Sentry Turrets had a nerfed slow and damage but disabled mobility abilities, they’d be great anti-flank / anti-mobility abilities that would be fair to fight, and feel a lot less oppressive to immobile targets and barrier tanks.
12 Likes
If this was true, McCree would have countered Tracer a while ago. Some character’s mobility is designed to throw off (or counter) aim.
22 Likes
My thoughts exactly. Jeff once said that the dev design philosophy was to make every hero feel OP.
I love the hyper mobility so I understand that powerful CC is a necessary evil to keep it in check. If we nerf the CC then eventually everything will need to be “watered down.”
5 Likes