Is launch sombra the weakest hero release ever?

i know they probably didnt get it totally right with the emulation but man she really seems underwhelming. everything about launch sombra in this classic is way weaker than her future versions

hack on huge cooldown

translocator expiring, then having a huge cooldown after :upside_down_face: (lol killed me many times this classic)

translocator weighing a ton and not going far when you throw it (also traveling at snails pace). or maybe sombra worked out more in later versions so she can throw it farther?

no perma stealth but current sombra doesnt have it but i am ok with that. this version is so clunky since translocator expiring

dont know if her gun is weaker, probably not?, but yea w/o virus you have to have perfect aim and tracking. i think that is cool but … i mean why not be any other hero that can delete heroes faster or be widow with one shot from 100 miles away

i dont main a lot of heroes so maybe there are weaker version heroes in their release. the first classic, d.va and symmetra seemed EXTREMELY underwhelming compared to the rest of the cast.

what are your guys opinions?

Weakest character in damage? If thats were talking about. But, I think her character only makes sense in certain circumstance. Her character is soooooooooooooo weathered. It really depends on the line up with others tbh. I think shes is super beneficial even with the changes they did. Do I like them all? No. I can’t decide if I miss her old translocator. But, tbh. I dont think I do based on all the new maps coming out etc

No, Lifeweaver carries that petalled crown.

Dude used to drop a one up mushroom for who ever killed him.

Sombra on the hand just struggles if the enemy team is coordinated and her team isn’t there for follow-up. Sometimes you can win games just by throwing off a players cooldowns or interpreting them at the right moment, but sometimes that isn’t enough.

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It is also considerably more powerful, literally lasts 4 times as long

Yup, isn’t it great :smile_cat:
honestly quite a few sombra players actually preferred it this way you needed to play a lot more strategic you couldn’t just set it anywhere and forget about it.

I think that might be something to do with the emulation because orisas shield has the same issue (maybe it’s the engine change that caused this)

Yup peema stealth was deemed far too op when she first released which is why everything she does is on a timer.

It is, I can’t remember exactly if her per shot damage has ever changed but when she released her gun had a much larger spread pattern and it instantly reached max spread instead of having time to build up like in live.

OG Sombra was a niche set up character that was only really usable with team Comms, it took many changes (many for the worst) for her to get more solo play potential, but she wasn’t the weakest character ever at launch (that spot is held by launch Dva or Lifeweaver imo)

As someone who has mained her since the day she released…for damage roll? 100%. Those days were ROUGH with Sombra, and people would treat her as a troll pick anytime they see her.

If we’re talking heroes overall, Lifeweaver takes the cake.

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They must have reduced the cooldown in later versions of sombra for ow1…i don’t remember it being that long lol

Also yea perma stealth and ur translocator not expiring. No wonder way back then i only tried the launch version briefly and never again, kept on being an op one trick widowmaker main. I also remember hardly EVER seeing her in her launch heyday

Having played back in whatever year Mercy Moth meta was (I just remember I started in OW1 season 4, when Orisa was new), Sombra was terrible for most players but amazing with comms turned on.

5 second silence does not mess around and it showed. The best sombra one-tricks were consistently mid-t500 because their basic ability could shut down so many important cooldowns and ultimates and could enable big pushes for their team. Then after only a few buffs Sombra became a pretty common pro pick too for the same reasons

The worst on release hero was definitely Lifeweaver. No one could even hit T500 no matter how many games they grinded because this character had absolutely 0 influence over a match at high ranks. He was a healbot who wasn’t very good at healbotting, with TERRIBLE damage and no other offensive pressure, his platform was highly situational, and some teammates were 1 lifegrip away from trolling the rest of the match out of pure baby rage.

Lifeweaver was probably the weakest hero when they launched. Sombra…was seen as a throw pick back in her early days. She was very hard to get value with without her team.

Yea i can see that with hack, communication and perfect coms.

That is usually only high rank play since 90 percent of the playerbase runs around like a chicken with it’s head cut off

Even moreso now…its probably 99 percent NOW :grin:

(Im guilty as sin myself with this behavior heh)

I guess symm and sombra share something in common with their old abilities. Teleporter and hack. Powerful abilities when used with comms and coordination. Also ults with emp and symms old ults were VERY good as wwll

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I havent played classic yet. Is this the version where she still gets Ult charge from hacked health packs or is this after she shuts down passive abilities?

Launch Sombra was a broken mess with lots of bugs and played like an EMP bot. She was basically non existant during brawls and team fights and only waited to have EMP ready, which with a coordinated team, meant a free won team fight.

On launch she got Ult charge from health packs, which meant you would encourage for your team not to engage and just farm trash dmg and use a hacked mega to heal up, so you got EMP early.

6 times longer, since in the live patch, Sombra’s Hack lasts a ridiculous 1 second, but at the time of the OWC patch, it was 6 seconds, which was later reduced to the well-known 5 seconds. And no, those times weren’t too long—they were just right for Sombra to be able to kill someone.

As a sabotage hero, she needs a strong sabotage ability, and anything under 3.5 seconds would be too little for Sombra, as that’s the time she needs after a Hack to empty her magazine!

Simply a lie! No Sombra player likes being forced to activate the Teleporter or die because it’s time-limited. You throw the thing, go into the fight, and if the fight goes better than expected and you can stay in, you’re still forced to leave after X seconds because otherwise, you’re stuck without a Teleporter! Even if that’s not the case, repositioning it wasn’t possible either.

Back then, players demanded that the Teleporter be permanent. No one wants to leave a fight when things are going well!
On top of that, the placeable Teleporter was harder to use because you could forget about it, leading to longer downtimes. It was difficult because of the lack of restrictions—something that made Sombra so unique. The more freedom she had, the harder she was to play!

Back then, the throw speed and range weren’t great, which was the main reason why players didn’t use it actively. If the Translocator had better trajectory and speed at the time, more players would have used it actively. But aside from quickly dodging an ult or throwing it behind to secure a kill, most players preferred placing it somewhere safe.

Just like with the Teleport, permanent stealth made Sombra harder to play—but unlike the Teleport, she didn’t necessarily need it. However, a timed stealth ability is just as bad. The best solution would have been to give her invisibility that depends on movement speed: low energy consumption while standing still but high consumption while moving. As a character based on timing, she needs to be able to execute it properly.

With Overwatch 2, Sombra’s damage was changed from 8 to 7 to compensate for the passive damage buff. A strange decision to nerf the base damage of a hero who already had weak damage just to control the strength of the passive! Other than that, there were only many small spread buffs.

OG Sombra was just poorly designed. They were probably afraid of what could happen if they gave her the freedom she eventually got in 2018. But Sombra always had a major drawback—her damage was never particularly good, which is a huge disadvantage in a shooter, especially for a hero in the DPS role! The 2018 changes were what finally made Sombra truly playable and brought her sabotage abilities to life.

Despite the improved usability, playing Sombra actually became harder. Her abilities seem easy to use, but that was one of the traps in her kit. Having the teleport placed somewhere across the map was bad, and staying invisible behind the enemy the whole time was just dumb.

In the end, there’s really only one thing that has improved with the current version of Sombra: Supports actually heal you now, and when you ask for healing, your team doesn’t yell at you to just teleport away. God, how dumb can people be? And then they complain that you didn’t do any damage—like yeah, I was too busy running around the whole time. XD

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Simply a lie! No Sombra player likes being forced to activate the Teleporter or die because it’s time-limited. You throw the thing, go into the fight, and if the fight goes better than expected and you can stay in, you’re still forced to leave after X seconds because otherwise, you’re stuck without a Teleporter! Even if that’s not the case, repositioning it wasn’t possible either.

Not a lie.
What the devs did is make it last permanently but also made it destructable with 5 hp.
It used to be invulnerable, which opened up more tactics where you could place it near a fight to minimize down time. You could place it on high grounds where you have the option to continue to put out dmg after translocating or drop down to a mega.

What you also could do is use it as bait, as many opponents would camp it, waiting for you to translocate back and then kill you. If you knew that, you would just let it expire without translocating, which meant effectively that you removed them out of the teamfight for up to 15 seconds without having to do anything.

You could also threaten a fake EMP set up by throwing it in the middle of the point and just letting it lay there which keeps their focus to the translocator rather than shooting your teammates.

Ok, i didn’t play sombra till 2.0 so im thinking this claasic teleporter is destructible like her later version…

Dam lol if only i knew, gonna try what u said later but i doubt that will help with most heroes bursting u down in a second…like doomfist heh

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Yeah, and? What of that can’t be done with a permanently placeable one? The EMP fake-out! For that, you could just throw the placeable one at the enemy and then delete it immediately to throw it again, constantly distracting the enemy. This was only possible until the cooldown of the teleport was changed to the throwing mechanic. The rest was still possible. So, it’s a lie that the timed teleport was more tactical, and especially a lie that Sombra mains preferred it. With the time limitation and the restriction of not being able to place it again, it was so much worse.

this version of Classic Sombra is worse than what we got in current O2. Everything is time management. I want to play a shooter not a real time strategy…

Then play one of the other heroes, there are enough options! Why should everything be built like the standard, mindless DPS hero? What’s the point of having different heroes if in the end, everything is supposed to be the same anyway?

Besides, this version was way better than the OW2 mess we have now, where at least Sombra fulfilled her actual role. If Blizzard hadn’t completely messed up the OWC patch, she would be much better.

Reminder that that version of Sombra was played as a Support character in Pro play at the time.

Yes, she was the weakest at her release.

Yet the main downside back in the day was the lack of damage.
Hack wasn’t such a problem cause back in the day, teams would play double shields a lot so a good timed hack could turn a whole teamfight.
Iirc also, Sombra arrived before Mercy rework so she could deny mass rez so her utility was situational but overall useful.

An other thing she had (and she should have in Classic, but I haven’t tested it) is Ult Gain from hacked kits. So basically she could hack packs, sit somewhere until her ult charges rather quickly if her mates played with packs.
I don’t think OW2 players think/know about it.

Thats a misinformation spread by the “your overwatch” channel. They used her as an EMP bot by farming hacked health packs. She still acted as utility dps.
That tanked alot of Sombras winrate back in the day, because people would run solo support when you picked Sombra because then you would have “2” supports in their mind and you lost by default. She cant take the healer/support role, even back then.
She was a dps which initiates an engagement either with EMP or a well timed hack, but in ranked you would die before you can set up the engagement because of lack of heals against trash dmg coming in.

Sombra was actually one of the weakest heroes at the time. I had to dig up myself some info because it’s been so long, but I remembered Rascal’s Sombra in the APEX tournament (this predates OWL).

But besides that, you just don’t see anything before the infamous Sombra/Doomfist mid-2018 meta. People at the time didn’t focus on Sombra’s ability to generate ult charge on a healthpack… which at some point was a balancing problem because she could get EMP consistently on a mega hacked pack like, every fight.