Let’s be real, 90% of them are already terrible and have minimal tactical overlap with each other, while the other 10% would make a strong case for making a new character entirely.
I personally want to see a Mei main take on reworking Sym, since they tend to have a good understanding of the game from both the tank hybrid perspective and for the game overall.
Tbh for what they’ve showned from the new maps they all have a lot of exploitable high grounds. They are most likely going to be Havana, HLC and Junkertown 2.0
Also Tank’s hell…
A good concept but no specifics.
(Also not a category on there, but it’s not a standalone post).
And usually you want to get to your point pretty fast, and use resume writing approach to getting your point across in a limited amount of words. Ideally in a form that’s easy for the eyes to digest, and not just be “on that’s a giant block of text, guess I’ll ignore it”.
For instance, what sort of stats would make the orb be good.
Or are we talking something exotic, like making the orb into a HL1 tracking rocket with aimed homing.
tbf here, I have included it in multiple topics I’ve created (whether in full or partially), they simply weren’t the entire focus of the topics nor did they actually get traction esp given how they’re essays. see links below
that’d actually require me to learn how to use workshop well and actually play test it which takes far too long esp given what’s in the suggestion (esp the cd mechanic change for tp) :\
generally what I had in mind for orbs in terms of numbers is something like:
keep 120 max damage per orb
reduce max projectile size by like 30~40% to allow for projectile speed of around 50m/s or more (obvs with some compensation from projectile size or splash radius if going significantly faster).
consider maybe a charge time reduction to maybe 0.75s~0.8s from 1s, maintain 0.25s wind down (i.e. max firerate with 0 charge is still 4 orbs per second)
this would make orbs more aimable in midrange and actually having something that makes sense for it having charge time (i.e. if it’s low firerate which inherently encourages the player to be more precise, actually make it physically capable of being precise and actually worth being precise; kinda the logic around snipers here but obvs not making her one hence why there’s a reduction of charge time and not making orbs move too fast).
for tp, OW2 seems to be aiming to mobility creep everyone except supports so even if sym for self mobilty can instantly interact with tp upon placement and maintains 10s cd on top of the suggested new cd mechanic, idk if that’s sufficient mobility enough to keep up (esp when this also depends on effective range of orbs).