Ok so, let me get this straight. The heroes are viable, in the composition, that they should be viable in. And that means they’re weak, because they aren’t viable in compositions, they aren’t supposed to be in?
Is Mei really a bad hero because she can’t be played in dive?
Is Doomfist a bad hero for not being played in bunker?
The answer to both is NO. Both work in rush, where they should work well.
To buff them otherwise is just silly.
Meanwhile Moira and Symmetra who should also be viable in rush, didn’t go up in pickrate. And Mr McCree is all the way at the top with 7% pickrate per usual for the past couple of months. Does this mean McCree is balanced and only shows strong synergy?
Strong synergy is inherent to a hero’s strength. The game is all about maximising synergy…
Mostly just move her to the Tank role, do a few revert buffs for what she had in 2019.
And otherwise just moving her with no changes at all, removes her capability to bodyguard for DoubleBarrier, or bulk up a Deathball into something resembling GOATs.
The buffs will come eventually, but you gotta get over the initial part of people freaking out about it.
Doom to offtanks is what Hammond is to a Main tank. A mobile displacer. Give him some more health, reduce his damage breakpoints just a tad, and mildly buff his shield generation and hes grade A off Tank material. I think part of the mistake the team made when creating him was making him a flanker when that niche was already filled. It only gives him the option of being a better or worse genji.
The difference is how narrow of a niche Mei has that she goes back to the bottom of the dps pile when it is not her favored meta. For example Ana currently is not meta, but she did not drop to bottom of the supports like Mei does. True Moira is in a worse state and should get buffs.
Rush has been meta for around 2 weeks now so monthly doesn’t reflect the current meta as well as weekly does. It’s like saying double shield is meta because a month ago it was (not actually) while now it’s rush but monthly stats don’t reflect it.
Some heroes are inherently more niche than others. But Mei’s niche being brawl isn’t a small niche, that’s an entire comp.
A small niche for example is Moira or Symmetra. Symmetra’s being Lijiang maps only, and Moira’s being that Bap does her job but better.
So honestly Mei isn’t bad. If she does well in her niche which is pretty large. But other characters are too niche and need buffs/changes to make them more versatile.
Mei could maybe still use a buff or two but I don’t really think she’s underperforming outside of her composition
True there are worse heroes but Mei is still among the the worse. Moira is like F tier while Mei is D tier most of the time until recently. I don’t think waiting a year for when a hero can be viable is a good thing. I honestly think Mei, Moira, and Sym should be more viable. I mean we have had rush comp before on ladder with Rein/Zarya being dominant, but not many would use Mei over any other dps. A common comment I have seen before the recent rush meta was “why pick Mei over any other dps”
Probably becasue people still play him like fat tracer. He is and always has been the tank that makes the most space in the game, if you actually play him like his namesake. The nerfs OWL gave him further turned him into fat tracer. I also think we should be careful of axing all dive busters. They just need counterpicks. Dive is quite oppressive, and dive busters exist for a reason. The problem is when they sysnergize with bunker instead of brawl.
Pick rates don’t mean jack since people will pick what they can play or what they’re good at, or what they find fun to play, and not necessarily the optimal pick for situation
What you are asking for is Dive to be the de facto best comp. Ideally, there is a place for Brawl bunker, and Dive depending on the map, with explicit counters to each. And I don;t buy that the other comps are boring. As a tank main, I enjoy literally all of them as long as they arent must picks.
Yup. Which, as mentioned, is the only comp that isn’t high durability, or wide open for sniper spam.
Which should buy enough time to eventually build a player selected ban system for +3500SR lobbies, or to launch OW2.
Meanwhile the bottom 95% of players get to have some actual Tank variety after 2 years of “Rein or Lose”.
Since devs can buff Barriers (or equalize Rein down to Orisa/Sigma tier), without fear of DoubleBarrier usage at high tier.
Put simply, if the alternatives suck, then it should be the best.
What is wrong with high durability? That is what I don’t get. DPS just need to go shield break instead of staying hitscan, which barriers explicit counter. Durability and Survivability is not a Tank problem, the dps need to make sensible picks instated of nerfing everything to the ground. There were solutions to double barrier, including counter bastion bunkers, or even Rein/Sigma with a sym on barrier melting duty with the Rein to keep the distance close. But non of those are snipers, so the dps would have none of it.
I just again, don’t buy that the other comps aren’t fun. They only aren’t fun for players that want the game to look like Valorant when it isn’t
So you want to placate dps players instead of making tank good in it’s own right? They can deal with it as far as I care. It’s not like my que times are bad.
Tbh, that would probably make you part of the playerbase that devs could reasonably lose, in order to fix queue times and avoid losing 5-20% of their playerbase. (And avoid having their new/returning player retention cut in half for OW2 launch).
Additionally, gotta say, it’s kinda weird to have people imply that the only way a large hitbox character in a shooter game can be valid is if they are modeled after MMO/MOBA characters.
As long as there is 2-2-2 that is inaccurate. The tank bottleneck is literally what is causing the que times. You arne’t going to convert dps players, it is absolutely madness to think you can. That means you must solidify and expand the hard tank base. Anecdotally, all of my tank friends left becasue the game is so dps oriented with a lower ttk.
If you think a large hitbox is the only thing that makes them tanks, idk what to tell you. They are space takers and deniers. A role that exists in this same capacity in Mobasa and MMOs. People that hold the line and push foes back. You need sustainability to do that. Full stop. It’s not that people want them to be modeled after MMOs and MOBAs, its that tanks just so happen to literally be MOBA and MMO characters by design. Any change that would make them better at their job just so happens to parallel that.
You keep pointing out game that are nothing like Overwatch. Game with much lower ttks with characters taht arent meant to maintain space in the same way overwatch does. The comparisons are moot. One example was Raum from Paladins, which is infinitely tankier than any OW hero, and simultenously does less damage. The heavy from tf2, for example, would be the worst off tank in OW. Also Mekko is much tankier in Bleeding Edge, as well as it not even being a shooter. Its a 3d fighting gamemore than anything.
TLDR; I don’t know what your agenda is. It sure isn’t to help the tanks.