Mobility being strong isnt a balancing issue its map design

Basically every map in the 3 new modes introduced in ow2 heavily favour mobility. The more of these new maps being introduced the worse the issue gets. Just nerfing mobile heros isnt going to cut it because picking a slower hero on some maps is lowkey throwing

I can’t think of a single map where a low mobility hero is better than a high mobility hero.

I will say though, some things about being immobile can’t be fixed via map design. You’re never going to be able to catch up to a hyper-mobile hero, for instance, which makes closing the gap extraordinarily difficult.

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Well my point is nerfing mobile heros because they dominate a lot of the new maps is not a good fix because on other maps they become worse, like havana and circuit royale where widowmaker is extremely strong for example. Now it’ll be even harder to counter her without just mirroring. Maps being extremely favourable to certain playstyles is not good for the game imo

yeah i feel like if youre not playing dive youre throwing, especially with the new game mode

It’s Blizzard’s own fault for designing all these super mobile heroes, and it’s only gotten worse since OW2. All of the new heroes have at least one mobility ability whether it’s some sort of jump or speed boost, and that universal speed buff certainly didn’t improve things.

Unfortunately I’m one of those people that likes playing Reaper and Bastion, so I spend half my time trying to catch up to my team. Especially as the latter.

So basically, yes it is a balancing issue and is related to hero design, not map design - Any issue with map design favouring high mobility heroes (so…all of them) is that these hyper-mobile heroes exist in the first place. I can’t think of a single situation where a slow hero would be favourable.

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This is nonsense. How do you even make a non mobility favored map?
Distance is still distance and fast heroes will always cover it more quickly.
Even if you try to argue in terms of combat, that isn’t true either because the same happens on old maps too.

Are you saying mobile heros are objectively better regardless of map? Maybe its different in some ranks but in my experience distance is the issue but for the opposite reason youre saying. Low mobility heros tend to need good sightlines to get value and basically none of the new maps have that so they get dove easily

both maps will get Reworks in S13 and unless your in the highest ranks, Sombra will solve all your Widowproblems.

I agree ability creep is an issue in ow2 especially with the new heros but i dont see why you think their existence is counter to the others? if that was the case the devs would be able to just give nerfs to keep them all in line, the reason im saying that wont work is increasingly, maps/modes are too favoured for dive and hyper mobility while others (mainly ow1 maps) actually allow some variety.

I understand what you’re saying and I agree with you - I just think that the heroes are the problem, not the maps. High-mobility heroes are always favourable even in maps that allow more variety; there is no drawback to high mobility in a game like Overwatch.

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Dva can’t do anything with mobility against brawl tanks if there is no high ground or off angles to take advantage of. So every flashpoint map and a lot of control maps. Clash is the perfect example. Hanaoka, trash open map with no high ground. Pretty much always lose. Anubis, map that has lots of high ground and angles? Pretty much always win.

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