At least for my friends and I., We play at low grandmaster and it just isn’t fun playing against doom/hamster. It isn’t about not being able to beat them, it’s about the core principle that ultramobile characters now have excessive health pools and survivability tools.
When this game first released, the ultra mobile characters consisted of Tracer, Genji, and Winston. Winston was a problem, but Tracer and Genji were at least easily chunked. Hammond’s health pool is insane, his mobility is insane. How has he even considered a tank? Why do tanks have to have such good DPS, mobility, AND health pools?
Between the animations, particle effects, and shields, these ultra mobile dive comps just absolutely insane to play against, there’s so much visual clutter in the current game mechanics that the game just isn’t enjoyable.
Would pay for overwatch classic, no Sombra, Doomfist, Brig, Rialto, Paris, Havana, etc, etc. Just the original game, because almost every piece of DLC content has negatively impacted the game.
It’s not actually the mobility that’s irritating about those heroes
It’s the Doom’s OHK that lacks counterplay for most static characters and also the fact that Hammond is a constant source of CC and loss of control while piledriver.
Doom is horrible design and forever destined to be either trash or broken
Not a single Hero since Ana has been good for the game.
Sombra broken to all hell with mechanics that should never exist in an FPS (Hack, Invis).
Orisa added a static shield, where Reinhardt had to make a choice and be essentially a slowly mobile shield while using it and nothing else. Another shield resulted in many games being saturated with shields. Orisa is the source of all cheese comps.
Doomfist has an insta-kill on a no-aim ability, where other insta-kills at least requires some aim (Widowmaker, Hanzo). He has insane mobility, survivability and ability to crowd control, making him very frustrating to fight.
Moira is very hard to pin down. She was an answer to flankers, more specifically Tracer and Genji. She was the first nail in the coffin of the classic flankers (Genji now is not played as a flanker).
Brigitte was the 2nd shot at dive and flankers, and essentially killed the flankers.
Only flanker left is Doomfist. Somehow it is now acceptable to have an insta-killing, crowd-controlling low-skill death machine, while Tracer and her extremely high skill is not, even when she was not able to ever insta-kill (outside of pulsebomb). One-clipping is not possible on an aware target of the same skill level.
Wrecking Ball added even more Crowd Control and is so prevalent that the game is now soaked in it. Wrecking Ball has insane survivability, both due to mobility as well as health, and is a chore to fight.
Ashe is probably the least bad addition to the game. However, her Dynamite on a fairly short timer with no counterplay except healthpacks and continuous healing, is quite frustrating. The Dynamite is too low skill to apply for the value it gives.
B.O.B. added another no-skill ultimate to the game that didn’t need more turrets either.
Baptiste is almost ok, and would have been so if not for the invulnerability field, which is extremely frustrating to fight against.
There is no balancing plan behind what Blizzard does. They seem to have the philosophy that they will just throw whatever out there and then balance it afterwards, and that is why we have a game with excessive amounts of CC, ultra high mobility, that effectively renders the map irrelevant (what is the point of high ground if everyone can reach it easily? What does distance mean if you reach it in no time flat?) and where the power creep has thrown the game so far out of whack, that it would not be improper to rename it InstakillWatch.
But that’s not a Sombra problem, that’s a trash balancing problem.
Anti-flankers can’t actually fight flankers well. Heroes that should be able to shut down bunker can’t. Shield breakers are trash at shield breaking. It’s ridiculous.
While i realy dont want the classic ow back i understand what you dont like on the actual build.
Blizzard for a reason i dont understand, thinks that mobility isnt that great as ability classic Tracer, lucio and Genji are good examples for that and sadly with Wrackingball and Doomfist the problem got worse.
You echoed my thoughts better than I could put them to paper, this is exactly what I’ve been thinking in regards to the characters that have been released with the game.
The problem with Sombra and the Spy is… Spy either only uses Invis to move around (Engage with Normal and Disengage with DR), while being heavly punished for sustained invisibility (need to pick up ammo packs that the enemy can track or having to stand still with the C&D)… Sombra has none of this… the intital version of Invis for her was more balanced because it required her to think… not just activate, run around and wait for as long as she wants (at increased movement speed as well)
I dont know why doomfist needs an insta kill tocket punch anymore, or ever. It could do 125 max and he would still be good. This is coming from a DF player.
But ALSO as a hamster player hammond traditionally has been like, very balanced statistically. If there was a problem id like to know how youd fix it.