Neither Kiriko nor suzu are broken

Tping and then suzuing is incredibly risky. It’s not a good idea.

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no suzu is super bad it needs an extra charge and 8 second cooldown

Kiriko’s Suzu saves them regardless of how hard you work for it. Saying I’m expecting every kill to be handed to me is hyperbole.

If I try hard and make a huge play that Kiriko or Baptiste or Lifeweaver can just prevent with a button press, it feels bad. It slows the game down and moves it away from being a hero shooter.

Being forced to track cooldowns because you can’t have fun while Kiriko’s Suzu is up is shoddy game design.

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F-fine I’ll give you Suzu. You better give me a W.

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Most players bait out Suzu. You didn’t try hard, sorry.

Strategy isn’t bad game design.

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This is the same cope hog players used in s2 about hook being fine and it was in the game for years so if u just couldn’t play around hook u were bad.

How does it move it away from being a hero shooter? Those are abilities in which put the hero definition in hero shooter.

Look at Valorant, they just nerfed abilities across the board and most people are pretty pissed off about it because it took the HERO and moba like inspiration from the game and made it more about the shooter which if you want a tactical shooter, CS is right there.

If you can’t track cooldowns, then I don’t think games are for you, lol. That’s simple game design, even games like Smash Bros has ability tracking.

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“Can’t” is different from “shouldn’t have to”

Abilities are cool. Defensive abilities that allow for outplay moments are awesome.

Defensive abilities that are so powerful that they have to be baited out and played around before the opposition gets to do their cool thing are suffocating. It’s not strategy when they hold all the cards. You have to be the first schmuck to commit your resources so they can counter it, then pray your teammates can follow up.

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Kiriko in general is busted regardless of her win rate. SHe is too forgiving to play and has so much impact with both abilities. The aimless healing, kunai bigger than tracers pulse bomb, tiny hitbox, wall climb, teleport on a short cooldown, etc. They put way too much in her kit, and it feels free to play her. I can just swap to her in a Masters lobby and still get like three deaths in total is insane. I really wish they would make healers aim oriented in their healing, similar to bap, ana, and juno.

I don’t think it’s the aim that’s the issue, it’s the uptime

It’s fine that healing doesn’t require aim, but some sort of skill should be involved, not just opportunity cost. Resource and cooldown management should be the bare minimum.

There absolutely should be answers to ults. It should not be an automatic win button. Kiri has to time it and it’s only .85 seconds if she even has it.

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Mercy’s Revive Ultimate, and Revive itself not a problem?

Is Immortality Field not a problem?

Is Transcendence not a problem?

Is Sound Barrier not a problem?

Is Recall not a problem?

Always has been.

But let’s ignore Particle and Projected Barrier, let’s ignore the Revive ultimate, let’s ignore Wraith form, Recall, Cryo-Freeze, and Transcendence.

The problem is assuming that the great number of survival abilities is thinking that all these abilities are going to be featured into one match game, when the game hard limits the number of characters per team and role, so that such situations will rarely happen.

Moreover, Wrecking Ball has more countermeasures that Roadhog, Sombra, Cassidy or Ana. And his bonus overhealth (which is a problem) isn’t really so much of an issue with the fundamentals of the game’s core, but with the character itself; a separate issue.

What if… her team mate she teleports to is Reaper? Now Reaper has three avenues of phasing or brief invulnerability.

What if its Tracer? What if its Zarya, or Moira, or Mei?

What about facing Tracer’s Recall or Reaper’s Wraith form?

Have you ever played Street Fighter?

Watching another player’s moves and knowing their properties is part-and-parcel to competitive game design. It’s basic fundamental play. You might as well be complaining about Chess.

And yet, she struggles to hit an even win rate no matter the rank.

For Supports to manage their resources and cooldowns, that’s there in every Support. The problem comes when its their offensive abilities and their way of outputting damage (and with some) moving about the field, that’s usually… disconnected with the rest of the roster in other roles.

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