I’m glad it works that way. That really is the only fair way to do it.
No. 2 tanks add so much defense to the game that you sometimes no nothing but shoot into nothing. 5v5 is the way to go.
And they keep giving things to dps , now they also have to have a passive ? For god sake why don’t they just remove the other roles and make them all dps , wasn’t it enough to give them all the buffs possible ?
I’m… agreeing with you? Tanks aren’t necessarily unenjoyable in OW1, as long as you don’t pick Orisa. Orisa is the single worst tank in OW1 and is only even relevant because Sigma enables her to exist instead of being a meme pick.
How can you complain if dps have everything going for them they have been ultra buffed since 2018 , they counter ALL other heroes , they don’t have to rely on anyone to kill , they have speed , damage and some have more survivability than a tank and now you also want them to have an exclusive passive ? The other crap they gave to the other roles doesn’t even come close to making up for all the benefits dps have , what good does it do you to have a passive that heals you after taking no damage in a game that is literally frenetic and has no room for slow stuff not to mention dmg creep is extremely high and what’s the point of having 20% damage reduction and cc when there’s almost no cc and you’re going to be the only target and the easiest to aim out of your whole team is almost a joke not to mention that tanks are always slow it’s almost spitting in their face and more with the crap rework they gave them
Then why not a 100% rollover, but scaled to the Ult charge cost of the Ult?
I.e. 1 Tracer Ult might only be worth 1/2 Soldier Ult
That is why it is based on points with a cap…
But why cap it, if it’s scaled by points?
To stop exploiting is the thinking… you might run it up on one, then abuse the carry over of points to get instant ults?
To stop exploiting is the thinking… you might run it up on one, then abuse the carry over of points to get instant ults?
Maybe they could just build up an “exchange rate” that also factors in the Ult charge cost, and how valuable/impactful the Ult is.
Like maybe Genji Blade’s exchange rate is 20% more expensive than the Ult charge cost.
… and DPS get a passive that does NOTHING ? Until you switch heroes (if you ever have to, which is not sure) and you retain part of your ultimate charge.
They’re likely struggling to buff DPS any further without completely overpowering them. The fact that they got a non-combat oriented passive says alot.
My question is, does the data they have show people tend to switch dps heroes more than other roles?
Ye but IDK man, just give something that gives “something” in game? Like even something stupid as “DPS get 10% of their clip/mag when killing another DPS” or after using an ultimate or something …
… a passive that is only working when you LITERALLY are not playing? (pressing H and switching at spawn).
Worst case scenario ![]()
If it’s 30% of the points cost, you could build ult on soldier, switch to tracer and be 55% towards pulse bomb.
The ult charge transfer maxes out at 30%.
You can’t go above 30% on the transfer.
30% transfers & only up to 30% fills up.
What point are we talking about?
Junkertown is payload. From any point outside of spawn it’s easy to toss a dynamite to that 2 story building where the defenders usually hold. As for other maps, on Eichenwalde the walk to where the defenders hold under the bridge before first point isn’t too long either, and can be bombed from far away. King’s row first point is also not a long walk and can be even bombed fairly easily from the top exit of spawn.
Lets talk about both of these. First lets start with first point Junkertown attack. If you are going to do as you said you are going to throw the dynamite and hit lets assume best case 2 people (it is rare to 3 in 6v6 and will be VERY unlikely in 5v5) and one of them is the tank so they are granting less ult charge anyway. So after 5 seconds you have thrown your dynamite and then 5 seconds later it has finished expiring and then dip back into spawn for 2 seconds having only done that because there is no way they are giving you an angle from spawn to do anything else. I could almost certainly do FAR more playing the correct hero seriously from the start rather than just effectively doing nothing for 12 seconds beyond one dynamite throw. Very not worth.
Eich and Kings Row are both 6-7 seconds each way and on Eich that is assuming for some reason they are holding at the choke versus the standard position of closer to point firing at the choke (which would make it about 10 seconds each way or again basically doing some damage and killing yourself).
These examples highlight just how useless it is to try and exploit but show what the true strength of it actually is (which is not much but useful). The best use of it is after the first fight if you lose, then you can swap to counter what killed you without losing much of anything. The benefits for mid game spawns are also better but rarer because it is still only 30% so if I am at 70% to ult I am going to probably get and use the ult in the next fight then swap in the post fight with VERY little ult charge.
It’s got it’s uses but it’s obviously going to be a problem when they’re replacing a 10% base speed boost. The speed was too much, I’m not really sure how they didn’t see this in their own internal playtests. Giving it to people, allowing them to experience it and then taking it away was bound to lead to this sort of dissatisfaction.
It’ll be helpful for those situations where you run out and get dummied first fight because both DPS have elected to run slow projectile heroes into Phamercy or something along those lines.
They need to look at the balance within the DPS role, perhaps adjust down some of the heroes that are at the tippy top (Hitscan + Hanzo) and then look at giving out a passive.
These examples highlight just how useless it is to try and exploit but show what the true strength of it actually is (which is not much but useful). The best use of it is after the first fight if you lose, then you can swap to counter what killed you without losing much of anything.
The only true use I can think of would be things like Widow from spawn…but if you’re instantly getting kills on Widow you’re probably better off staying on her…
Other ways of using it all involve you leaving spawn and either dying on purpose or running back.
The benefits for mid game spawns are also better but rarer because it is still only 30% so if I am at 70% to ult I am going to probably get and use the ult in the next fight then swap in the post fight with VERY little ult charge.
Sort of, some heroes have much longer charging ultimate. Pulse bomb costs 1260, duplicate costs 2254.
70% of Tracer’s ult is 882. If you were to swap to Echo you’d only lose 205 ult charge and would be at 30% of Echo’s ult. I’m not suggesting doing this and running back to spawn is useful. But in the case of swapping from a hero with a low cost charge to one with a higher one it’s a bit of a different look.
It’s a decent little bump if you find yourself needing to swap due to being countered (or need to swap because Pharah and no one else is hitscan etc) which doesn’t seem out of place for the role that has the most counter potential.
They should never have let 10% speed boost for DPS see the light of day, gonna be a lot of whining about it until people come to grips that it was just too much on a role that’s already got a lot of offensive power.
The problem is that no, it doesnt have its uses. Like literally none while you are playing, only when you switch.
I would do something about either reload time (charge time for next arrow in Hanzo’s case) or after getting a kill shot (not an assist) getting a buff on 10% damage on the first enemy you shoot at for 1 second/1st shot. Something along those lines, a passive for DPS that gives Damage in some way.
The speed was too much, I’m not really sure how they didn’t see this in their own internal playtests.
Never forget that “Badman” is Plat, and most of the internal play-testers are Gold/Plat which explains a large part of why they can never get balancing right at high tiers.
I think they should let the DPS retain a 5% speed boost and get the ult-charge also quite honestly. 10% was ridiculous and unnecessary after removing a tank, a lot of CC and removing choke points on most areas of the maps.
PS: 5% movement increase is a lot more than many would think in actual play terms.
The main problem with speed boost was that teams instantly fragmented as 14-year old Timmy with his underdeveloped prefrontal cortex which regulates self-control could not stop himself from running off from his team to get slaughtered creating snowballing constantly in beta phase 1.