Orisa in Overwatch 2 seems not just overpowered, but disgustingly overpowered. I regularly see her picked almost every match on both teams in Competitive. She is almost unkillable in low rank. Not only does she do more damage than Bastion, but she is able to mitigate similar numbers at the same time, as well as being one of the only counters to Bastion at the moment. If the enemy team has a Bastion and your team doesn’t have an Orisa, you lose. If you have a Bastion and an Orisa you are unstoppable. She can not only block many of the Ultimates in the game, but also ones that D.Va can’t block because it also stops melee attacks (Ramattra Ult), plus it physically pushes enemies backwards like Roadhog’s Ult. She also has one of the only actual stuns in the game to interrupt casted Ults with her Javelin, which also causes huge damage and knockback similar to Doomfist every few seconds. She also has infinite range and is one of the only heroes with unstoppable movement, and damage reduction on top of that. As if that wasn’t enough, she has virtually unlimited ammo with headshots and an Ultimate that can clear an entire team off of the point. So she is basically a D.Va + Doomfist + Junker Queen combined. How are you supposed to counter her?
Just allow her to get crit shots when in fortified again.
The trouble is that this is exactly the sort of thing people said all the way back in betas one and two, yet Orisa had poor stats (to cover lower level play) and little show time in OWL (to cover highest level play). I dunno, I think it’s worth waiting to see what happens when the dust settles after the Hog nerf.
I don’t think she’s that busted personally. Buff D.Va and Zarya and we’re good.
Hog and Ramattra are the only other powerful tanks I see being used, so if they kill Hog again she will be even more OP. I mean she already counters Hog by being able to block his ult, cancel his heal, and ignore his hook, but at least Hog can damage her somewhat.
The other Tanks are much more useless against her. Ramattra can’t even get a hit in using his ultimate, and he can get stunned. Winston can get knocked back and he causes no knockback to Orisa. Rein cannot stun her with Hammer or Charge her. Sigma cannot knock her down or lift her up. Zarya can’t Grav her. Doom can’t knock her around and Orisa can brawl against him. D.Va can’t shoot her, but MIGHT get lucky with a Bomb. Wrecking Ball will always be trash, and Orisa is immune to knock back. Junker Queen can damage her but lacks the Mitigation and sustain, so Orisa can outlast her. The only option seems to be another Orisa.
personally I think she just needs to have longer cooldowns. she mitigates damage far too often
She’s powerful but I’m not sure if she’s OP. She doesn’t have the mobility of Dva/doom at all. Her fortify and javelin spin only covers herself. She doesn’t really have any team utility. If the Orisa doesn’t pay attention and becomes tunnelvisioned her team could get wiped by flankers before you know it. And without the healing from supports she’s doomed to die.
Well, speaking only for myself, but I don’t mind the matchup that much when playing as Sigma.
- I save the rock to either negate spin or go for a kill combo on one of her teammates.
- Javelin is stuffed by both mitgation options; Grasp hoovers it up while barrier blocks it.
- She can’t cancel Grasp and it soaks up her primary fire.
- I can put pressure on her supports on maps that don’t allow Orisa’s Ana to sit ten million miles away and plink a zillion HPS into Orisa (thanks, Junkertown).
- Either Flux Orisa once Fortify’s down or use it on her supports.
- Orisa has no easy option up to the high ground and Sigma’s pretty good at holding it… once he gets up there, anyway.
You can also try Zarya, although she seems to have gone extinct since her nerf. Beam doesn’t care about Spin.
Good luck, either way.
If you tank against a Orisa and you arent a Zarya or Orisa mirror its going to be a painful game. Orisa is far too difficult to kill and has too many buttons to press.
Her kit’s pretty overloaded and doesn’t have a lot of counterplay atm. It wouldn’t be so bad if the cooldowns were longer, but right now it’s just Javelin Spin for ~2 seconds of projectile immunity (which is basically just full damage and cc immunity 90% of the time) AND aoe damage AND a speed boost AND an aoe knockback, followed by ~5 seconds of Fortify which is just flat out cc immunity and 40% damage reduction with 0 counterplay, and then about half a second after Fortify ends you have Javelin Spin back up. That’s almost 10 full seconds of Orisa being able to push, damage, and displace while having no way to stop her. It’s really dumb.
I’m not finding the same issues you are. Junker Queen kiss.
It’s made 10x worse by the fact that all of the Tanks are buffed and there is only 1 Tank per team now. Once your Tank goes down, there is about a 90% chance that your team will have to either retreat or get rolled. If you play a high mobility Tank and use your mobility to retreat, the other team with the Orisa can just use that time to regroup and push objective. If you use it to flank, Orisa can just turn around, or use the opportunity to attack your other teammates since there is now not a Tank to stop her.
Not a good idea imo. Her head is so fat that she’s already extremely easy to hit headshots against. Fortify nullifying headshots is her best saving grace.
Stack on with everything she has right now, this can be a weakness that allows counterplay.
Honestly, as an Orisa main I don’t hate re-enabling Fortify headshots. She has techs that can reduce its impact, which I think makes her gameplay more interesting, even if it is a pretty hefty nerf.
She can feel a bit too invincible at times. I think if they like increase her cooldowns by a second, it would come along way to give more opportunities to dmg and kill her.
She’s definitely overtuned, but not quite overpowered. There’s a difference in my eyes. Like how Kiriko is overtuned instead of outright overpowered (old Rush was significantly more broken than new Rush, but new Rush is still the best Ult in the game by far along with everything else she can do etc etc).
Orisas rotation is overall balanced, it’s a numbers issue more than anything else.
Agreed, I play a lot of OW1 and OW2 Orisa as she is my go-to tank outside Zarya, and I think re-enabling headshot (Crit) shots when she is in Fortified is her best option that will still keep her dynamic, but allows a weakness that can be controlled if played right, or abused when being punished.
With all the buffs and changes she received, the Orisa player can easily play around with this weakness.
She is braindead to hog 's levels broken.
She should have larger cooldowns imho.
I wouldn’t change her fluidity honestly, so adjusting her cooldown is not really needed, I think allowing players to crit her while in fortify is “probably” a safer nerf, without messing up her flow of gameplay too much.