OW1 became unfun because of shield spam and CC, OW2 has now become unfun because of everything having or giving insane survivability.
In 1 match you can be up againt a DVA, Bap, Moira, Mei and Tracer.
They all have ways of giving themselves or others a high amount of survivability.
It feels like it takes so much for anything to die. Especially if you’re playing a dive tank or dps.
And that’s just 1 team comp, you can throw in Mercy’s rez there instead of Moira’s dash or Zarya’s bubble instead of Dva’s shield or Kiriko’s dash etc.
And it’s just not fun fam. At the end of the day, it may well be balanced, but what is a video game if it’s not fun?
While this is true (and extremely noticeable from the perspective of a Reaper player), the number of damage boosted/excessive burst damage is far more prevalent as well.
Characters that did not need large damage numbers were given exactly that, slowly over the course of OW2. Characters should not be instantly deleting other heroes within a literal fraction of a second, unless their kit is so risk intensive that it’s extremely situational for a one tap to occur.
If you think OW2 has too much survivability, I can’t wait for the 6v6 experiments. I might be able to stop bringing up the whole “Compare dealing with current D.Va or Winton to dealing with OW1 D.Va and Winton” thing when tank duos are more fresh in peoples’ minds.
OW2 has gained exactly one damage boosting ability since OW1 (until Juno officially releases), and it’s an ult (Juno’s damage boost is also an ult). It’s also technically not an actual damage boost, as it’s a rate of fire buff. Still, I count it as more shots/swings is more damage. In fact, Orisa lost her damage boost ult, so we’re actually net neutral from an absolute perspective, despite gaining a lot of new heroes. In addition, burst damage is lower in OW2 thanks to the global hp buffs. What you’re saying here is factually incorrect.
Name them, because I can’t think of any that weren’t either buffs to get them where they need to be, or compensation for the global hp buffs.
NEW overwatch 5v5!! it comes with a lot of different things! but the best one is high survivability!!
*high survivability perks only applies on non tank heroes in all modes and tank in only role queue competitive mode with t500 op supports in the game. gameplay might vary for tanks in all modes and ranks mostly miserable
Overwatch is not your game where you can 2shot someone with an assault rifle. People survive. You need to outplay people, make fewer mistakes, tag team, etc.
Overwatch is the FPS with bulkier units to have longer dog fights. It lets team plays be more important. Target prioritization and correct tools for the job.
Shoot something other then the tank, then continue to shot that target post use of lamp/suzu/nade. If you feel like you can’t, don’t be afraid to break LOS. And come back a few seconds latter after getting a health pack or healer. That hero will still not have their cooldown back by that time.
Learn to use LOS, which can keep multiple damage sources off of you while you focus on specific heroes. And break such completely can allow you to cleanse nade/discord without taking damage.
Tanks are very survivable *As long as you’re not trying to eat all the damage at all times for no particular reason.
Sort of, some heroes got the short end of the stick…
But I believe heroes being given more burst/burst heroes being played more often is a symptom of the inherent survivability that is so evident in the current iteration of the game.
Basically, burst being meta is because ability based sustain is so good and so prevalent.
Overwatch has always been a game for people who don’t mind cheap skills on low CD. Part of becoming good at this game is being able to see a way to get past repertoire of unfair tricks red team throws your way.
OW without cheap abilities would have been too dull for people who don’t solely focus on FPS mastery.
With the reduction of a player from each team, it is significantly more impactful than when you had 6 people to shoot at. It also compounds with the fact that nearly every character going into OW2 got buffs (a large chunk of them being damage buffs).
Bastion, Sigma, Mei, all got direct damage buffs at the launch of OW while other characters got new damage features such as Soldier headshot in visor, Orisa javelin, and bastion nade. That was just from the beta and launch.
Post-launch characters kept receiving random unnecessary buffs like Soldier he went from 18 to 20 per shot when he was perfectly stable with 18, for example. There were a lot more of these, but this is just from what I can confidently remember.
True, I agree. Some characters though, definitely did not need to be made as lethal as they were. I think those few made a big impact on support creep.