[OW2] Reddit, might have solved Mercy and Sojourn

But ranged kills are in almost every shooting game and in this game that’s the first thing they tell to, after how to move, snipers are your biggest threat. Lastly there are indestructible barriers to hide behind at almost all times

And? Still it is not a one shot and there is counterplay from enemy that is possible… as you said yourself, combo take 1.2 seconds… avg human reacton time is 250ms, so there is plenty of time to something about it…

To heck with it, remove Mercy glock… It is so easy to land headshots with it, especially at close range, and it has 200dps… so she kills a tank in 3 seconds as support… no counterplay to that…

I think Ramattra enters comp.

And they also have to deal with things like aim punch, sway, bullet drop, slow bolt action reloads and being really bad at killing/escaping from close range attackers. Could even argue that every player being able to revive people in Apex Legends, is anti-sniper.

i.e. “Wow, I’m so good at this game, and now I’m dead”.

1 Like

If everyone didn’t have the exact same access i would agree with you. I put in the time to be good with widow and it still doesnt even always work. She’s fine. Sojourn needs to lose power to the rail gun. It should be no stronger than a headshot frlm ashe or a direct rocket from pharah. Hanzo is the for real only broken sniper besides sojourn.

Well either way, Mercy’s damage boosting is preventing her from being a more fun hero for +90% of Support players, and potential Support players.

And devs need every Support player they can get, if they wanna solve matchmaker quality/speed issues.

And yeah, Sojourn needs to be dealt with soonest. However I think after that happens, it will become more obvious that Widow/Hanzo are a similar problem, that was hidden by how problematic Sojourn is.

Adding speed to any hero is going to cause more problems.

How about her blue beam removes and prevents debuffs when attached? To stop her jumping from hero to hero, when it detaches from 1 hero it has a 1.5s CD before it can remove debuffs from another.

While attached debuffs will not apply - antiheal, slow (but not sleep), suck to ground (whatever that’s called), etc.

Just to be sure we’re talking about the same thing, it’s attack speed, not movement speed.

And I can’t think of any specific examples that would be “too strong” with this change.

What is attack speed?

Doesn’t mean she can’t become more fun.

Would you prefer rate-of-fire?

Not sure I’d like to face a widow or hanzo with an increased rate of fire.

Roadhog, reaper, sombra, echo, pharah, soldier(his recoil isn’t a big deal), even ashe. Would become way more stronger than currently.

The change DB to Aspd is simply a power shift change. While wouldn’t be one shot, most of those heroes have enough damage per sec to actually kill anything. If you reduce their “time to shot” or in this case “increase time firing” in a second window, you effectively are making the “whole” TTK more forgiving for some heroes, while “soft” punishing others.

Roadhog shoots roughly once every 0.85 secs. If you increase his rate of fire by 30%. He will shoot in about 0.6 sec. That would mean his lethality in 1.2 seconds would be way higher than previoulsy.

If you ignore animation cancel you get:
0.85 sec (up 330) or up (429 with 30% db)
1.7 sec (up 660) or up (858)

against your proposal:
0,6 sec (up 330)
1.2 sec (up 660)
1.8 sec (up 990)

Almost each hero who would get more shots within the “second” window would get more lethailty. Take reaper as example 2 shots per sec.
0.5 sec (up 216) or up (280,8 with 30% db)
1 sec (up 432) or up (561,6 with 30% db)

vs
0,35 sec (up 216)
0,70 sec (up 432)
1.05 sec(up 648)

moving to sombra:
20 shots per sec 7 per shot = 140 per sec up 280 per sec.
with db would be: 364 per sec (20 bullets)
while with aspd boost would be: 364 per sec (26 bullets)

If you stack melee as animation “cancels” those numbers can be even higher against a merely increment of 30 to 39(for db) against mostly one more shot with roadhog and reaper by example if you mess with their aspd.

The overall lethality will be in there, they would just swap “preffer-able” heroes to another ones. Isn’t a solution, is just moving the problem to be solved ahead until they actually want to fix it. You get more reloads, but most of the heroes wouldn’t have reload issues not within 1-2 second threshold which already are the threshold of most one shots to begin with. That would start the thread of “Nerfing heroes D,E and F” instead of “Nerfing heroes A,B,C”. The problem is both mercy’s kit that shouldn’t be that way, and those heroes having untunned values to begin with.

Damage boost and damage reduction on the source is problematic due, almost, nothing being able to negate it, mercy doesn’t have problems to provide any bonuses, so on her core concept shouldn’t even be considered any kind of boost on that regard. Similarly to ana nano. Instead she should have other thing that could be actually useful. Like moira’s concept but her using staff to shoot stuff or heal stuff. Db itself is problematic due being on source, discord at least can be prevented, db most of the time can’t. That’s why folks shoot mercy not pharah on most occasions.

Well, we have 7 other supports in this game… Why we are so hell bent on making Angela ‘more fun to someone that does not play her’?

That would incentivize pocket playstyle even more… Now you can pocket 2 or even 3 people at the same time, if you move around like a ping-pong ball stuck in a washing machine… Your idea would make her commit more to one person…

1 Like

Kinda depends. I could see Roadhog, Reaper, Echo, Pharah having a mix of upsides and downsides.

Sombra/Soldier, it would be weaker, when you factor in recoil, reloads, and aim difficulty.

The thing is, there’s no delay before you use the shotgun. So the math is off.
And also if we get into the 1.8sec range, we’re pretty far away from those instakill concerns.

I would expect it would make her move to someone else when they get naded or hit with a slow. Maybe CD needs to be a bit less though but not under 1s. She shouldn’t be able to cleanse everyone that got anti’d for example if it is 3+ people.

I want all Support heroes to be more popular. I want the entire Role to be more popular. By like, Double, the current Role usage rate they have now.

Mercy just happens to have a large amount of ex-Overwatch players that could be convinced to come back to the game.

But that is it… Why would I flick my beam to some one else if it punish me?

Like for example. Here I am, beaming my soldier on a high ground. Why would I change my beam, only to be usless for arbitrary amount of time, because my moron gengu got hit by anti, and then flick back to soldier to be usless AGAIN for arbitrary amount of time?

Fair, but right now, you are not achieving it… We need to ask ourselves WHY people don’t want to play Angela… It is not dmg boost, or lack of RoF buff… It is a simple fact that she is a support that gets most value when she pockets someone else, and that is very specific niche, and there are not many people that are like me and actually enjoy enabling their teammates…

IIRC most mercy players did quit because of that, she is a pocket bot… But I don’t know how you change that without bringing Moth meta again…

1 Like

which means that if Sojourn gets nerfed to the point that she can’t boost sojourn into oneshot status, her viability in the top ranks will get gutted too. That’s such braindead balancing.

1 Like

It’s actually a heck of a lot easier to balance Sojourn if they do this, if you remove the breakpoint problems.

We already learned this with Ashe.