I havent seen anyone talking about pharah since season 9. I had great time with her as she is more mobile now, but she still rekt the moment they swap to hitscan
what you guys think ?
Largely depends on what rank you are in tbh
Needs a touch of tuning, but I enjoy the direction. Personally, I would reduce jump jet’s cd by 2 seconds to reduce her downtime a bit. I sometimes find myself sitting for 3 or 4 seconds waiting on the cd to make a play.
Pharah went from being a bottom tier DPS to mid tier, so power wise it was overall a buff.
However, she completely lost her niche of being an aerial fighter. She’s now more of a generalist, but isn’t really good at anything.
She can dive and pounce on enemies in the backline better, but she’s completely overshadowed by DPS like Tracer and Genji.
She can poke and hold corners, but she’s completely overshadowed by DPS like Soldier and Ashe.
Unlike before, there’s never really a time when you would say Pharah is the answer.
Niche heroes might rarely be effective, but at least they get those rare times to shine.
Her TTK is pretty horrible now since she can no longer kill with 2 rockets. You can sometimes use concussive to finish targets, but you typically need that for mobility.
She’s one of two dps that can fly (barring the Junkrat Space Program), seems pretty niche to me.
Flying is a gimmick.
To me, niche means there’s a specialized need for a thing.
There’s never a need for a flier, as it honestly is more of a liability than anything.
Flying means you often lose the protection and support of your team. And with all the buffs to hitscan size, you need that more than ever.
pharah is the answer to every projectile pick, in my opinion
An ability with unique ups and downs is niche.
Echo hard counters Pharah.
Before, Pharah could stay aloft and worked well against brawl focused comps.
Now, she cannot stay airborn long enough to be a threat against such comps. She needs to hit squishy targets and retreat.
But there are more efficient amd safer ways to take out squishies in the backline.
I’m still finding ways to leverage her kit, and I’m still adjusting to fuel management. It’s a tough transition. Pharah’s fuel has been messed with a bunch of times, but never like this.
Hard to say I like it at this point, but I can see the potential of her new form. I think she’s being slept on a bit. I’m guessing she’ll end up in B/B+ tier once people figure her out. She’ll be a strong map/composition pick as a flanker and a disruptive spam hero in other situations. I’m not guessing it, but I also wouldn’t be completely surprised to see her end up in A tier.
One of her biggest contributions to the team though is that people tend to swap to counter her. And if they’re swapping to counter you on Pharah, that means they aren’t swapping to counter your tank. You play it smart and just harass them without dying, and your team will be able to take advantage of the situation.
I’ve seen this happen many times. It’s a great way to enable your Sigma to stomp some hitscans.
Sometimes as Pharah I feel like I’m the tank. I’m allowing my team to take space because they’re all so focused on me.
My stats will look horrible, but I’m enabling my team.
With Pharah I often feel it’s the threat of what she could do more than what she’s actually doing.
Her ability to move quicker is nice but the change to hit box size and projectiles and hit scan makes her really easy to deal with unless you are able to wait out precise moments to hit people during team fights when people cannot give you the attention to deal with you.
The problem with that is you are leaving your team down a person during a fight.
You can’t poke that well since everyone has mostly 250 they can weather a rocket hit pretty easily since they know you need to land 2 more and if they get cover and you whiff to many times they start to heal themselves if they are t getting healed already. Her TTK is a joke now and she really doesn’t do anything overly well.
In season 9 DPS sort of are the off-tank. With the larger HP pools and the threat of that passive, DPS are capable of taking and holding space through the possession of angles, and the main tank needs to be able to pass off the responsibility of holding space on the odd occasion, just like how in OW1 the main tank would sometimes have to pass off responsibility to the off tank.
Pharah’s got a kit where it’s a bit easier to grasp and implement the concept, but really all DPS should be doing this to some degree, whether it be by forcing a distraction by utilizing uncomfortable angles on Tracer or making an angle threatening via LoS on Widow.
Of course it’s also up to the tank to utilize the space and time created to do things like stabilize or push for free. But, you know, not what the thread is about. It’s a very complicated game.
I love the rework. It is so damn fun, her increased mobility is way better than her old version
Whaaaaaaaaaaaaat???
Have you played it?
She’s still blasting people from the air and she’s so much more fun with the extra horizontal mobility
I’m liking her more the more I play her. Pharah has been my second-most-played DPS hero since launch. I think she’s LESS countered by hitscan now since she’s faster and lower to the ground. Jet boost is a game changer.
I am still sometimes finding myself running out of fuel and spamming toward the enemy team while I wait, but she’s still a pretty good pick most of the time. I’ll stop using her vs hyper mobile teams, though, since I can’t reliably hit them even if I’m not having trouble staying alive, but I don’t swap vs double hitscan anymore, so that’s fun.
I think “grounding” her a bit more was one of the points of the rework. Besides, all heroes have to wait a few seconds for their CDs to come back before engaging again. So no, I wouldn’t like to see her more in the air, personally.
She’s still an aerial fighter. She can spend just as much time in the air as Echo, maybe even more. But I agree, she’s less niche, and you can make her work in plenty of situations, even if she’s not the “theoretical best pick”.
She still gets kills fairly easily if she waits a bit for chip damage to happen, and her rockets have no fall off so you can hit from very far away on unsuspecting targets. And of course, a lot of people (at my level) don’t look up that often, so…
It’s so well put !
But Pharah has a bit more mobility in the air with her right click. Her movements are a little bit less predictable. If you’re not up close and personal, it’s not that easy to get her down before she goes into cover, even with the projectile size buff.
She can poke from afar, even if she’s not airborne. It’s not perfect, but it works (at my level).
Personally, even though I haven’t played her much, I like her long range poke damage, I like “booping” people off the map, I like the “dash” in the air, I don’t mind being on the ground a little bit, and I love the “Top Gun” skin
Opinion of a silver player with very limited experience on Pharah (so, irrelevant, but I gave it anyway )
I want to be able to hop over low walls during fights but you don’t have enough fuel to do that for long.
Essentially, I’d like to see her jump jet still work, but in a much diminished capacity while on cooldown. You wouldn’t be able to jump 100 feet into the air, but you could jump 10. Or just make it so that she can always “jump” up to about 10 feet regardless of fuel status.
That all still keeps her closer to the ground without COMPLETELY gutting her juking game.
thats what i was thinking, they will reduce the jump boost cd eventually by 1 or 2 seconds if a buff. thats if they ever do buff her