I mean, it’s hardly a genius take, but somehow the devs would rather jump through a billion hoops than do what’s good for this game.
Clash is pure butt cheeks (and not the Widow kind)
Sombra is unanimously the most hated character in OW history and you’ve only managed to make her worse with each rework somehow…
Put both Clash and Sombra on the shelf, spend a good half year on figuring out HOW THEY CAN BENEFIT THE GAME, instead of being the most unhealthy content known to videogame history.
Here, I’ll even give you a freebie:
Divide the main game modes into 3:
- Ranked
- Unranked
- Quick play
For gamemodes:
Let Clash and Flashpoint and similar fast-paced death match like modes be core to Quick Play exclusively.
Let Unranked function with ranked match settings (aka both attacker and defender, harsh leaver penalties, but no rank association). Keep Escort, Hybrid, and Control as the main game modes.
Let Ranked only focus on the 3 core gamemodes Escort, Hybrid, and Control. This gives stability to matches and narrows the skill focus so players can more easily hone in on playstyles that are likely to synergize across whichever game mode you get.
For Sombra:
Motivation: Introduce more skill-based benefits and trade offs, more decision making and meaningful ability exchange.
Invis:
First of all, perma invis needs to go. Instead let it be a resource meter that fills up when she does damage (damage to hacked targets increase resource fill speed). However, her movement speed and jump height during invis is slightly increased.
Hack:
Hack is now an aim-based ability. Instead of locking people out of their abilities, it instead acts as a debuff so they deal a bit less damage, receive a bit less healing, and take a bit more damage (numbers can be tweaked accordingly).
Hack also does a bit of damage over time (increasingly effective vs armor).
Virus:
Halts cooldowns that are still counting down for 4 seconds, so you have to be aware when an enemy uses an ability before you get value from infecting them with Virus.
Virus now also actually acts like a virus, meaning it infects targets, and may spread to other nearby enemies within a given range (like a chain reaction). If you hack a target infected by Virus, the hack spreads to all enemies that are currently affected by Virus too, so it becomes a mass hack. This is similar to how Ashe’s dynamite can get immense value on grouped up enemies for example.
Translocator:
Translocator functions like current, but now it’s the only way to also initiate stealth -so there’s a choice of when/where you actually want to use it, as it may preemptively drain your invis before you’d like it to - so you can’t just hop in and out of invis or skip across the map any time you want. This leads to the player having to put more conscious effort into thinking about their pathing and positioning, as it will no longer just come for free with no drawback and no decisionmaking involved.
Primary weapon:
Her primary weapon also gets a small change, of a smaller mag size (45 instead of 60), and to compensate her spread is slightly reduced so she’s less spammy and can work from slightly longer range, which can help synergize better with the hack and virus rework that takes her further away from being an assassin type character, to having a bit more generalist value (this should help her with generic value and higher avg winrate too).