So I guess sombra isn't a flanker anymore

Non sequitur. Unless you’re suggesting people are going to play tanks even less than they do already because of one specific ability on one specific hero. Which I assume you aren’t because that would be ridiculous.

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Do you not understand how stupid that makes you sound?

She was easy to play, but hard to win games with… ALL heroes are easy to play (you just press H and now you are playing as them). We balance for the ability to win games.

Not ridiculous. That stuff happens all the time.

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Math doesn’t care if you don’t like it.
It’s still correct.

It’s actually about 4 specific abilities.

Hack, AntiNade, StormArrow, and … kinda oneshot Snipers in general I guess.

MagNade should also not block active mobility skills, and just block casting new ones.

But really, it’s not that many things. And Hack is one of them.

So the hack virus thing is kind of janky. I get that your trying to save button space.

Be it a lot of sombra’s don’t hack before using virus. AS like a widow or already injurred hero doesn’t need the set-up.

One solution is holding the button, will produce hack while just tapping on releasing the button will do virus. As hack already has cast time as is.


On the note of the button issue OW1 TP also needed two buttons, one to set and activate it. The other to remove it so you can throw another without needing to TP.

That and I personally do like this current version of TP. Be it it needs a smaller hit box to not get stuck on a lot of things. Be it in combination with a seperate stealth button.

Like it not burning that cooldown or resources and just lasting the 5 seconds as it does now.


For stealth, if it’s going to be restricted I would would be better if it’s something more in sombra’s control.

like a resource she can turn on and off, so she doesn’t’ have to just leg it and deal with the luck of the draw of what people are doing by the time it ends. As that never felt good or was that useful as an offensive tool.

like keep in mind, the original sombra was more in line with what a lot of supports were doing more so then a actual flanker. And just wasn’t good at actually securing kills.

I will say I am still more bias to infinite stealth, as it gives you more unique opportunities to engage with your team. And would take having less damage over it or being more sett-up reliant. Or just have more room for counterplay as part of it via at least giving the enemy team a sound que that your near by. As that version once caught out has a hard time escaping regardless.

Well it basically would mean an identical button layout to OW1 Sombra.
Except for getting a Virus ball, after landing a Hack.

It’s just annoying af for everybody else to deal with.

And honestly, the more frustrating the hero is, the lower their overall power level should be.

So this would double-dip into the power budget cost.

You’re spending too long on the forums if you think that. The hyperbolic moaning about things on here, and specific over the top focus some people have on such minutiae is not close to representative of general attitudes.

You saw queue times shift when Genji was OP, as the supports queued other roles.
We can point to literal examples of this happening.
Do you understand? not “oh the forums are complaining” but ACTUAL queue times shifts.
So no, this isn’t “Robot was looking on the forums” this is Robot was crunching the data.

You know, the stuff I am known for?

That’s why i’m saying to add counter play.

The “current” version only had being near by as a give away. And that circle was tighter then her effective range.

Let the enemy know she is their, just not her exact position. Like how prop hunt gives audio ques for finding the prop. Let it be a cat and mouse game. As that is satisfying to the person that catches her out.

combine the sound que with the circle, and you get a nice way of confirming your suspicions.

That’s even a tad more janky, because like now it’s kind of luck of the draw that it hits. Like I am a mei player and know how to hit a delayed shot. But like people jump around alot while getting hacked to avoid that, and you need to wait out a second or so to confirm a hit while their landing.

(I also swear that ana hit box gets smaller while jumping)

But a one button solution isn’t a bad idea, you just do need control over what and when your using it.

Nope.

Kinda like the queue times before sombra’s changes, despite the levels of moaning.

Then you were not looking. Not my fault.

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No, it just wasn’t sustained or significant enough to actually be a thing. Confirmation bias on your part.

Well, it’s possible. But keep in mind the goal here is “To make it less frustrating to play against”.
And if all it does is “Make it still frustrating, just in a different way”.
That kinda defeats the purpose.
But yeah, it’s possible to make it more obvious.

So… Aim better?

Like if it’s too hard to land, sure, up it’s projectile speed or projectile size.

But “The Point” is to allow players the opportunity to avoid the big damage… by dodging.

But that it’s supposed to be a high stakes “Duel” not a “Freebie Sucker Punch”.

Hence the massive 150 damage on it.

Hey Grey, you remember all the times when Genji was crazy strong, and we lost enough support players it was a problem right?

Yeah?

Are you thinking this Sombra rework thing I posted would be “crazy strong”?

Nope, just pointing out to

^^^ this guy others remember it as well.

Anyone who was looking saw it.

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Ah yeah. That patch. Between Genji and Brig, Genji was basically a Solo-Man Dive comp.

It was kinda ridiculous.

Also I remember posting the change that made him really strong…
Ahead of time…

Jonal made some really good arguments for 30 damage shurikens.

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Yup I understand, but the other goal should be to also “retain” what people like about playing her. And being the “predator, ghost in the shell protagonist, infiltrator data collecter” was her thing and that’s gone completely.

People don’t like being 1-shot, either but ow manages it with flanks, divers, barriers, and jsut LOS breaks via map design.

They don’t just remove the 1 tap, they give you ways to play around it.

ahahah,

So part of aiming better is hitting them in a period were they can’t dodge. it’s why when you see people jumping around, you don’t just go for air shots you predict were they land and hit them as is.

No it’s a heavily nerfed version of what already existed, while adding further restictions and some clunk.

Like keep in mind what we have now is bascially just the previous sombra with half her kit removed, with added damage bonus if you can get still get the hack off with the missing tools.

Theirs nothing this sombra can do, that the older version couldn’t.

Your also making her feel worse to control in the process, which is a huge game design no no.

Fair enough.

Ah gotcha. Well either they dodge bad, or the sombra player aims bad.
Either way it’s a “Git Gud” situation.

K. Give her 250hp then.

But really.

  • Step 1. Nuetralize overly frustrating mechanics
  • Step 2. Amplify fun mechanics
  • Step 3. Maximize “Good Enough” Viable Heroes at middle ELOs.
  • Step 4. Fine tune things so that the most desirable heroes have higher pickrates for the top 0.1% of the players

Do Step 1, and Step 2, and Step 3, before Step 4.

Eh your kind of removing a way to do so. if you just want them to hit virus the moment hack ends, regardless of what their doing in that time frame.

You might as well be removing someone’s ability to aim up and down.

So you missing a key part of the pie here.

Because your only engaging it from the point someone playing against a sombra. And what they fine fun.

While ignoring what sombra’s actually fine fun about the character.

TLDR it’s not her mobility, as once combat begins she might as well not have any till she needs to dip.

The mobility heroes like tracer, genji, pharah, lucio, ball, doom are fun becauase of their mid combat mobility. And the things that allows them to do get kills or make plays.

That’s not what sombra is about.