yeah give back McCree’s fast fire rate, Hanzo’s fast arrow speed, Doomfists uppercut, Genji’s damage, recovery time, Widows charge time, Junkrats damage. Then lets really hear you tanks cry.
Umm…yeah. if you think 82% of heroes on the roster being absolutely horrible and “tanks” going down like a plane with its engine cut is “the best this game has ever been”, you are definitely a minority.
I’m not taking any sides in this argument, but Bap’s HPS (grenade only) has gone 75 -> 62.5 -> 66.6. His Regen Burst has gone from 30 HPS on allies to 15 HPS on allies, and the cooldown is two seconds shorter than it used to be (15s -> 13s).
I meant /s as “healing per shot”, and I intended the same with Ana. I also noted the same for Mercy’s healing per second, but I figured nobody would nitpick it.
The fact of the matter is the 2 most dreaded states of the game were Turtle Metas (Goats) or super burst Metas (double sniper) and both are a response to the fact that poke could not exist in either forms without something dying in the process.
The damage is too high. And if lowering it results in sustain becoming too much of an issue akin to shield meta, then healing will also need to go down as a result.
But the problem is your health total on your hero virtually means nothing anymore, it comes down to who can burst you down or burst heal/fortify you faster.
I honestly see why they released Brig, Bap, Echo, Wreckingball, and Sigma now. They were responses to the ever ridiculous amounts of output in the game. It’s too much now
Not a traditional one though, that is why people have such misunderstandings of how it works. I couldn’t care less what marketing put on the box, it is what it is. A team based first person game that has shooter elements combined with RPG or MOBA elements that promotes team work over individual hoppy-hoppy-shooty-shooty play. We have more than enough of those on the market.
Today I had one of those games where TTK was literally about 2-4 seconds average and I was playing Hog. At one point I prehooked a corner and as soon as I turned around to use breather I died. We ended up winning the game and I had a nice 56% hook accuracy and got really good damage and picks in, but a lot of the time when a team got one pick the rest of the team just melted almost instantly unless they literally turned around and backed up to safe spots way beyond the objective. Biggest issue was simply the raw damage output to a degree where both teams would hide and poke and hide and poke