how many games have you on ptr?
Because I played like 10 games ( yeah pretty hard to find)
and I was surprise it seems my translocator was always ready even midfight
this is the version with 6S
so yeah I think 4s would be too much
your Tl already make 2s to land so you doesnt wait more
Iâm not calling it a nerf, iâm calling the 6S cooldown increase a nerf.
If you search my post history, itâs actually one of the three suggestions i kept repeating over and over in the forums, but without the nerf. Because itâs just something to smooth out her playstyle without changing her cooldowns or damage.
Itâs a QoL.
It doesnât have a significant impact in actual gameplay as all it does is allow her to get back to her team faster. People that wanted her nerfed, wanted her damage increased instead, i countered with that suggestion to remove the klunky parts of her kit instead of increasing damage and give her more presence in the fight.
like here fitzy on anubis launch his teleporter on highground
live version: castime , fitzy use the tl , the 4s cooldown begin after almost 2s , he wait 4s his translocator is back
ptr: fitzy lauch teleporter cooldown begins he teleport he wait 4s and he can use it again exactly like in live so the 6S isnot a nerf
and for that you gain a second translocator every time you already placed one before a fight begins and you gain 4S this huge
I gave you a comparaison on anubis highground play by play between live and ptr to show that the 6s is not a nerf you didnt even respond
because you cant but you dont want to admit that you are wrong
Those guys reason in GM/T500/PRO level teamfights. They donât reason in bulk-of-the-ladder, hard-carry, ongoing 1v3 type play. Theyâre basically wrong about daily life.
Iâm always cooldown starved. 4-5s downtime translocators canât come soon enough most times. In hectic team fights, youâre constantly parkouring/dodging/midair hacking.
Fitzy doesnât hard carry random trash 1v3+ in perpetual overtime vs. 4stacks that deliberately target him as heâs the designated smurf.
If youâre being pressured (and youâre pressured less in GM), the 4s rotations are a must.
Its also a nerf as the time intervals increase. As Iâve said before, a typical cooldown cycle during fights is around ~12 seconds plus change. In that much time, Sombra currently has 3 TLs with some travel time. New PTR Sombra will get 2 TLs. Yeah you can bank 6s for a back-to-back, but thats not really contigious pressure. Youâre also not throwing bait TLs and trickshot TLs anymore, where youâd glitch torb turrets and distract opponents. Less acrobatics on PTR unfortunately.
Not sure one of us is understanding the change correctly.
The timer starts right when the translocator is thrown, now. Itâll still be ticking down while in the air. Itâll also start ticking down when placed before an engagement, allowing you to instantly cancel and throw it again if you think thatâs more important, or instantly return to the safe place youâd placed in and replace it getting back in the fight faster.
Yes I know. Animation and travel is only about .5 seconds. So there still 1.5 seconds left that Sombra remains a target to abilities like hook, punch, dash etc.
Its a net nerf to her mobility. Cooldown needs to be 5 seconds for it to be equal.