Shoulda just edited my other post. Ok, here we go again:
I like the changes, but based on a Fitzy clip, Iād like to see a few buffs/changes:
Enemy detection radius increased from 2 meters to 4 meters
Doubling it might be too much, so Iād rather try 3 meters and see how it plays out. If she ends up being too powerful, then change to 4.
My reasoning here, is that these changes are meant to be a buff, so the trade-off here is a bit over-kill especially since she loses move speed already.
Infinite invis is freaking awesome, but 4 meters makes it a lot less useful.
Iām half-in on this one.
Translocator
Can now be destroyed (has 5 health)
It should have at minimum 30 HP to match Symm turrets. Killing it should always be 100% intentional. Iād even go 50 HP, but these are just details.
While Iām of the mind that these changes need more testing to know for sure, one thing I will always be a fan of, are small changes.
- Making her translocator go from invincible to 5 HP is kind of crazy.
- Doubling her ādetectedā range is a also kinda crazy.
- Going from a timed Invis to infinite invis is crazy as well, which is why thereās so much attempting to off-set it, but Sombra changes are always like this and it usually ends up as a side-grade.
Now, criticism about her stealth feeling like being āstuck in quick-sandā or whatnot, thatās just something to get used to. Itās definitely a nerf, but the criticisms I see are based around the feeling rather than the potency.
That said, keeping it at 50% is more than reasonable if stealth becomes infinite.
Do I think Blizzard is on the right track with these changes? Given the last two heroes being introduced, I think everyone will start needing super niches to be viable. Sombra is headed in the right direction in my opinion, but I think the numbers need to be slightly tuned towards being buffed.
I say this as someone who despises being hacked.