Invis was the worst part of her kit back then.she got perma invis cause some ppls feewee couldnt handle not use abilities for a few seconds
Remove Doom, Widow, and Ball, and Sombra can go.
It was not too strong. Sombra was not winning games. People just griefed about it. The biggest reason for that prolly being that 90% of the spawn camping sombra were Smurfs or just the natural cause of blizzards MMR system aka widest range imaginable. Regardless if there is/was a big skill gap between the sombra and X support being attacked that would obviously lead to a very skewed result. If I played Ana or bap vs a sombra of similar skill level I would do mighty fine per example.
They need to rework her. Unfortunately the devs totally blew that already. You know the game has bad devs when they rework heroes only to fix absolutely none of the problems in their kit. They did it with both sombra and ball.
I agree that Sombra shouldnât be in the âflanker onlyâ box because her new rework made it very difficult for her to go on big flanks. She can still blind-side people but her sphere of influence is much smaller.
As for Cassidy. He lacks the mobility to go on big flanks but he survives up close encounters because he has the HP and lethality to do so. Plus he gets a small amount of mitigation with a free reload. He can 2-3 shot most non-tank heroes with his gunplay alone. Heâs very front loaded in his approach.
Well removing flanker would imply switching her damage falloff to be standard dps falloff.
By this logic, no one should be able to hack targets unless they use TP first and this just isnât the case.
Not to mention the fact that hack isnât really the best engagement tool a lot of the time because it eliminates the element of surprise. I donât want invis permanently removed. But I feel like people that main Sombra have forgotten how to position and path effectively without needing to be invisible all the time.
Sure, my point was that with good positioning and pathing one of the least mobile and loudest heroes in the game can effectively make good use of a very short range cooldown without the need for invisibility. Obviously there are other factors involved.