Suggestion: Time Limit on Hammond Grappling Claw

I know what you’re thinking, just get better at aiming. But at lower SR levels especially the ball can spin and spin and stall for a ridiculously long time. Games are drawn out so long as they spin around the point, and especially for control point there are too many maps with a center pillar they can spin on. It’s very frustrating to be the support getting hassled by the ball and the dps just won’t swap to something to deal with it.

Pharah and Echo have limits on how long they can fly for. I think Hammond’s should be a little more generous but still have a cap on how long he can grapple and just spin for.

10 Likes

You just need to counterpick for him really - any hero with some form of CC (preferably a stun) will make Ball’s life a lot harder.

If you’re on support, Brigitte is great for shutting down Spinning Steves as her shield bash is fairly lenient. Ana’s another option as well if you’re able to land sleepdarts consistently. If you do have the ears of a Damage player, tell them to go Sombra or Mei and go full aggro on the ball.

Remember that if he’s just spinning around over and over, his movement is pretty predictable. In my opinion, he’s neglecting the most powerful part of his kit as well (piledriver).

5 Likes

Because flying means that half the cast can’t hit them while they’re still able to shoot. Spinny boi can’t do damage outside melee range, so he’s only a threat while vulnerable himself.

1 Like

Low sr issue is them being low skill, not heroes. Hammond requires nerf but different.

The problem is with Hammond you can only really touch his damage numbers if you aren’t looking at a duration for the grapple because his kit is depends on fluidity

Ball’s only problem is his shields.

You can just give ult charge from his adaptive shields, or decrease shields numbers to half it. Boop damage should be 25.

No.

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Okay, so why are you, as the support, in range of the Ball’s spin 2 win in the first place? Shouldn’t you be further back in a safer spot? Even then, you can just pick Ana/Brig/Lucio and stun/sleep/boop him out of it with no effort.

Hammond needs duration on his grapple so he can pull off his rollouts (various swings he has for each map to get around). There’s no point in nerfing a strategy that is only powerful because your team refuses to take one of SEVERAL actions that can stop it in its tracks.

This is just like the “nerf bastion” threads that pop up all over the place. You can’t expect them to nerf something just because you don’t want to deal with it.

After the first 5 seconds attached to the same surface, it should break if he takes more than 200 damage. And if it is forcibly detached in this manner, it should have a shorter cooldown (~3 seconds).

This doesn’t change anything for people who actually attach to a surface for any reason EXCEPT stall tactics, and still allows a slippery hamster who can stay alive until it comes off cooldown to re-engage the stall.

Let’s be honest though: The entire perma-spin is a dumb mechanic that allows a single player to prevent the team who won a teamfight from claiming victory by capturing the point. These kinds of mechanics are bad for the game. It is the reason Sombra cannot defend a point in stealth anymore.

It serves no ACTUAL purpose in the game except to cling desperately to a point long enough for respawns to come back up, which should not happen, since you lost the fight in the first place.

That sounds like a pretty big buff tbh, move in, press shield and get 1000 hp or more. Do a few seconds of spining, have it break (like planned) jump on some heads to get a slam of and then leave 3 seconds faster then before.

And yes, the perma spin mechanic is dumb.

People often say to just shoot the spinning WB but in actual gameplay it’s not easy if you don’t have a hero that can CC him.
Even GM/T500 and OWL pros do the spin-to-win thing and get lots of value of out it, despite top-notch aim from the enemy team.
So yes, they should either put a limit on this strategy or make it harder to pull off because right now the value to effort ratio is pretty ridiculous.

That sounds too restrictive. Hammond would be unfun.

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Its funny. I was watching Harbleu getting hooked by Cyx so often he was forced to swap to Zarya, then later tried to mirror. Even a top WB player knows that he has to swap heroes if WB isn’t working.

When I tank, I play Hog, WB, and D.Va a lot right now. If I do WB, I play till the enemy team figures out how to counter (if they ever do). Or I will go hog and counter the enemy ball. Its not hard really.

Biggest problem is the team not knowing how to deal with WB. That’s what lets him be oppressive.

If I go into a game as WB and get owned quickly once or twice, I swap off. Not worth feeding.

But if the enemy team doesn’t deal with me, I will harass them as much as possible.

Last year it was CC that was a big deal and blizzard was gonna nerf it to make the game better. Now its even more of a must pick because Ball is in every game, sad that they can’t just make positive changes for once.

Game isn’t balanced around low sr. Go Ana. Sleep dart him. Ez.

I think being able to shoot his rope would be a interesting and fun change.

Ideally we’d just buff Mei enough to actually threaten Wrecking Ball.

And his shield amount gained depends on how many enemy are nearby. I don’t think that’s his problem.

He gets 100 shields when used.
He gets an extra 100 shields for each enemy within 8m of him. I’ve had full 700 shields before and have a team still melt them and kill me. Use heroes that can CC him.

Ball is extremely balanced. You not liking him is not a problem.

Yup. When I first starting learning WB I did a lot of dumb things. As you rank up you learn very quickly (unless ur one of those people that blames your team no matter what) what works and what doesn’t on WB. Here is a small list of things I learned.

-Spinning forever is not only a joke to counter, it can also mess up your team as you save enemies from pins, snipers, and sometimes Ults.
-Be unpredictable. taking too many similar paths or engagements will lead to the enemy getting progressively better at countering you and result in feeding
-Going for a 700 adaptive barrier isn’t that important, one McCree stun means there are 6 people within 8M of ur stunned butt. You will die.
-Attached to above. Blind engagements can be a solid way to ambush a team right out the gate, get a pick, and build ult charge BUT you are very likely to get caught and deleted in a second (I don’t do them anymore)

Much more but u get the idea right?

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