Pocketed soldier, pharah, doomfist, ashe, genji. You do know that shields, mobility, boops and damaged mitigation are forms of sustain as well right?
Winston kills widow. You specifically said kill mercy. Unless the winston just AFK’s on the widows body she will just get rezzed and we are back to square one.
Don’t misunderstand, I have no problem with Rez. What I have a problem with is trying to play solo Q into a hard pocketed DPS while my team refuses to play anything remotely viable to contest them. The amount of value a mercy pocket provides versus the difficulty required to execute it is disproportionate.
And skye’s ult is like D.va’s one. She throws a big bomb that destroys shields and deals 3k damage(paladins champions have much higher hp then OW heroes)and explodes in about 3 sec(same as Dva)
Sha lin is more like hanzo minus, lung and dragonstrike
You should definitely add this to the O.P. so people don’t miss it.
Also, there’s even more - and of course, credit to reddit user Blue2180.
Sigma, Orisa, McCree, Doomfist, Moira were disabled, probably because they’re reworking them
Winston’s right click felt good, “like the rail gun from Quake”, needs aim, has 25 m range and does 50 dmg at full charge. (After reaching full charge: when not fired, it fires automatically after about 1 sec, just like Symmetra right clicks.) You can do a 130 dmg burst combo if you’re able to land your right click (50) > melee (30) > jump (50) combo on somebody.
Bastion felt fun to play but underwhelming, maybe worse than he is now, “because think about it: you’re moving at 50% speed in turret form and your bullets do 34% dmg [sic; the Overwatch stream said: 60% dmg compared to live Bastion]. So you’re slooowly going around a corner, doing less dmg in turret form than you do now.”
His ultimate is fun, his turret form is weaker, his primary fire “feels so bad, actually hot poo poo trash” because the rate of fire is so slow now. [Maybe they just need to give the visual/sound design of his gun a bit more ‘oomph’ because the old design is centered around it being a full-auto weapon, as u/C0RV1S says.]
As mentioned: 25% less healing when in combat and 4 seconds afterwards. Any dmg will put you in combat, even a single D.Va pellet doing 0.4 dmg from across the map. He assumes that this will not stay in the game.
He thinks that the power level of the roles is “DPS >>>>>>>>>> healers >> tank” now which doesn’t feel good: “healers are literally weaker in OW 2 and there’s only one tank now, so as a tank you’re taking the brunt of the impact.”
He felt the best support line-ups were Zen+Ana or Zen+Bap; maybe sometimes Lucio+Ana for dive comps (Moira was disabled). Thought Mercy was “useless” and Brig was “weird”.
He thinks that Blizzard wants to move away from a team oriented MOBA game to a more individual aim game. He played 7 games and Overwatch 2 felt more like deathmatch than OW 1 does.
It felt like charging your ult takes a very long time now
Do you believe if there is no compensation that the support role will be desirable to play.
This changes with no compensation will make the support role the new bottleneck for queue times.
Now we have not seen the final product, but this change has made me reconsider playing support at all anymore.
Players need to understand that having a healthy tank and support player base would improve the game and queue times. Alienating supports is not the right answer for improving the game.
I understand these changes are still very much experimental but made them think that reducing healing like that was a good change to begin with?
The whole fantasy of playing support is saving teammates close to death with clutch heals. If healing is reduced after taking damage, then that will feel horrible as a support player. Are they getting their dev advice from CoD players or something?
I mean I get why they have to reduce healing (they reduced damage by removing a tank and ult charge with the tank changes so raw healing is too high) but that number seems off. I am sure they will find a better number though.
Throwing out an idea, but if one of your goals is to cut down on downtime between fights, then you want post-fight recovery to be as fast as possible so you want fight to go faster, but you also want everyone healed up and ready for next fight faster as well.
Unironically, because supports infight are going to get 25% less ulti charge…
The most effective tactic will be to prolong the fights for as long as your team needs ulti charge, because with their lack of healing output, they will get 25% less and you can still win the fight easily by blowing them up with big damage when required since there’s no downside to dealing damage any longer. Running down the clock by keeping the massive advantage, so to speak.
It’s not that you can’t just make it fast and painless by blowing up the opposition super fast and deny them 100% ulti charge… but on the long run, you will get very much ahead of the ulti economy by dragging out the fights that they have zero hopes of countering the better damage team’s ulti spam. Then once you’ve done charging ultis, you can just go for the fast killing blows.
Four seconds is an eternity in OW. LOL these devs… they are so going to make a game that only people who do DPS are going to enjoy… then they will wonder where the other 50% of the playerbase went too… and queue times will be sky-high… for everyone.