Ok so implemented well is the important note here.
For hero bans to work, you’d have to have a stage before the game begins AND before you can see the enemy players for the bans themselves.
That means extra set up time in a match.
Fine and well but what happens if you don’t ban? Is it random? Are bans mandatory?
I think there’s a lot to ask here and they’d be better off talking sooner than later about the intricacies of this.
Either way, for bans to work, you absolutely cannot have the teams view the other player’s profiles before the banning.
If they saw my account, I’m screwed no doubt at all. It’s a guaranteed Dva ban 100% of the time.
I’d literally never be able to play Dva and that’s not ok.
Making private profiles won’t work either especially if you ran into the player in the past and know who they play or if they’re something like a streamer that plays a specific hero.
There could also be a mechanic where you could counter the ban by giving up your own ban to allow that hero to be played. That could of course mean the ban mechanic as a whole is made pointless but it would be an option to not completely lock someone out of a hero they’d like to play.
I don’t like the idea of bans but if I could somehow play Dva while being able to ban Zarya consistently then I’d be happy lol
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Just put her primary fire spread back to 3.5 degrees and I’ll be happy
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Well it needs to be longer than 1 teamfight, otherwise there is no point to having a cooldown.
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What? I legit have no idea where you are coming from. Stockholm syndrome?
My problem is when I get put on a team with Plats, and the enemy team gets 3 gms
My very first post on this forum was actually a bit of a complaint about the Endorsement system and how it was nearly impossible to climb with it. It took a while, but around 6 months-ish later it was actually addressed in… was it the mid Season 7 patch notes? I don’t remember. And considering how slow big companies are, I definitely appreciate what the Devs do, even though I may not always agree with them. Change definitely happens, most of us are just too impatient to appreciate when it does.
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i’ll be honest. i was never a 6v6 restorationist but now if they wanna try crazy ideas i’m down to try this. i can’t imagine a world where doubleshield survives against mauga jq for example lol i’d prefer experimenting with 6v6 again than ever getting hero bans in this game again.
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Hello Developers if you’re listening
Don’t do character bans, stop adding new currencies, simplify matchmaking like it was in early OW1, focus anti-heal status effect on tanks, rework rest of old characters for 5v5
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Do not worry about that. They are definitely on it. Way ahead of you! 
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They do not listen.
They blatantly sit here and ignore glaring issues, their solutions were RQ and 5v5 when all they needed to do was nerf Brig and Bap into oblivion and never introduce Kiriko, Weaver, or Illari. The support role causes the most problems in this game and yet they do entire format changes just to avoid addressing the glaring issues within the role that keeps the entire game under hostage otherwise.
The second they do these goofy swap tokens and hero bans is when this game dies for good.
That’s such a terrible take though. Ana is not a required character for the game to play well or be fun.
On the flipside, Ana is a primary contributor to a lack of fun on part of the tank role which is consistently the least popular and played role.
To say the game would be worse without her is just blind Ana support. She herself contributes majorly to the idea that there’s too much healing. Ana is a blight because she plays both sides of the field.
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Tank is not the only role though. An Ana-less game would mean tanks getting tons of healing pumped into them and being unkillable. Anti is very valuable because healing is strong enough that is can outlast a ton of dmg. Their plan is to nerf healing across the board so anti isn’t as effective as a counter.
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Sure they do.
Our problem was, that the quality of QP games is horrible because of one sided stomps and they introduced a punishment without fixing the core issue.
They might listen to our problems, but they sure don’t care about them and rather think of ways to sell us old content again in new battle passes.
Kiriko exists though and even when she’s cleansing anti, tanks still die
People that say anti is necessary are far too biased in favor of Ana or are simply too used to her being in every game the past 4 years.
Also healing cannot outlast a ton of damage, it can outlast a team that doesn’t focus fire at all. Anti is a crutch that people use to make bad players not seem as bad. I’ve said it before and I’ll say it again, Ana’s overwhelming presence has deteriorated the overall skill level of the community just because biotic grenade is such a strong and easy ability to use and get value out of.
You don’t even have to be good at Ana to get value from her, you just need to land enough good bionades.
And nerfing healing to make anti less effective is actually the stupidest idea of all time. Nerfing everything around the overpowered thing doesn’t make the overpowered thing not overpowered. Like where did that line of thnking come from? It’s not the first I’ve heard someone say it.
Thought experiment: Let’s say next patch blizzard removes all healing from the game. How valuable is anti nade then? Conversely let’s say the patch after they giga buff all healing. How strong does anti nade become then?
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Hyperbole does not make a good example
If they cut healing in half, anti still puts it at zero
If there is less healing then there’s less instances where anti is useful.
Zero is zero, if they can’t heal then they can’t heal. It doesn’t matter if Mercy heals for 30 per second, anti still puts it at zero with no counterplay options from the Mercy.
Problem is that hero bans/swap tokens don’t actually solve anything…you’d just go from thinking you can’t play certain things to not actually being able to play certain things
Like you’ll just end up with a different meta that everyone will still hate…and on top of that people can’t play what they want
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It’s relative to the total amount of healing and how easy it is to get kills. My earlier point was hyperbole to prove a point but I need to know that you can follow the train of logic. If tomorrow they make it so every support does 1000hps then do you think anti nade would be more or less useful?