The mauga changes are fair except for one

And that is the removal of the infinite ammunition while in cage fight.

1st, it wasn’t necessary.

2nd the ult in the gameplay trailer of mauga was like " cage fight, infinite ammunition" Wich, yeah, that’s gone now,

And 3rd it really doesn’t tackle any of Mauga’s main problems, that being he’s a bit too survivable.

So yeah, I don’t like this change, the other changes are fine and deserved, but this one is just dumb ngl

I want Mauga as the worst tank and this is a step in that direction

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Cage Fight literally doesn’t last long enough for him to run out of ammo.

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If you shoot nonstop you’ll run out of ammo.

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Overall, the changes are good. We’ll have to see if they open up some counterplay opportunities. Also, they fixed Orisa receiving crit damage while fortified. Might give tanks another option against Mauga.

I guess it’s still a grav + rein shield on a minigun tank, + cage fight could have restricted less movement abilities.

But now i guess the whole point will be to solo/duo ult the doom /tracer /echo/mercy.

And try to kill maybe 1-3x of them, vs trying to nano mow down a whole team.

300 ammo, 32 per second while dual-firing means you run out in 9.4 seconds, while Cage Fight lasts for 8.

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I would have the ult be canceled when Mauga is dead. Its a cage fight ult, so when you “win” the cage fight you should be free.

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Hmm, I guess you’re right yeah.

But still, this change removes the original promise of cage fight having " infinite ammunition" which I don’t like.

It’ll still hurt the aftermath though, now instead of finishing the ult with basically a second 350/350 clip to fire and spare, he’ll likely have a opening.

Though infinite ammo was kinda fun, i’d rather have some other chars be able to use their movement abilities over this.

But i guess in a pvp game, this will probably add a minute amount of skill differentiation / ammo conservation to those who can snap and lock on targets quicker, reduce missed ammo, and/or prioritize targets.

The cooldown increase of Cardiac Overdrive from 10 to 12 seconds is a bad change. Reducing the uptime of the ability hurts his ability to reliably tank for his team.

Solely reducing the effectiveness of Cardiac Overdrive, not nerfing the cooldown, would be the best.

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keep unlimited ammo, but cancel cage fight if he dies, as well as if he’s taken out of cage by any means (including LW grip).

My biggest issue with cage fight is most of the time if you cage more than 2-3 heroes you are dead. I feel like a better balance would be if they gave cardiac during but it disappeared after death.

Kinda proves the ult is more annoying than good imo
The fact everyone talks about it dissappearing after death = He dies in it a lot and they find it annoying they are still stuck

Honestly my dumb rework for him is

  • Put the duration back to 10.
  • Make it bubble shaped and attached to him so he can move with it.
  • No more trapping
  • No overdrive or charge during
  • Infinite ammo is removed
  • Anyone who enters the bubble ignites.

It would overall be more effective and less annoying