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.
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.
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