Ya they need to buff her damage to at least 75 or even 80 it’s kinda pathetic currently
I… disagree with this but to each their own, I suppose.
A keep in mind that your not getting 30 hps in most cases it builds with your damage out put, and you shoulnd’t really be spending much time shooting barreirs when your in range of the actual enemy.
That and well something like rien can just kill you with two swings and a instant fire strike. While ball can just not engage a sym, that and he will still win the long game as he will just stop giving her hp rather quickly.
And for the wall hacks, your turrets should be mostly in the LOS you and your team. It’s very rare they can be someone safely that will actually set off the wall hacks and not get instantly destroyed.
Still not really, damage is more important then utility that rarely actually does something. Like the healing passive rarely kicks in with her best match ups.
Like in ten matches this sym has barrely a minute of healing up time.
I can get behind this at the very least.
I thought it was 30 healing per second regardless of beam level. And they should honestly revert the individual damage of each turret to 40 but make it so when they stack they each do 5 damage less so two turrets would each do 35 and three turrets would each do 30 meaning the max DPS is 90 with three turrets and since it’s not as valuable as before it promotes the playstyle of spreading them out more that blizzard wants to encourage
Nope it’s up to how much damage your doing, and that is if your in stage 3 beam. And you get pecks of healing off of the orb, but that might as well be taping the beam like twice if it’s full charged.
So the issue is not so much tha the power is in the turret, it’s that power isn’t back into her primary beam.
Like your still loosing 30 in this example.
That and well 120 dps is actually still week for dps standards three turrets and her base beam is 180 dps on a single target.
And that is if all three can actually stay up, and your not one shot for attempting to be in beam range.
While soldier over here can do 172 dps that can head shot, and a 90 points of damage rocket on cooldown.
Let alone pharah and junkrat that are just better projectile heroes then sym. With larger damage numbers, and faster fire rates. That are a lot closer to 180 dps+ JR mines and trap.
It does counter tanks, like Hammond, D.Va, and Doomfist. Root tanks like Reinhardt, Orisa, and Rammatra have a lot of weaknesses already by means of having to hard commit to their encounters. Mobile tanks, dps, and supports have the luxury of disengaging when it becomes unfavorable. It’s one of the reasons why mobility has such a feast/famine back and forth when it comes to balance. They dictate the flow of combat, so they end up getting nerfed in other ways to compensate.
With proper counter options to mobility heroes (and exclusively mobile heroes), we give room to buff them in ways that lets them be powerful without overtaking the meta completely.
Not exactly no, because their different kinds of mobility. with certian tools being more effective against certian hero’s.
for example winston can be heavily effected by brig’s whipshot mid jump. Forcing him to fall mid way from his target, and dropping his barrier in places that are not exactly allowing him to do much damage or take much space.
While d.va, she can just keep flying through a whipshot, and she is hit after the jets end can stall out the cooldown with D.m while still pushing forward and doing damage with missles to create pressure.
While a hero like tracer skip space entirely allowing her to avoid obstacles like Jr trap and torbs ult. While genji dash can potentially trigger the effects of such.
D.va can eat cassnade, Genji can deflect it, tracer can rewind before it can connect with her. And sombra can TP out to do the same thing.
While lucio/winston/doom/pharah/echo kind of just have to eat it.
Then we have things like mei’s stacking slow that greatly effects D.va and JQ, but can be ignored by many other mobile hero’s like tracer/genji.
At same time many of these tools also effect hero’s that are not so mobile, Ana/cassidy/hog/bastion/torb/sym/zen really can’t get out of a mei’s slow. they really can’t do much to dodge or get rid of cass nade, they really can’t stop a brigs flail.
so on and so forth.
Their really isn’t a tool that just counters mobility, both in the sense that it doesn’t only effect mobile hero. But also in the sense that their is no single tool that effects all types of mobility.
These are not exactly good for the game, because they really don’t do what they say on the tin.
we remove all cc
but leave ana sleep
and give cassidy hinder who can hit you even more far away than the old stun.
I really must know the big brain behind this.
I agree, the game was actually starting to look the most balanced it has ever been and suddenly we started getting all this BS changes that no one asked for. I also recently learned that the balance team for OW2 are not even the guys currently balancing the game. Its highly likely the idiots that balanced OW1 are back again and ready to fill the game with CC all over again.
Oh no this is the exact opposite sitaution.
the people from OW1 were the ones with experience and years of understanding that lead to the original OW2 state.
then they left the company, and what we are seeing now are newbies. That doing things like “fixing ashe ult from gaining ult charge while bob is up”
I agree with this. Specifically hinder and Brig stun for me is the worst of the worst.
If Mag Grenade is for flankers why can he throw it 30 meters?
Tanks are the one’s with the broken CC. Doom punch, orisa javelin, sigma rock. So dumb that they take you out of deadeye.
It’s actually wack they nerfed how long sleep dart lasts on tanks.
So Cassidy doesn’t get straight bullied by tanks. They would just run him down with the nade before, it was pretty much useless against tanks.
With this you imply auto-aim for cass bad, auto-aim for torb good. Why the double standard? Torb turret should get PotG in many low-rank games. It’s pretty broken here, especially considering that it never misses at 30m (and used to be 40m) which actual players miss most of their shots at that range at gold and below.
I dunno. For the most part I couldn’t care less about msg grenade unless I’m on Ball or Doom. It’s certainly something to watch out for if I’m trying to charge kill someone (but that’s cheesy bs so I don’t care), if I’m trying to escape on Monkey/Dva whereby I just be a bit more careful or JQ ult where hopefully I’ll only make that mistake once.
For the most part I’d rather they just use their abilities on me cos I can shrug them off unlike the rest of the team. For me the exception is Ana which I find exhaustingly tedious to play into… Also fliers ![]()
So you do care about it good to know.
That is what I said yes… why is it good to know?
If it’s “back again” did it ever really leave? Sure mei can slow more after 1.5s, but is slowing less before then, at only 30-40%. Before it was a flat 40%. And then cree got his nade, which affects certain heroes and others not really. So the main thing we have is just cree nade.
Except that unlike Mei, Ana is in every game. She has a 100% chance to show up in a game, statistically speaking.