Literally instead of just fixing the issues that we had in the game, they did the absolute laziest thing they could have possibly done and just buffed everybody’s stats.
Nahh don’t revert the update, people like it. This is how OW2 updates always go… One step forward and three steps back. Get used to it brother
Or:
Hear me out:
Take the data they’ve gained from running this patch and then back up to a reasonably balanced version of that game and use their data to set target values for buffs and nerfs that do something similar but without the cascade of unintended effects with untold long-term consequences.
It’s okay to learn, step back, and try again. It’s still progress. It’s still moving forward. In fact they’ll probably move forward a lot more easily if they get back on the rails first.
Idk man.
I like this patch.
Tanks succeed by being defensive more now. Who would have guessed that playing a tank meant learning to survive and mitigate damage?
Supports succeed by actually being the lifeline to their team. Hooray! We get healers and not just some dude who wants to play extra dps! Amazing how they are almost meant to be “supportive” rather than distruptive.
Then dps succeed by well…learning to prioritize targets in an effective manner. The mastery of their kit, weapon, and common gameplay basics playing a huge role in how effective they are as teammates. Same shooty shooty, but the best know how, where, and who to put their shots into. Which makes them more inclined to be a strike element for teams rather than the COD deathmatch player we always meme about.
So the holy trinity has been replenished and restored to their fundemental nature.
And it feels bad for you? Not to egg you, but I’ve always enjoyed being a tank in the tank aspect. Same for the other roles. I expect to be a supportive support and skilled dps in know how and when to input my damage bursts.
I take pride in that and losing that in OW would devastate me.
Give it a try, adapt a bit and you’ll find so much more fun. Still too early to tell.
what problem fixed? because I still play into smurfs. So it fixed nothing.
No thats way to much to start with i still think tanks needs it but make it 30% while also getting 30% reduction on damage amps, damage boosts anti heal, cc, and knockback
Ah yes, Brig’s inspire which is 1hp/s weaker than Lucio’s healing song.
2-2-2 had to be implemented because there was no way to nerf tank stacking without also nerfing tank synergy. 2-2-2 was also inevitable since it was not uncommon to have games that consisted entirely of dps on one side, and a balanced team on the other side.
The global shield hp nerf was necessary, since dps players considered shooting at shields to be boring. The more time they have to spend shooting at shields, the more boring the game is for them. They could’ve fixed things like double shield and double sniper by simply adding restrictions like “One shield tank per team. One sniper per team.”
No it hasn’t.
50% less of the headshot damage
Would be 1.5x, instead of 2.0x
Which is 25% less damage on the attack
I get the math i just think it should follow the passive at first and if it needs boosted then up it after
just lower Tank HP a bit.
yes, lets turn them from the paper maché piñatas that they currently are now into something even easier to destroy. Sounds like a plan, Stan
Fair enough, if they do it relatively quickly.
Although I find it easier to do “too much” testing in terms of
“It’s easier to understand if a shoe is too tight, than if it’s too loose”
Plus it not just the head shots theirs alot more bing added to my passive idea
Plus it not just the head shots theirs alot more bing added to my passive idea
Wonder if you thought of something I didn’t
Tanks Passive: Expanded
- Ultimate charge given to the enemy team reduced by 33%
- Critical damage headshot received reduced by 50%
- Almost all CC reduced by 50% effect and duration
- This includes Knockback, Stuns, Sleeps, Earthshatter, AntiHeal, Hack, EMP, Freeze
- Exceptions being Grabs/Snares/Slows, i.e. Charge, Hook, Trap, Graviton, Gravitic Flux
- Earthshatter is passively bodyblocked by Tanks
Comments: Allows tanks to hold objectives in a reduced barriers environment, where they are going to get hit by a lot of damage/abilities that barrier-spam would have otherwise blocked. Earthshatter bodyblocking is there to reduce “Rein or Lose” in the bottom 90% of ELOs.
i agree but i know why they did it. you need changes with this game or people get bored. i mean i was excited too see what would happen. of course i dont like it and wish for season 8 again but hey i played world of warcraft and i always liked the constant change
at first then i got tired of it lol… i guess they know what will happen since the have the sales retention figures. years from now there might be a CLASSIC OVERWATCH
Earthshatter is passively bodyblocked by Tanks
way to big of a nerf to rein
- Ultimate charge given to the enemy team reduced by 33%
- Critical damage headshot received reduced by 50%
- Almost all CC reduced by 50% effect and duration
- This includes Knockback, Stuns, Sleeps, Earthshatter, AntiHeal, Hack, EMP, Freeze
- Exceptions being Grabs/Snares/Slows, i.e. Charge, Hook, Trap, Graviton, Gravitic Flux
i would reduce slowes but it cant effect grabs because they are a weird cc.
I think if we are keeping role passives tansk passive needs an up date i think the tank passive is a bit ridicules with how against some teams it literally doesnt offer anything but against others its worth alot more so i prepose we change the passive to be a 30% reduction accross the board except for base damage. So it would be 30% reduction on cc, slows, knock back, head shots, anti heal, damage boosts, and damage amp. I think this would help make their passive better overall instead of just b…
this is what i had in mind to start with and change it from there
way to big of a nerf to rein
Well this was before Kiriko being a thing
the cc nerf is enough of a nerf to rein IMO even before the fox
Ah yes, Brig’s inspire which is 1hp/s weaker than Lucio’s healing song.
And it’s also double the raidus so I’m not sure what your point is here. Further to that, it used to be both double the raidus and double the healing at the time in which Multi-Tank (by which I mean three plus, I.E. “Slambulance” and “GOATS”) comps were meta at 21 HPS. Thus I stand by my point that it was a problem that enabled those comps.
2-2-2 had to be implemented because there was no way to nerf tank stacking without also nerfing tank synergy.
As I’ve explained it wasn’t tank synergy that was the problem. It was Briggita’s Inspire in combination with Moira’s Biotic Grasp (although the former was the far bigger issue). This is evidenced by the fact that a few months after Ana was released, they nerfed her Biotic Grenade as it was starting to enable Multi-Tank comps so they nerfed it down from 100% healing increase to 50% and it’s druation reduced from 5 to 4 seconds. Funilly enough, after they did that, multi tank comps weren’t seen again until Moira was release who, you guessed it, had AOE healing.
2-2-2 was also inevitable since it was not uncommon to have games that consisted entirely of dps on one side, and a balanced team on the other side.
I do agree though that this is something that was a possitive benefit of the format change and I made a point about that in my comment as you can see below:
Note that 2-2-2 did fix the problem of five damage heroes and a Mercy comps throwing away games in Quick Play and Competative but that’s a different discusstion.
(although as mentioned above it was a nice quality of life change for less coodinated game play settings like public Quick Play and Competative games)
The global shield hp nerf was necessary, since dps players considered shooting at shields to be boring. The more time they have to spend shooting at shields, the more boring the game is for them.
That’s a fair point about shooting shields being boring however that was enabled by Bapitistes Immotality Field (hereafter refered to as “Lamp”) since it could keep Sigma alive and thus prevent his Experimental Barrier from being destroyed by killing meaning that you had to “chew” though the shield. If Lamp was an ult then there would be nothing to stop a Damage player switching to Junkrat and using Rip-Tyre or a Tank player from switching to D.Va and using Self-distruct to just blowing him up and taking down the Experimental Barrier.
I don’t deny that on release Sigma had a bloated kit for the format and to this day possibly needs some looking at but it was Baptiste that shut down any sort of counter play using those kinds of ultamates or in more tactical terms “game-state solutions”.
No it hasn’t.
That’s not a counter argument. That’s just you stating that you disagree with me which seems self-evident given your attempts to refute my point above.
But now the DPS passive is OP, tanking sucks as a whole, and a large amount of heroes completely suck due to HP changes (Junkrat, Sym, Illari, etc)
It is true dps are now more powerful, but frankly it is cause they apply the debuff which gives them equal or similar value too the other roles and can impact or sway fights. How is this bad?
People have been saying tanking sucks for years, so what is the solution? No one wanted to tank in 6v6 and no one wants to tank now. The premises of people tanking can not be tanks are just ridiculously more OP than now.
Also before you spew no sea about tanks not being OP or genuinely the basis of the game how many 4v5 have you won without a tank? vs losing a dps or a support?
The problem prolly lies elsewhere as in nobody likes too tank in video game. Especially if there is no massive benefit. Simple.
Some heroes sucks - a lot of them sucked before - some heroes have improved. That is the course of the game.
But now the DPS passive is OP, tanking sucks as a whole, and a large amount of heroes completely suck due to HP changes (Junkrat, Sym, Illari, etc)
The thing is, most of the community is ok with this heroes being trash, what is really sad but if you look at the forums, most dps players want to keep playing hitscan only, because “skill”.