This patch fixed 1 problem and created 10 more

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, Brigā€™s inspire which is 1hp/s weaker than Lucioā€™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 couldā€™ve fixed things like double shield and double sniper by simply adding restrictions like ā€œOne shield tank per team. One sniper per team.ā€

No it hasnā€™t.

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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

yes, lets turn them from the paper machƩ piƱatas that they currently are now into something even easier to destroy. Sounds like a plan, Stan

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Fair enough, if they do it relatively quickly.

Although I find it easier to do ā€œtoo muchā€ testing in terms of

ā€œItā€™s easier to understand if a shoe is too tight, than if itā€™s too looseā€

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Plus it not just the head shots theirs alot more bing added to my passive idea

Wonder if you thought of something I didnā€™t

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 lolā€¦ i guess they know what will happen since the have the sales retention figures. years from now there might be a CLASSIC OVERWATCH

way to big of a nerf to rein

i would reduce slowes but it cant effect grabs because they are a weird cc.

this is what i had in mind to start with and change it from there

Well this was before Kiriko being a thing

the cc nerf is enough of a nerf to rein IMO even before the fox

And itā€™s also double the raidus so Iā€™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. ā€œSlambulanceā€ and ā€œGOATSā€) comps were meta at 21 HPS. Thus I stand by my point that it was a problem that enabled those comps.


As Iā€™ve explained it wasnā€™t tank synergy that was the problem. It was Briggitaā€™s Inspire in combination with Moiraā€™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 itā€™s druation reduced from 5 to 4 seconds. Funilly enough, after they did that, multi tank comps werenā€™t seen again until Moira was release who, you guessed it, had AOE healing.


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:


Thatā€™s a fair point about shooting shields being boring however that was enabled by Bapitistes Immotality Field (hereafter refered to as ā€œLampā€) since it could keep Sigma alive and thus prevent his Experimental Barrier from being destroyed by killing meaning that you had to ā€œchewā€ 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 donā€™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 ā€œgame-state solutionsā€.


Thatā€™s not a counter argument. Thatā€™s just you stating that you disagree with me which seems self-evident given your attempts to refute my point above.

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.

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 ā€œskillā€.

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Iā€™m having fun on tank (most tanks). The gameplay is slightly different but Iā€™m honestly okay with taking cover now and again. Iā€™m generally getting most kills and damage in lobbies and having fun win or lose. Just my experience anyways shrugs

Me with 6v6. I of course know that will never happen.

But I keep dreaming.

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This is what you get from Full Sail University dropoutsā€¦

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My point is that the AoE healing is not nearly as strong as you think. Especially given that itā€™s a HoT. Itā€™s double the radius, because unlike Lucioā€™s healing song, Brig has to deal damage to activate it and continue to deal damage to keep it active consistently.

Thatā€™s where youā€™re wrong. Inspire was buffed December 2018 from 16hp/1.5s over 5 seconds to 16.66hp/s over 6 seconds.

August 2019
Inspire buffed to 21.66hp/s as part of Brigā€™s lite rework for RQ. This was that weird experiment where they tried to turn her into a main healer. At no point in time has the radius of Inspire been increased.

Prior to Brigā€™s release, Slambulance featured Hog. While Moiraā€™s healing was integral to the composition being successful, Lucio was also integral to it. The same way he was integral to GOATS.

As we can see during the GOATS era, Slambulance was viable and Brig was swapped out for Hog. There was also GOATS, but with Sombra instead of Brig. So, no, Inspire and Biotic Grasp were not the problem.

Multi-tank comps fell, not solely because of the nerf to Ana, but because D.Va was nerfed. D.Vaā€™s pick rate plummetted, Ana remained mostly unaffected by the nerf, and damage heroes were able to rise up in her place since they were no longer being shut down by her.

Clearly it hasnā€™t been. Thatā€™s not to say supports havenā€™t contributed to these major format changes, but to say that only support has been a problem is a highly contentious point to make when tank synergy and multi-dps comps were also contributors to the shift to role queue.

There you go, thereā€™s your counter argument.

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