Venture is free and we all know how easy it is to hit. Let’s not go down the “moria requires aim” route.
They are one of the few characters who will always survive sleep+nade+primary+melee.
Venture is free and we all know how easy it is to hit. Let’s not go down the “moria requires aim” route.
They are one of the few characters who will always survive sleep+nade+primary+melee.
I think you overestimate how easy it is to land directs with Venture, as that is where you get decent damage. However, I agree that drill dash is too consistent with how much damage it does. I wouldn’t mind the dash damage getting nerfed as long as primary gets a direct hit buff to 90 damage (from 80). This would make primary fire better on its own, and remove the combo if the dash gets nerfed to 60 damage.
I agree, I don’t like free value either. I think the shield passive should get removed. The fact that burrow is only good when there are no opponents around reduces the versatility of the hero, which means you can’t get as creative with how you engage and disengage.
I wouldn’t mind if they reduced drill dash damage to 90 (from 100) because then you would have to hit the whole ability on someone to confirm the kill,
80+90+80=250, that way any healing or overhealth would prevent the combo and as for removing the shield gain, they would probably need to have 275 hp at least because they are very close range and have a decently large hitbox.
I think venture is pretty balanced though and any nerfs should be measured and not overdone. Smaller burrow aoe + less dash damage are good starting points imo.
I disagree. Burst damage should be on things you can react to, things that have a either clear windup animation or have limited mobility. Rein pin has both a windup animation and is purely horizontal. Piledriver has a windup animation, and it’s obvious when ball is setting up for a slam because he grapples above you. Burrow similarly has a windup animation, a travel time, and an activation period. By playing on high ground or far enough away you can avoid the burrow damage.
I just find it baffling how easy and overloaded the DLC kits are with quasi one shots and invulns and cc.
Imagine if rein was released today charge would have 80% damage reduction+ cc immunity. Firestrikes would do like 245 damage because “oNeSHOtS aRe bAD”. Sheild break would give you 600 over health and cc everyone in range.
There is no way to avoid burrow damage. You cannot walk out of it even at max charge.
If this is ok then give back one shot combos to brig junk sigma etc
That’s not the point, if you let Ramattra get on top of you, you can’t complain about how easy it is to land Nemesis punches despite how much damage they do. Same with Venture, the way you avoid the damage is you position yourself on high grounds and far away (or with a mobility CD like grapple, coach, etc.). You should not be able to avoid the damage if Venture gets on top of you, unless you trade a cooldown for it instead.
I agree, Hog, Sigma, and Junkrat should have combos that lead to kills. However, “one-shot combo” is a bit of an oxymoron, considering that you need to land multiple hits in a row for a “combo” to exist. Those three heroes need to be able to make space, and Hog’s/Rat’s primary way of doing so is the threat of being comboed. Maybe those combos should be made harder to land, but they should exist in some form.
Brig never had a combo, except on Tracer, which she should get back. This is getting a bit off topic though.
I would like to reiterate that Venture should likely get a drill dash nerf, but the burrow damage is fair game. Primary fire should get a buff to 90 damage as well. Venture needs the burrow damage to be high to be able to make space.
Many maps are made with no accessible high grounds. Or if they are accessible to you they are accessible to the venture. No amount of positioning is going to help non mobility chars avoid venture. Ramattra isn’t burrowing under you with full immortality. The free damage has to go simple as that.
I highly doubt there are “many” maps with no accessible highgrounds, but that doesn’t matter since you can position horizontally far enough away so that Venture can’t get close. For example Colosseo has very long sightlines, so despite having no high grounds, you can still position safely.
If you get to that safe position first, Venture has to use either dash or Burrow just to get to you, so they will be at a disadvantage. Regardless of which CD Venture gives up, they either sacrifice the dash combo or the burrow immunity. Venture needs to land 3 directs in a row to be able to 4-shot without drill dash. That’s over 2 seconds after they get in range, and can go even higher if you juke a single shot, get a little healing, etc.
You might not be able to avoid Venture forever, but you should be able to waste enough of the Venture’s time that either your team peels for you, or even if Venture does kill you it’s too late because the rest of their team died. It’s similar to ball. The goal isn’t to kill him, or avoid his damage completely, but to stall him long enough that his team dies before he can get any value.
Could you explain what “free damage” is?
STOP REWARDING LOW SKILL
Venture - Basically gets immortality every 7 seconds and can come out of it inflicting damage with hight & mobility, making her incredibly hard to hit close range.
I 100% agree with the “one shot combo” it’s frustrating and isn’t fun to play against.
Her Ult reaches soo dam far!! Especially for something I can’t really avoid and requires little to no aim/skill to use! I see them looking at the ground and it kills me form (what feels like) miles away!
Sombra - the fact that she can stop people from Ult’ing on a six second cool down is just insane!
And then on top of that she could be standing right behind you INVISIBLE!!! makes this fact 10 times worse!
zero skill with massive game changing rewards… (please don’t tell me Ults aren’t game changing)
I have been playing overwatch since 2018 and I have never been more frustrated in my life!
Note
Support Role (off topic slightly)
Support role is basically unplayable anymore… how can I support my team when I’m fighting for my life in the back by an invisible Mexican that can stop me from using my own kit to get away or protect myself ? (Every six seconds)
Quickplay Matchmaking
100% more sweaty and toxic than competitive.
I play competitive to take a break.
And god forbid I queue with my friend!! It gets 10 times worse and go up against the same enemy composition. Please Fix!!!
8 seconds with a 0.7 second self cc
One of the longest “oneshot combos” in the game with plenty of time to counterplay and a very close range requirement.
Unless you take cover behind a shield or map geometry the same thing you do to avoid a shatter.
Not much of a difference. Still can’t stop her from approaching me unchallenged.
Why do I die instantly? Full health. Don’t think you’re doing the right combo ? Idk
And even if it is… they get a free shot with an immortal approach.
At least with junk I can challenge him while he approaches.
Very circumstantial.
The real question is why do they get a better ult than shatter and still get to use it multiple times.
It’s “just like shatter” except 4x better
This character is completely busted, and don’t let any of these forum goers tell you differently. This is the first hero since Sojourns release that stopped her from being meta. That’s how busted this hero is. Another Aaron Keller special.