The perks are freaking amazing it has really made OW2 so much better IMO. I’ve played on and off since OW1 release and this is one of the best states the game has ever been in IMO. They are COOKING.
Oh boy… even more undeserved free charge for Sojourn railgun. Yay. ![]()
Pls fix ranking systems , i shouldn’t have to worry about having a FRESHLY new account that is a ROOKIE in my LEGEND game
A Fast and Furious reference?! Now that would be a fun collab.
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Im excited for the new Perk changes. Im happy with the current ones but I also enjoy new surprizes too. ![]()
It was especially fun to use re-boots and major torpedo perk together since you can fly high above enemy and focus on damaging enemy more.
Hanzo change is frightening as a tank player.
Currently storm arrows do 75 each x5 for a total 375 or max 750 if all hit headshots. Generally he wasn’t hitting lots of headshots.
Now he can aim at the feet of a tank and he is guaranteed 75*1.66 = 124.5 damage per shot and 622 total damage if he hits them all (without headshots). That’s killing some tanks with 1 ability and pretty much killing the others with 1 follow-up or pre-shot. Even in plat I see Hanzos aim at the ground in front of me with the current storm arrow perk.
Hanzo is already appearing in most games in plat because he is so strong against tanks. What are they thinking with this change? Maybe the number of tank players had ticked up and they want to push it back down?
Godamned it, you’re gonna kill yamagami technique. So much fun to never have lunge on CD. Stupid brain dead scatter arrow.
It’s hard to say without seeing what else is in store for the next season.
From what’s been shown, it seems like perks are taking away counterplay.
Heroes who would have trouble with range, like Echo and Venture, are getting changes or have received changes that eliminate this disadvantage.
Heroes who don’t need to be stronger are getting even more advantages. Tracer’s kit is an example of this, and Souj’s kit seems to be going the same way.
When they talked about perks, it seemed like it would change the way a hero plays. Now it’s just about removing the heroes’ disadvantages.
Why does Ball need a “bubble” to avoid CC? That’s his disadvantage. Are they going to give Rein mobility? It’s so stupid.
Even if you want a way to reduce frustration, it shouldn’t just be done with a button press; it should be something more team-based. They need to reallocate the power role they took away and distribute it to the other roles.
why on earth are you removing the things that are the most popular?? its not balancing at all, its just making this game even more unplayable, which makes me SO sad because I really do love this game (or what it used to be). every decision the dev team has basically since OW2 launch has run this game into the ground just to squeeze more money out of players who want to keep playing.
I love the idea of the perks system but removing the most popular perks is the worst idea I’ve ever heard of.
thats the whole basis of her kit is a hypermobile healer. why nerf it into the ground??
its giving the impression that instead of forcing players to increase their skill level, they’re lowering the skill threshold needed for certain characters. sad really.
The scatter perk got my hanzo buddy playing the game again so eh
Usually when Support mobility gets nerfed it’s because some DPS players have this idea that a support should die when they decide to shoot at them.
If a support is evasive and gets away, the problem is the support, not their aim, positioning, or target priority.
Ok, but why remove Juno’s Celestial skin? The skin, icon, and name card have all been removed from my account. Things that I paid for that I should be able to keep. No matter what other changes are made.
After taking some time to think about it, I think Juno’s rapid fire perk is better than I thought. As Custa explains, it gives her more ways to think about using the perk compared to headshots. My big criticism with Juno currently is that losing headshots in combination with recent changes (falloff buff and mobility nerf) hurts her skill ceiling significantly, and makes her play a more passive “healbot from the backline” playstyle. I know she was already pretty easy before these changes, but looking at usage stats indicates she is one of the worst supports at high levels (like Mercy levels of scaling with skill). But the main thing all Juno players should be concerned about is how fun she feels, and I still believe the glide nerf is the biggest detractor.