Well, assuming you’re deep diving and you’re close enough to three targets, that means about 300 overhealth on Adaptive Barrier, which mitigates three Take Aim shots, down to 90 damage. Which is quite a bit of damage reduction that should be enough time to kill Freja.
Assuming that they even land those shots and are Quick Dashing to avoid Piledrivers and Top Speed boops.
The slow is 20%, against 18 meters per second, or even 12 meters per second, still ends up being much faster than anyone else.
On the other hand, that Slow - for some reason - can stack. Might be an unintended bug or effect. So a collective team work to shut Ball down probably isn’t too surprising here…
But then… ehhh… it’s not like Ball doesn’t already have counters against him already. Freja being another coin to the pile doesn’t really sound convincing enough.
Only reason you need to use Discord and Volley together was on Tanks. Volley could work just fine on just about everything else. Or at least did in OW1… and I kinda remember a few statics doing Discord spam Volleys back in year one.
Lots of changes have happened since then, though.
I would not be surprised if they reverted the Quick Dash cooldown; but I’m not sure if that’s going to be enough.
Roadhog can take it, Orisa can take it and both can minimize the damage with the cooldown.
Other Tanks… well Junker Queen, had a little harder time. Command Shout doesn’t really do much to stop three bolts to the face.
It’s less that, and more to do with the operation of the ability, more or less, tracks with the typical damage numbers across the time period.
Basically follows the typical numbers of 4 second TTKs.
Freja fires a shot, one second later 130 damage. Reload, one second, fire another, one second, 130 damage. That’s four seconds, 260 damage.
Tracer fires off her primary, 220 damage, half of the them hit, and then reload, and that’s two seconds for 110 damage, another two seconds, and other half of them hit and reload that’s 220.
Hanzo’s time between two shots is about four seconds, and 250 damage.
Soldier runs 30 shots - his entire ammo clip - at 3 seconds, 19x30 damage is 570 damage, if 40% of those hit, that’s 228 damage, plus a 1.5 second reload.
Overall; Freja’s damage pretty much lines up with all other heroes. The issue is more to do with the frequency of Take Aim shots - and perhaps - the perception that they’re landing a little too often when Freja is burning her Quick Dash cooldowns for it.
Upping the cooldown on Quick Dash slows down how frequently she can two-shot, or double-tap. Which can help slow down how quickly she’s taking down targets; on the other hand, Freja’s seems to have lethality issues when she can’t get a double-tap.
There are still a few players arguing that her primary is bad (it really isn’t, the math basically proves this), but even so, if they’re right, then that lethality issue Freja has is still legitimate and tweaking the Quick Dash can be bad for her in a really negative way.
So the other method would be to shrink the projectile size on her projectiles. Which I don’t think is really going to help at the higher ranks. I don’t have much statistical data, but it doesn’t appear that most top ranking players are hitting more frequently with Freja than other character (averages tend to be in the high 30s in top 500, which isn’t really great); and I don’t think shrinking the projectile is going to have much effect here.
Slower projectile? Maybe. That would force Freja to come into closer ranges to directly engage the enemy teams; putting more risk on her, but I think Blizzard wants to keep Freja at mid range, so they probably wouldn’t slow it down too much.
Losing a Quick Dash charge? That’s possible. Instead of adjusting the current cooldown, she can only carry one charge of Quick Dash. Makes her less evasive, and stops her from frontloading (or backloading the damage, however you want to look at it) Take Aim bolts beyond two or three. Makes the Updraft Perk more palatable (as right not, it just isn’t compared to no reloading ever).
If anyone could test how big her hitbox gets when she Takes Aim in the air, that would be great. Cause right now, it’s looking like she’s still smaller than Echo in Flight mode.