What Feels Strong Currently

Doom - insane value against walls, his ult is also super strong and cycles his cd like ram ult

Reaper - I’m okay with this as hes shifted slightly to be annoying to squishies as well, but he’s the only hero who can break choke stalemates

Freja - obvious, counters ball at the least by just raw damage

Zenyatta - volley is 4 times worst than old discord, at least discord wasn’t instantaneous burst damage

This has been a thing for a good year at least.

Him, and a few other Damage-role heroes are getting really good at breaking down stalemates. Venture’s another who works just as well. Same with Hanzo.

I’m not sure how. Ball is aggressively fast or faster than her, not to mention much more durable. Should be easy enough to lock her down and shut her up as Wrecking Ball. Though, that does require some deep diving; still should be able to do it.

Always could.

I feel doom wasn’t as popular back then, I assume Orisa was stronger back then too

She just does so much damage that you have to spend a lot of time getting Megas, about as much as someone can counter him without Sombra

Zens spammed discord every second pre mini rework, they didn’t have time to charge volley

Freja’s perk frost arrow slows Ball by landing her primary fire. I wouldn’t say it counters him, but it definitely disrupts his flow enough to be a soft counter.

I’ve been playing her almost exclusively this season. I think her mobility might be a little too much currently.

I also only play 6v6 and I’m only in Plat on console so my thoughts on who feels strong will be different than most I’m sure.

I feel like Freja is definitely strong right now. Also Soldier feels really strong for the first time since the OW2 beta. Hog is in every game and feels unkillable in games where Ana gets banned. Zen is a menace in 6v6 where the tanks aren’t giga buffed. Those are the outliers that I see in 6v6. I’m probably forgetting some strong heroes I’m sure, but that’s all I can think of off the top of my head

Freja is so unfun to fight if you’re playing tank, you just sit there and eat all those stupid bolts and your health goes from 100% to 15% in two seconds. what possessed them to give her ANOTHER instant bolt as a perk i cannot believe they thought that would be fine, even when you can get close she just updrafts and jumps back, she might as well have moved zip code

Yeah her bolts do 30% damage and then her primary does 30% damage, crazy maths although I haven’t done the maths on paper yet

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.

youre clearly overintellectualizing this, you should play tank against freja yourself.

not only does freja melt ball when he engages but she practically makes disengaging as ball even harder and longer.

noone cared about volley + discord spam, there were 2 tanks.

im not talking about 1 volley before you make it past choke or payload.

im talking about multiple volley after you make it past choke/ payload.

I have; repeatedly. I flex, a lot. A lot. And it is usually Tank or Support.

And I haven’t had problems mitigating against Freja, even as Roadhog. Because it isn’t hard to watch out for key targets, that can be the biggest threat to you, and prep your cooldowns for that.

Same.

I stated my problem as hog was that I couldn’t hook anything, not that I couldn’t survive

I’m not talking about a static comp, I’m talking about an all angle comp.

Youve talked about situations that you proposed, not the situation that I proposed

Everything is inherently strong in this game assuming we’re not talking about cosmetic characters. U have a way with every hero