When you are a tank with a barrier, placing it down is agency.
When you are a DPS facing a tank with a barrier, the existence of that barrier changes your available options but otherwise does not remove your agency. You are not dependent on anyone else to do something before you can do your job because, at the end of the day, you can always shoot the barrier.
Your suggestion directly removes healer agency by making their healing less effective unless their teammate does something specific first. That requirement is not anything the healer will have any kind of direct control over which is the very definition of “agency”.
ya maybe be so but once you reach that point your stuck with a tool set that only really works in close quarters or with choke points. ya you can always improve your projectile game but something like a mcree will still out perform a junkyboy by the fact that its easier to not only land shots but has a more reliable punish with his flash bang then junkrat has with his mine combo.
Even then my problem with junky boy is his inconsistency in his effectiveness. I’m not saying to improve it the point of Hanzo’s current state. but enough so that he can competently still be played against the likes of mcree.
Also on a side note barrier breaking is not really a great skill to have these days because of the shield nerfs. making so that basicly any dps can break shields just as easily as junky boy.
I mean doing 210 pionts of damage (mcree) in the same time junky boy lands two nades(240 dp), isn’t going to make that big of an difference. in the long run especially when you have 5 other sources of damage coming your way at the same time.
Or, I stated this in another thread, have cooldown start after IF is destroyed, not after it’s first deployed. I feel like that’s a very reasonable compromise.
Been want that for every deployable/buff skill out there. CD starts after it goes down. Would mean reducing some CDs. Would put a stop to infinite barriers from Orisa.
I’m gonna have to disagree with that assessment. Most of the heroes who have a deployable item need to have its cooldown on deploy, because it’s essential to their kit for positioning, Orisa included. Just because a position at that moment is ideal for defense doesn’t mean it always will be. And having Orisa put up a shield as cover/a distraction as she and the team move forward during an assault I feel is far more fun to play into than only moving a couple of feet every so often.
Baptiste, however, has Immortality field as a reactive ability. You can argue that it can be used to help reposition the team, but I feel it’s far more impactful when you have 3 or more very low health allies that you need to get healed back up and you’re not so certain you or your support partner can do it before being wiped.
It’s not up for 12…
IM field has an 8 second up time, making the “cool down” until another 8 second IM Field only 12 seconds. Many locations on defense, as I said before, are for all practical reason nearly impossible for an attacking team to kill the IM Field.
Due to a combo of location + double shields. Well that and a 8 second time frame where nothing can die.
That’s just simply not ok.
IM Field needs to be on something like an 18 second timer from the point of the lamp being killed. It would still allow for fast bail out moves and getting it back quickly if the drone is killed. It would just lower the effectiveness on defense a little bit.
Lamp has been broken since release, I’m surprised it took everyone so long to figure it out. That’s what happens when you give someone an ultimate tied to their E key, that when used optimally can be up again after 12 seconds of it being down.
The cooldown needs to be set to 30 seconds with the timer only starting after the current lamp ends. This keeps it in line with the other ultimate on an E key, resurrect.