Good thing the devs nerfed the one dps who excels against double barrier
itâs okay everything will be fixed in OW2
Good thing the devs nerfed the one dps who excels against double barrier
itâs okay everything will be fixed in OW2
Because instakills arenât the problem? At the end of the day instakill is just a kill. And you donât react to ohk, you proactively avoid it. If regular dps were able to kill something however, they wouldnât be outshined by snipers. The reason DPS play OHK characters, doomfist included is because they - unlike rest of the dps pool can actually get some value if youâre good enough with them. At other times they will play characters that provide utility to your team (like mei, symmetra and reaper that is basically a tank with his lifesteal and counters doomfist). And it seems like youâre more into total mayhem than overwatch competitive.
There are 17 characters putting out as much or more damage than Moira can heal
There are only 2 sources of healing on a team; yet 4+ ways to deal damage
Damage is currently higher than any source of healing possible. The only exception to this, is running both Moira and Baptiste which makes it more even
tl;dr: In terms of 1:1 with Healing and Damage, there are 17 heroes on average doing more than the highest healing
With 6 of them being tanks
Under ideal conditions - but you will never get ideal conditions in overwatch where a target is standing still and not actively LOSing you, being healed, shielded, ad spamming you ⌠or you simply missing a shot or two⌠or more. Healing is far far more consistent than damage, and that makes all the difference if the player is playing safe.
This is the average numbers
Meaning that in most average game, these are the healing and damage numbers being done on a consistent base
This is not âon paperâ numbers or ideal conditions; these are the numbers that are happening in game on an average level
Honestly Iâd delete Sigma, yeah his story is cool and all but his overall design is complete bull. We already had 6 talon members, Reaper, Moira, Doom, Sombra ,Widow, Baptiste. And that was perfect to me.
Barriers and hard cover exist and chip damage is pointless if it doesnât result in a kill. In fact, chip damage only serves the purpose of feeding the enemy healersâ ult charge. OFC average healing will always be lower than damage done, it literally canât be otherwise. You need the enemy to damage your hp pool for you to heal it.
If you donât want to play double barrierâŚdonât do it.
And the only viable solution for proactively avoiding most sources of OHKO right now is barriers. Zarya bubbles and Defense Matrix have too much downtime, Immortality Field is most easily destroyed by OHKO and burst heroes, Ice Wall has downtime and hinders your team just as much. Pretty much every defensive ability in the game other than barriers is designed to be used reactively and can just be ignored or baited out by OHKO, especially snipers, so they totally are the problem, and they would continue to be a problem even if continuous damage dealers were significantly buffed.
Of course, if you buffed them enough that they could easily outpace healing even at average or lower player performance, they eventually would outshine the snipers, but then thatâd just make healing pointless and reduce supports to being utility providers for their dps to score kills as fast as possible, so there is a hard limit for how far continuous damage can be buffed. Up until that limit, the option with less counters (i. e. instakill) will always be the one dictating the meta (i. e. necessitate barriers so your team can survive).
A possible band-aid solution would be the introduction of heroes with abilities that prevent targets from losing too much health at once or over very short time spans. But abilities as impactful as that would, for balance purposes, necessitate weaknesses in the respective kits against continuous damage, i. e. low average healing output, so the game would turn into an infinite loop of dps and supports switching back and forth in order to counter each other. Or it would make the OHKO prevention heroes just mandatory if the rest of their kits wasnât weak enough to balance them out, which would be even worse.
The simplest solution to all this is simply to remove OHKO and crazy burst damage, then reduce healing and/or buff continous damage. Or just double all health pools.
I donât see a problem with OHK in Overwatch nor do I wish to see it removed. It seems that total mayhem is the game mod for you, not overwatch competitive. FPS always had and will continue to have ohk. Overwatch is not a slug fest between tanks and supports. That was GOATS.
Other fps have long-ranged hitscan that isnât instakill, smoke grenades, artillery, sight cover by foliage and other stuff to balance out snipers, along with more restrictive scope mechanics. The only thing Overwatch has is barriers. Iâve just detailed why I think itâs impossible to ever have a non-barrier meta as long as long-range instakill exists, and why attempts to balance OHKO and continuous damage without nerfing the former are likely to cause additional problems.
I donât wish to see it removed, either, but currently the only thing that counters it is barriers, so if you want to see the barrier meta gone, youâll have to nerf snipers. Itâs that simple.
You are also claiming that snipers are the one dictating the meta - which is not true. The meta wasnât 2x snipers, it was grav/dragons + dmg boost and was a direct consequence of stacking ults. You played widow because you played zen and she goes well with mercy - hence the 2x snipers.
Furthermore, other FPS arenât as nearly as fast paced as Overwatch, donât have barriers and mobility heroes that can literally jump on you so, have movement acceleration and many other things that make the comparison nonsensical.
Key word being âwasâ. Now the meta is snipers and barriers, and you canât remove the latter while the former exist.
So why did you bring up the genre of FPS as a whole when talking about instakill in Overwatch if you yourself think that the comparison is flawed?
The meta right now is not snipers and barriers though. Itâs Double Shield: which is:
ORISA/SIGMA/DOOMFIST/REAPER/LUCIO/MOIRA with Symmetra/Mei being good picks with hanzo/widowmaker being ok picks. Itâs the furthest thing away from 2x sniper meta.
Also, Overwatch is at its core an FPS with MOBA elements. However, there are key differences between Overwatch and other FPS games, due to insane mobility, lack of movement acceleration, barriers and abilities which you conveniently donât take into account when talking about snipers in this game vs others.
Youâre right, I misspoke. What I should have said is âitâs not snipers because double barriers keep the snipers in checkâ. Remove one barrier from that equation and youâll bet your buttocks the enemy team will switch to at least one sniper if one of their dps is proficient with them. Itâs logical.
So, what is it? Is âFPS has always had OHKOâ a good argument in favour of OHKO in Overwatch because Overwatch is well enough within the confines of the traditional FPS genre, or is Overwatch too dissimilar from other FPS so that musings about the genre as a whole do not apply to our specific case?
Make up your mind, you canât have both.
Also, I have taken other abilities into account, I just havenât mentioned them since they didnât seem relevant to me. I can go into boring detail if you want:
Itâs not a viable strategy to solo flank snipers for the most part, since itâs so easy for them to retreat to mama Moiraâs teats as soon as they get jumped, as their mobility is usually off cooldown when a solo flanker dives them whereas the solo flanker will likely have exhausted their mobility just to get to their original position.
Movement speed/acceleration or lack thereof as well as mobility abilities only raise the skill floor for snipers, but that applies to all aimed damage dealers in the game, doesnât single out snipers in the least, and is perfectly manageable. Also, the sniper doesnât need to reliably hit the most mobile heroes on the enemy team to have value; if they manage to deny certain low-mobility supports, for example, they have disrupted the whole enemy team comp already.
I have mentioned non-barrier defensive abilities earlier. They generally have long downtimes whereas snipersâ primary fire is continuously available, so they counter nothing.
I have mentioned barriers. Itâs the whole point of the thread.
Satisfied? The question still stands why you brought up other FPS at all if you donât think Overwatch is similar enough to warrant the comparison.
All I am pointing out is that double sniper was never meta on its own because 2x snipers are OP. It was the combination of grav + mercy boosted dragons that made it âmetaâ. Mercy can no longer boost dragons though, meaning that zen ult on its own can counter it. Snipers will always be played - even in 2x shields because A) theyâre fun, B) They are one of the few aim intensive heroes left that can actually get value as damage dealers if youâre good with them. Many people that enjoy snipers actually donât like playing doomfist because of the vast difference in sensitivity requried to play. Furthermore, itâs difficult to contest snipers with double barrier. Neither sigma or Orisa have the necessary tools (or rather theyâre better spent doing other things) than actively contesting snipers. Running a sniper into double shield isnât that big of a deal because of how little the sniper is contested. Ofc there are better choices⌠but that wonât stop people from playing them,.
People like them have shot barriers for the past few months. Thatâs the entire reason theyâre complaining about double barrier.
What a stupid comment.
In the end, the only real counter to snipers is better snipers, unless you go all out on dive. Barriers make it possible for supports to at least stand on the field for a few seconds without getting deleted. Thatâs better than nothing. Barriers also happen to work decently against many other damage sources, so itâs no wonder theyâre so popular. Since itâs unlikely that other defensive measures will ever get buffed to competitive levels of uptime (I mean, Defense Matrix has seen nothing but nerfs since what, season 3?), for as long as itâs possible to get deleted instantly from afar while walking out of spawn, barriers will stay, because there simply are no other options. Thatâs my whole point.