Part 1: the problems
Problem 1: logistics
Stealth is currently a passive ability, which works well with infinite stealth because if the majority of the time if you’re eligible to be in stealth you would prefer to be in it. But obviously you can’t have a resource meter tied to a passive ability so it will have to be moved to an ability slot, problem is with virus all the normal ability slots are full now. Binding abilities to crouch and jump can sometimes be done, but usually only if they make logical sense (e.g. crouch to slam down as ball). This is a smaller issue, but I wouldn’t be surprised if sombra ends up with a clunkier control scheme than she has now.
Problem 2: Speed
They are lowering the duration because they want her to be invisible less, but this has a knock on effect of reducing the time she has the speed boost from stealth as well. This is a pretty huge unintended nerf that they will have to compensate for
Problem 3: Compensation
if you nerf her this hard, something else in the kit will inevitably need to be buffed fairly substantially to compensate, given that sombra is already an underperforming hero in all ranks. But what? Nobody on earth wants hack lockout time or virus damage buffed, EMP is arguably too strong already, translocator really can’t be any better, and buffing the gun would just be another instance of the awful OW2 trend of homogenizing the dps role. Maybe they could reintroduce stealth objective contesting, but I really don’t think that’s a good idea
Problem 4: Why?
Good sombra players are hardly ever staying in stealth for a prolonged period anyway other than between fights. Why fix a problem that doesn’t exist because some garbage sombra player is throwing by not shooting for 90% of the match but he happens to find one zenyatta alone to pick off andthat zenyatta is so mad that he died that we have to rework the whole game around him???
Problem 5: Luck
If you ever played the tf2 spy (and you don’t know all the weird physics tricks and ammo rollouts and such that make spy good), a character with temporary invisibility, you’d know how often you completely run into situations of: you’re planning to uncloak to go for a backstab soon, the enemy turns around randomly, and they happen to move in just the perfect way that it is impossible to escape their line of sights in time, the stealth ends, and you die to pure chance. This is just inevitable with a mechanic like this on a timer. Yes you could prevent this by playing less aggressively, but doing so is throwing away too much value from your kit, your optimal strategy is to just take the dice roll, which is bad design in a competitive shooter
Problem 6: Aggression
People are going to back down from making plays that they had enough time in stealth to make just because the risk of running out of stealth is too high. It’s not a lack of skill causing this, it’s that there are too many variables out of your control for you to be certain of how much time you need. This just removes a big part of sombra’s identity for no real reason
Problem 7: Tedium
Yeah, being beholdent to a timer constantly with huge punishment for any mismanagement is just unfun tedious gameplay. It’s the reason why nobody played sombra 1.0. It won’t be quite as bad since translocator isn’t timed as well, but it’ll still be a big enough downgrade to make people want to play her less. I know I personally will probably switch to venture after this change, not because sombra will be worse, I’d bet whatever mini-rework they give her will end up being a net buff, I just don’t want to be playing resource meter juggling simulator
Problem 8: Whiners
Whiners will never be satisfied. Once you introduce this change, they will be crying just as hard about sombra. It’s a pretty devastating look at the future direction of this game if you’re going to be pandering to the hate mob. Last time they gave in to the mob we lost one of the best gamemodes
Part 2: Can it be done right?
For most of this post I assumed this would work similar to original sombra’s stealth. There are some mitigating factors I could see that could maybe improve a limited stealth
- long duration
If the duration was so long that there was nearly no possibility of it running out mid-combat (e.g. 15+ seconds) and was only there to stop spawn camping or spending half a minute tailing a support, then I don’t think it would be too big a deal other than when respawning
- Separating speed boost
If the speed boost was somewhat separated from stealth things could be improved. For example sombra could passively enter a “pseudo-stealth” form where she appears translucent and gets the speed boost, and while in this form she can manually activate the stealth for temporary full invisibility, then when the invisibility ends she returns to pseudo-stealth and retains the speed boost until she shoots, takes damage, etc.
- Partial stealth
If you became only partially visible when the duration ended. For example you stay invisible, but enemies get some sort of “invisible sombra nearby” warning when they come within a certain radius of you