Because for a while we were stukc in a stagnant Goats-esque meta where games were won based on who could get the best grav dragons off.
Damage boosting the dragonstrike meant that no amount of support ultimates you used could save you. The nerfs made to it were 100% necessary. Good riddance.
The truth is Zaryaâs ult was the strongest in the game. Everyone knew it, everyone acknowledged it, but no one cared because Zarya was rarely seen in games. That is why Zaryaâs ult was nerfed.
They reduced the grav radius for another reason other than Dragonstrike.
Canât just blame Hanzo. What about Genji or any other ultimate that interacted with it? grav+dragon always existed, just like grav+blade, grav+dva bomb etc etc.
Idk, transe isnt a guaranteed survival anyway, you can still brute force through it or ana nade. Its still 2 ults, if you use 2 you should see results. I guess they wanted to make using two support ults viable.
While Zarya as a whole was reasonably balanced, too much of her kitâs value came from Graviton Surge since Graviton Surge was changed to disable all movement abilities. Her ultimate was incredibly oppressive, with or without Hanzoâs dragons, and itâs good that it was nerfed in favor of redistributing her power elsewhere.
You could make an argument that her power was redistributed to the wrong place and Iâd understand that. Iâve always thought her original 50 charge per bubble was a better idea than making the charge last longer.
I understand that too much power came from graviton surge, I would be fine if it was nerfed to 6m, heck even 4m I wouldnât care.
AS LONG AS THEY GAVE HER A GOOD BUFF
Which they didnât, they only gave her a buff which helped poor zarya players.
Iâd definitely prefer a Zarya that charged faster and lost the charge faster too. I think sheâs not interactive enough right now. Backing off and waiting out her charge level isnât practical, but she also doesnât feel dangerous until several bubble cooldowns have come up in the same fight. I think she needs both a sharper edge and sharper counterplay.