I’d rather they not go down this route. I’m not a fan of the Ana/Juno healing style where feeders can skew my gameplay loop. Let me do cool stuff attacking with the fun and interesting weapon; don’t condemn me to splashing some Mauga’s backside all match long.
I don’t actually know offhand if allies can currently bodyblock water balloons, but this option would also introduce that, which I’m not keen on. I’m already getting some BOOSTIOOOO moments with the ult.
If Wu needs healing buffs then I’d much prefer something along the lines of your first option.
Yeah I thought about that aspect.
Maybe it should be optional. For example as a minor perk.
The one who chooses this option is someone who wants to heal more effectively, plays from a long range, and is ready to compromise a bit
His current minor perks are underwhelming. This can be a good replacement
It’s not really meant for the Maugas of the world. It’s rather an emergency healing for far away squishies
If I can use it to prop a character up, I will be expected to use it to prop a character up. I think it’ll make him feel worse to play as, not better. I’m really enjoying the balloons as they are and don’t want them reduced to use on allies.
Honestly, just make the rushing water more animated and add more visceral sound design to it. That will make the healing feel better. Oh, and the person you are healing should get water droplets on their screen. Maybe that will get them to STOP SPAMMING FOR HEALING. Buddy, you are wetter than Cole Cassidy at a water park.
He’s pretty fine in my opinion. I managed to have many clutch moments as Wuyang. He’s a really fast hero that gets his full potential by doing a lot of damage and moving fast.
His shift ability allows him to go any direction while still continuing to deal damage and provide healing. The “e” ability really must be used cautiously and when players (allies and enemies) are regrouped, just like with Ana’s nade.
He might be a niche hero in Competitive but it’s perfectly fine.
Specialist players will make the best of him (just like Symettra’s players etc…).
In the end, he’s a fun hero to play and that’s what Overwatch needs right now in this forever expanding ocean of restrictions : FUN !
Im already having games where im both outhealing and out dps’ing anas, baps, kiris and zens. And out dpsing tanks and dps.
Theres two things that occur with new heroes. The learning cirve to learn and master or even get decent at his kit. And the learning curve of vsing the wuyang as any hero.
Wuyang has an entirely new gameplay mechanic that no other hero has so this learning curve will take longer than usual. Especially for 90% of the playerbase in plat and below.
But even the gms get it wrong. Juno was always strong on release. And there were some gms that saw how strong she was, but there were many gms who thought she was weak or correctly balanced.
These things take a lot of time. I think they should release him with his current balance and give him the changes if he needs them in the midseason patch. But they are most likely going to buff him on release then nerf him later. They seem to do that with most new heroes. They release a lot of them stronger than their playtests and then they end up being hard meta for a while.
Which low key i think thats why they do the playtests. To make sure they release the hero on ‘the safe side of strong’ aka op.
I only played him enough to get my lootboxes, but the first day I thought he was useless. The second day I thought he was bad. And now I feel that he is fine. I am pretty much done. There is no tomorrow for me. I will play him next season, however. Once I learn him, I am sure I will believe he is amazing. At least when I play him.
As I play him more, I think you might be right. His healing is also pretty darn solid if you’re using your wave and taking the “Hits with water orb increase passive healing by 40% for 2s” perk.
I haven’t actually encountered too many Wuyang’s on my teams yet. The few that I do, seem to do okay-ish, but a lot of them aren’t healing as well as they should or could.
In my games where I play as Wuyang, my damage tends to be lower than my healing totals, but I am racking up quite a few kills competitive with the team average, or some times beating the Damage-role side’s.
Assists are lower than average for my Wuyang plays, but still fairly competitive with other Supports.
I did have one game where I did more damage than healing by about 1k (7k damage versus 6.7k healing). Though deaths were minimal and we were dominating; and my co-Support was doing a better job on assists and slightly more total healing than I did.
Well I was doing this on day one with him. It doesn’t really give me much of a picture.
And now I’m placing in teams where my opposing team is a lot less skilled than I am, and is definitely taking more hits from my primary fire shots. So, it still feels a bit unclear to me.
That said, the Perks seem to be sliding his power scale upwards in direction that may be more dependent on; as I can keep team mates alive and maintain offensive pressure on the enemy team.
Yeah, definitely agree with this sentiment, too.
I couldn’t get this one to work too well; might be because most of my co-Supports always lagged behind me (or just stayed competitive with me, which is a bit unusual, but I’m still new to Wuyang).
Either way, when I focused on healing I could keep my team mate alive, if needed more, I could press Shift to replenish some ammo and pump more healing to him. Guardian Wave also worked well, especially with the Perk.
Not going to lie, his healing is actually busted now that I think about it. I was out healing my Sistah Spice who is a heal bot player in just about every game. He might genuinely need a nerf. I am serious. I have NEVER out healed her before until Wuyang. The passive healing is cracked or something because if you know me, you know I ain’t tryna heal. Trust.
His numbers are fine but he still doesn’t feel that intuitive overall.
They just have to make his harmony orb work like Zenyatta in terms of range, to make him more reliable with hypermobile teammates and in scenarios where he’s a bit far from the action.
When it comes to his healing per second, he’s totally fine in my opinion.
He has a variety of weaknesses to me. He could theoretically put up a bunch of numbers. However, he has a bit of a mercy problem in the burst heal department. A perm +25hps, with manual +50hps on top of that is good. However, the resource can run out and a person die on the 25hps rather quickly. ESPECIALLY TANKS!
The wave is entirely necessary for his own survival and to burst heal allies, but he has issues using it. The wave has travel time and its locked to the ground. He kind of lacks any amount of strong CC or kill power to defend himself. He’s locked to ~90 dps with an arcing slow projectile. Its big, but its slow as hell. When enemies are close enough, he can’t use the charge effect for more damage or accuracy.
The biggest issue is that usually heroes like him with limited mobility want to play from range, but his kit sucks at long range. He can only heal as far as Illari at 20m. He’d love to play high ground, but with such a short range on his heal and the wave getting cut off at ledges he supports a long range team rather poorly. Imagine Brig/Ana on high ground of dorado. Low mobility, but high range to boop and CC stuff that try to jump to them.
His best teams are probably the low and slow teams that will duel it out with raw numbers for heroes like Ramattra, Zarya, Orisa, Hog, etc. Due to his poor healing output long term its hard to keep up. He burns his charge in 3 seconds for 150hp, then takes 7 seconds to fully recharge it. He’s pretty much only doing 40 hps over the long run.
40 hps is not bad if it’s consistent enough. For example Zen has 35 hps, but it’s a very reliable 35 hps, paired with a kit that deals damage and applies utility.
Wuyang is supposed to trade Zenyatta’s high damage for mobility and other utility. But he still lacks the reliable healing of Zenyatta.
I think that increasing his passive healing’s range to Zenyatta level is a no brainer. It should work as reliably as Zenyatta (at a lower 25 hps).
Then he makes up for that low and reliable 25 hps with a mix of his healing beam and his wave.
The other concerns regarding his wave being very limited in terms of geometry or his mobility being very barebones are also legit. But I think we should start addressing his most obvious weaknesses, like the healing range, and then build on that if necessary.