You dont have to give every single hero a dash

sojourn, illari, lifeweaver. new heroes doesnt always need to come with some kind of dash ability. stop making it standard.

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I actually feel most of the mobility is fun; however, it is getting out of control. There are only three characters without anything: Roadhog, Ana, and Zenyatta. I suppose if we count ultimates we have to remove Zenyatta from that list.

Not sure what they do about it. Ironically Hog and Ana are some of the best answers to said mobility. It would be interesting if the rework focused more on that niche and gave breathalizer a cleanse so that he could be used in conjunction with Ana, and not treat these friends as enemies. That would be great. No bias at all.

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Roadhog will have hook for mobility like widow :stuck_out_tongue:

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I don’t know what I’m more upset about, the fact that you didn’t include Sigma because of his ultimate or Zarya because of her right click. No, scratch that, it’s Mei because she can stand on her wall. Can I disqualify Hog because he can Whole Hog into Genji’s deflect for self-knockback?

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Ha ha ha. I have actually done that before. Bait a deflect so you can hitch a ride and massacre their tank. I felt so swag when it worked. I always try weird things such as that. Now that I am on Reaper, I am trying to Death Blossom in such a way that Illari pushes me into her team. It is… Deceptively difficult.

I digress, yeah, I totally forgot about Sigma which is very weird because he is my second most played tank in Overwatch 2 as Hog mitigates almost zero damage. If you want that weekly done, you need to pick someone else. I find that Sigma can do the challenge in around 3 games without any Hog progress which is insane.

As for Zarya, I was sort of counting her alternative fire. But the more I think about it, that is a bit stupid. I stand by Mei, however. Even I can get to highground with Mei. :triumph:

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Maybe it’s because they keep putting in maps that feature gameplay from Walking Simulator™, OP. It might be cool if they do something about that. It’s weird having a KotH game and a FP game back-to-back and have that many fewer team fights in the FP game, simply because it takes that much more time for a group to assemble and travel to the point.

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I’m just salty because Mei wall is like 0.5m too short for like a billion high ground spots, making it so I put my wall up and helplessly jump at the ledge trying to get up only to embarrass myself.

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you think so when you play, then one of those satan spawns play mei and they use these little map gribbles and get into places you never thought you could.

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:rofl: :rofl: :rofl:

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lazy development at its best. I was thinking the same thing.

Though they still need to have some form or mobility or defensive skill.

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I get what you’re saying but if we take out mobility, you have to replace it with something and we don’t want cc. What is the list of non-mobility, non-cc heroes? It’s pretty much always one or the other…or both.

imo the problem is the type of mobility. Compare a hero like Ashe to Illari. Ashe has to actually aim to get even decent mobility as well as push someone specific back while Illari just pops all enemies nearby and flies off to wherever she likes (which is fun as hell as her but ridiculous objectively); and then you have Kiriko who just tps through walls.

Don’t forget Sigma, Bastion, Mei, and Zarya unless you count rocket jump or Sig’s ult which I really don’t because then you’d have to count Zen ult too.

hmm maybe rework those heroes to have a dash. of course there would have to be other balance changes to “them” if they do. instead of taking it away from current heroes or not including it with new heroes.

in a way with a fast paced arena shooter you need a “fast” ability. :man_shrugging:

i think i would put ashe on the list too tho she does have that knockback which can make her travel time a bit faster but she is still “slow” compared to most

Mobility is objectively very fun. And in my opinion it suits overwatch. I don’t mind mobility to be intergrated more into heroes’ kits

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I mean 2 of these are supports and they kind of need an escape ability unless they have enough damage or CC to keep enemies away from them.

These are all fairly unique as well and not simple dashes. Sojourn slides on the floor and gets a high jump at the end, and she also has full control of her gun during all of this adding an element of skill. Lifeweaver’s has the addition of self-healing that you have to take into account while using it and also synergizing with his petal platform. Illari’s is really more of a jump than a dash and also deals minor knockback to nearby enemies and also synergizes with her ult

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Its just part of homogenisation amd dumbing down of ow

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The game got to a point where the devs have no creativity left because they created too many overtuned heroes with barriers, mobility, hitscan burst, healing burst, multitarget healing, and CC. So now they are incapable of designing viable new heroes who don’t also utilize that cancer at the previous overtuned heroes’ power levels.

Almost every new hero will have a hitscan ability. Almost every new support will have multiple ways to heal and be able to heal teammates very well. And every new tank will have a minimum of two different abilities to sponge damage with. It’s why the game drifted from simple heroes with unique utilities + low team sustain → to mandatory sub-roles with new heroes having to fit into them somehow otherwise players will call them trash.

don’t forget every support must have a dash/teleport that heals
and every dps needs to have a secondary cancer ability to stop them flankers.

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Dont worry guys devs out ideas the next tank will have 14 movement abililty that need binding to all keys cuase they are legit brain dead when it comes to new things. I sware they throw darts and what lands on pick that for powers, just like buffs n nerfs

They are engaging and escape abilities. Most heroes have this. I see no flaw in this design.