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[Overwatch 11.0] Moira, new Support Healer and new map announced!

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  • Monkey Ball WarriorMonkey Ball Warrior A collection of mediocre hats Seattle, WARegistered User regular
    edited July 2017
    I just think almost every problem ties back to how unbalanced a 6 man party is, it's so OP compared to a team of randoms. Even if all those random players are good and communicate, they don't know how each other play or work together. Any premade team has an inherent advantage over another, because they probably play together alot, know their roles well, and know what to expect from each other. It's also why higher skill ceiling characters get bad reputations because they aren't used to playing with them as teammates.

    Before people could auto-group with randos, you could assume a group was premade, and yet the QP matchmaker would throw a handful of solos or 2-mans against a 6-man premade. And of course they'd win.

    Now there's no possible way to tell if a group is premade or just a bunch of randos farming XP. I don't know if we lost because they'd been playing together since beta, or because we couldn't fight our way out of a wet paper bag and we just lost to folks that were not even taking it seriously.

    Monkey Ball Warrior on
    "I resent the entire notion of a body as an ante and then raise you a generalized dissatisfaction with physicality itself" -- Tycho
  • sanstodosanstodo Registered User regular
    sanstodo wrote: »
    That's 4 straight losses due to something stupid in every game. Hanzo 1 trick, non healing healer, another hanzo 1 trick, a S76 who tries to solo the enemy team every single life (and refuses to move with the team), etc. I feel like I committed some sort of mortal sin yesterday and am paying for it today.

    Edit: add widow/hanzo 2 stack to the list. Sigh. My torb turret killed their pharah more than the rest of the team combined, which is pretty funny. I was only playing torb because we were obviously going to lose and it kind of worked mostly due to the surprise factor.

    Is this comp or QP? Because that's just par for the course for QP (in fact that's the great thing about QP, hero choice doesn't matter), but comp is something else. When you have a comp round where all the communication is in the form of complaints, you can assume it is probably not going to turn out well.

    Comp.

    As for one tricking, I'm ok with specializing on a role. But only playing one character, to the exclusion of anyone else, is one tricking. It doesn't work as a strategy to win. Even top notch pros who are synonymous with a hero (say, sinatraa and effect with tracer) can play other heroes at a top level (zarya and genji respectively). There may be personal SR reasons to one trick mercy, but not to maximize team winning.

    On the upside, I got all the SR back thanks to a run of better games. On that run, I played mercy, Ana, Lucio, zen, Winston, and dva to fill team needs and the situation.

    I even got sweet revenge on the dumbass widow/Hanzo duo. I ralphed the widow when he peeked, and later as lucio wall rode to a quad headshot on Hanzo. Best served cold.

  • BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    ArcTangent wrote: »
    I don't think I like Torbjorn insta-locks on KOTH maps

    even when we manage to win

    The trick is that almost all Torbs are godawful, typically some combination of having no idea where good places to put their turrets are, and thinking that they're supposed to babysit them.

    I won the last one I was in for the exact reason that I lost the previous one that happened

    Once Torb establishes the vantage points it's a super strong way to defend the objective, but actually even getting to that point is such a fucking uphill struggle that it's essentially at best a 5-and-a-half vs. 6 and actually capturing the point is supremely difficult if the team doesn't get first pick

    It was like that the whole time for the match that we won and I didn't feel comfortable playing that setup all the way up to victory

  • TexiKenTexiKen Dammit! That fish really got me!Registered User regular
    On Mystery Heroes this weekend the defending team on Hollywood got 3 Torbjorns, 2 76s and a basic bitch Bastion to start the game. They sat in the two high spots over the car. It was a bloodbath.

    On top of getting shit picks to counter them (mercys and Anas, not even a Hanzo or Widowmaker) they built ults so fast and dropped so much armor you couldn't make a dent.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    KOTH points are just not designed to give Torb defensible spots (or Symmetra, for that matter). There's multiple accesses and corners everywhere, and it makes it so virtually anybody can reach his turrets anywhere and take them down in no time at all. Junkrat can handily and safely counter any KOTH Torb turrets as well as the slow-moving Torb being easy pickings for grenades and mines. And yeah, Torb can still put in good work with just his rivet gun, but it's wasting a lot of firepower if he can't keep a turret up for his ult. If he works on KOTH, it's pretty much because the enemy team let him work.

    And when he works elsewhere, it's either good luck or good thinking. Good luck if the enemy team is dumb enough to never counter him in any way and just keep trying to do things like force Genji at you, good thinking if those turrets and armor packs are making life hell for the high-mobility enemies.

    He's definitely not a character anybody should be instalocking, that's for sure. Good in the right combinations and the right places, but not versatile enough to be a generally solid pick for payloads or point captures.

  • ArcTangentArcTangent Registered User regular
    KOTH points are just not designed to give Torb defensible spots (or Symmetra, for that matter). There's multiple accesses and corners everywhere, and it makes it so virtually anybody can reach his turrets anywhere and take them down in no time at all. Junkrat can handily and safely counter any KOTH Torb turrets as well as the slow-moving Torb being easy pickings for grenades and mines. And yeah, Torb can still put in good work with just his rivet gun, but it's wasting a lot of firepower if he can't keep a turret up for his ult. If he works on KOTH, it's pretty much because the enemy team let him work.

    And when he works elsewhere, it's either good luck or good thinking. Good luck if the enemy team is dumb enough to never counter him in any way and just keep trying to do things like force Genji at you, good thinking if those turrets and armor packs are making life hell for the high-mobility enemies.

    He's definitely not a character anybody should be instalocking, that's for sure. Good in the right combinations and the right places, but not versatile enough to be a generally solid pick for payloads or point captures.

    I disagree! I'd rather see him on KotH maps than pretty much anywhere else. His whole thing is creating a zone where there's an extra thing you need to worry about, and that's extra strong on KotH maps if you're constantly placing and re-placing your turret, both to force the defending team back and away, and/or while they're busy dealing with the people in their face from a push, and to make it harder for the attacking team to make their way in. Almost any time there's a few dead moments, you should be placing a new turret. Make them always be guessing. Force them to go extra slow because they don't know where they're suddenly going to be shot at. Especially turrets set at very sharp angles to entry points are a nightmare to deal with, especially if they require turning your back to the enemy or looking away from them entirely (eg something way the fuck up high). And a smartly player will add a third angle.

    And who cares if it's 'easy' to take one down in a somewhat isolated position via looping way the fuck around in a big flank? That takes them out of the fight for longer than it takes to set up a new one in some other spot, they get no ult for it, and you do.

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  • tyrannustyrannus i am not fat Registered User regular
    http://www.omnicmeta.com/2017/05/pc-top-one-trick-heroes-s4.html

    it's not their fault that the system rewards mercy one tricks with lots of SR because mercy is the most commonly played one trick and if you're using your positioning and game sense right you can consistently rise to ranks above where your technical skill would allow you to be

    so if you get multiple mercy one tricks in one match only one can really pick mercy when really if you wanted to one trick a support you should one trick zenyatta or lucio

    especially when zenyatta is super sweet and is usually a good compliment but actually requires some good mechanics and much more awareness because of the lack of escapes

  • DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    edited July 2017
    Honest question...

    How does one know folks are exploiting characters for SR gain, especially in the case of supports, and not just stuck constantly playing that role?

    Also what percentage of games played do they attribute to someone being a "one trick" 90, 95?

    Dragkonias on
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2017
    Eh, if they push with anybody with decent damage behind a worthwhile shield or angle, which is pretty common, it's really easy to swat those turrets faster than they do anything useful. Torb turrets are the least useful against grouped enemies where the firepower, healing, and protection is all focused (particularly in places with lots of corners and short sightlines, which is almost all the KOTH locations), and by far the most useful against lone enemies having to fight away from immediate support in spots with long sightlines.

    And that's if your team even has the point to defend. If you're trying to take the point from the enemy, for turrets to do anything they have to be placed right out in the open of some approach angle and then it's really easy for the enemy to swat them. And if the turrets aren't in play, then there is just Torb's moderate firepower and low mobility whereas several other attack and defense characters have much, much better tools to push with.

    As far as "pulling" somebody with from the group to make them deal with a turret, there's so much flanking on KOTH maps anyway that the turret is pretty much just on the way to a flanking position. Hell, somebody like Winston doesn't even care; he can quickly reach any useful KOTH turret position, throw down a shield, and safely stand on the other side of it to kill the turret (and Torb, if he makes the bad decision of trying to stay with the turret). And that's exactly the sort of thing Winston should be doing anyway, so the fact that he's away from the group briefly means he's doing his job.

    So at best, a KOTH Torb is a gamble that the enemy won't take somebody like Junkrat (if they even need to bother, because there are plenty of characters who can kill Torb turrets handily) and that your team can reliably take the point in the first place.

    Ninja Snarl P on
  • DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    edited July 2017
    Oh...I see...80% games played is qualified as one-trick.

    Hmmm... that's a very generous number.

    Also like I said under that definition the # of support one tricks can be inflated easily because.

    A. Supports are a vital role.

    B. There are currently only 4 healer types and usually their viability shifts around with the meta. So 2 or 3 of them will always have high usage rates.

    Compare that to Off/Def who not only have more characters but more situational usage.

    And tanks that are usually main tank and whoever else as offtank and that gets a bit blurry.

    Dragkonias on
  • YiliasYilias Registered User regular
    Yes, there are only four healers and every lineup needs two. But which healers you need is as lineup dependent as every other hero. If your team is dive and neither healer is Lucio you're going to have problems. If Pharmercy is an issue then you need the Zen discord if your hitscan are ever going to handle them.

    Mercy is fine, and there are situations where she's the best pick (Pharmercy, point A on hybrid maps, point B on CP maps) but there are times where she isn't, especially against high skill flankers where a Lucio or Ana will be much more independent.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
  • DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    Actually its the opposite as far as dive flanking is concerned.

    Lucio is support king so I'll leave him out of the discussion. But Ana's usage rate has been slowly decreasing as dive becomes more prevalent.

    A mix of Zen being used more, her lack of mobility and recent nerfs, team playing more spread and D.Va giving her problems.

  • ArcTangentArcTangent Registered User regular
    Yilias wrote: »
    Yes, there are only four healers and every lineup needs two.

    And yet, a rather large amount of time, there's only one. Both Zen and Lucio have a hard time keeping up with healing on their own, and Ana is a lot more vulnerable to flankers or just sustained attacks with her lack of mobility and self-healing, and her ult is far more offensive than defensive like all the rest.

    ztrEPtD.gif
  • sanstodosanstodo Registered User regular
    edited July 2017
    Dragkonias wrote: »
    Oh...I see...80% games played is qualified as one-trick.

    Hmmm... that's a very generous number.

    Also like I said under that definition the # of support one tricks can be inflated easily because.

    A. Supports are a vital role.

    B. There are currently only 4 healer types and usually their viability shifts around with the meta. So 2 or 3 of them will always have high usage rates.

    Compare that to Off/Def who not only have more characters but more situational usage.

    And tanks that are usually main tank and whoever else as offtank and that gets a bit blurry.

    It's pretty much Mercy 1 tricks who are the problem. She requires so little mechanical skill that having more than one Mercy main on a team can render the match unwinnable. I had a game today where we had 2 Mercy mains. Obviously, one had to play something else, so he played Dva at a bronze level. As in, he didn't know how to cancel flying, or how defense matrix worked, or how to track her shots. He basically spent the whole match pointlessly spraying into Zarya and Rein shields and got something like 2k hero dmg and 1k dmg blocked over the course of the entire match. It was painful to watch.

    Also, watching him ult into an empty building was pretty amazing.

    It's not about playing a role. You can be a support main and not be a 1 trick. Every support main can and should be able to handle Zen, Lucio, and Mercy at a reasonably competent level (Ana can be hit or miss because she's maybe the most mechanically demanding hero other than Tracer and Genji, possibly McCree). Zen is a staple in the current meta and leaning how to move orbs around efficiently along with charged right clicks requires some but not godly mechanics. Lucio's wallriding takes a bit of practice but he's mostly about smart decision making, movement, and spacing.

    Tank mains generally should be able to handle Winston and Dva, along with the occasional Rein. Zarya plays differently and isn't 100% necessary in the toolkit.

    That said, you should practice every role to some degree so you're not completely useless at it. I mostly play tank and support, but will flex onto Pharah, S76, or Tracer as needed. I'm also an ok Widow although I prefer not to (unless there is a Pharah who absolutely must die). I've spent hours with every character, with the exception of Junkrat and Bastion (who have never really been in meta). Given the game design, it's something every player should try to do, if only to understand how to counter a particular hero.

    sanstodo on
  • Forever ZefiroForever Zefiro cloaked in the midnight glory of an event horizonRegistered User regular
    I'm getting really tired of being put into games that end in 10 seconds and I'm on the losing team. Thanks for wasting my time.

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  • jammujammu 2020 is now. Registered User regular
    Think positively: You got free exp from 10 seconds of "work".

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  • MusicoolMusicool Registered User regular
    edited July 2017
    I'm seconding that we need more healers. I don't like Mercy because she's boring, I can't pick Ana on console because she's basically a throw pick, so I play Lucio or Zen. That's it. At best I get to play Sombra as the off-support on 2CP maps. We really need another high heal rate healer that also works on console.

    The only role that's nearly as constrained is Tank, and even that's only because lots of players prefer the sexy offtank role and not the workhorse main tank.

    Musicool on
    Burtletoy wrote: »
    I disagree completely.

    hAmmONd IsnT A mAin TAnk
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  • Local H JayLocal H Jay Registered User regular
    I'd be cool with an anti-Mercy healer. Someone who has similar functions but more interesting gameplay. Maybe someone who can lay down an AoE that debuffs or blocks heals, like Ana grenade with a Lucio sized area. Main fire is a vacuum that sucks enemies health to build a meter, and alt fire puts that health into friendlies. Maybe an Ult that undoes the effects of the last enemy super used? So if an Mercy gets a team rez, Anti-Mercy could zip in and hit 'Undo' and everyone is back in the grave again, or used after a multikill ult and brings friendlies back to life with same health as before the first Ult hit.

    Maybe too complicated, but I do think that the rez mechanic just undoes too much damage with no real counter other than pulling the same thing in return.

    Or make Mercy glow like a supercharged Zarya when Ult is up, might seem unfair but so is mitigating thousands of damage instantly.

  • DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    edited July 2017
    Yeah. I would say while Ana is the most
    sanstodo wrote: »
    Dragkonias wrote: »
    Oh...I see...80% games played is qualified as one-trick.

    Hmmm... that's a very generous number.

    Also like I said under that definition the # of support one tricks can be inflated easily because.

    A. Supports are a vital role.

    B. There are currently only 4 healer types and usually their viability shifts around with the meta. So 2 or 3 of them will always have high usage rates.

    Compare that to Off/Def who not only have more characters but more situational usage.

    And tanks that are usually main tank and whoever else as offtank and that gets a bit blurry.

    It's pretty much Mercy 1 tricks who are the problem. She requires so little mechanical skill that having more than one Mercy main on a team can render the match unwinnable. I had a game today where we had 2 Mercy mains. Obviously, one had to play something else, so he played Dva at a bronze level. As in, he didn't know how to cancel flying, or how defense matrix worked, or how to track her shots. He basically spent the whole match pointlessly spraying into Zarya and Rein shields and got something like 2k hero dmg and 1k dmg blocked over the course of the entire match. It was painful to watch.

    Also, watching him ult into an empty building was pretty amazing.

    It's not about playing a role. You can be a support main and not be a 1 trick. Every support main can and should be able to handle Zen, Lucio, and Mercy at a reasonably competent level (Ana can be hit or miss because she's maybe the most mechanically demanding hero other than Tracer and Genji, possibly McCree). Zen is a staple in the current meta and leaning how to move orbs around efficiently along with charged right clicks requires some but not godly mechanics. Lucio's wallriding takes a bit of practice but he's mostly about smart decision making, movement, and spacing.

    Tank mains generally should be able to handle Winston and Dva, along with the occasional Rein. Zarya plays differently and isn't 100% necessary in the toolkit.

    That said, you should practice every role to some degree so you're not completely useless at it. I mostly play tank and support, but will flex onto Pharah, S76, or Tracer as needed. I'm also an ok Widow although I prefer not to (unless there is a Pharah who absolutely must die). I've spent hours with every character, with the exception of Junkrat and Bastion (who have never really been in meta). Given the game design, it's something every player should try to do, if only to understand how to counter a particular hero.

    See. The thing I'm asking is how much is that really a "one trick" issue and how much of that is a flaw in game design.

    I mean at the end of the day a player placed where they placed and I find the idea that they somehow don't belong there is ridiculous.

    If they don't then the system shouldn't put them there.

    Dragkonias on
  • BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    edited July 2017
    ArcTangent wrote: »
    KOTH points are just not designed to give Torb defensible spots (or Symmetra, for that matter). There's multiple accesses and corners everywhere, and it makes it so virtually anybody can reach his turrets anywhere and take them down in no time at all. Junkrat can handily and safely counter any KOTH Torb turrets as well as the slow-moving Torb being easy pickings for grenades and mines. And yeah, Torb can still put in good work with just his rivet gun, but it's wasting a lot of firepower if he can't keep a turret up for his ult. If he works on KOTH, it's pretty much because the enemy team let him work.

    And when he works elsewhere, it's either good luck or good thinking. Good luck if the enemy team is dumb enough to never counter him in any way and just keep trying to do things like force Genji at you, good thinking if those turrets and armor packs are making life hell for the high-mobility enemies.

    He's definitely not a character anybody should be instalocking, that's for sure. Good in the right combinations and the right places, but not versatile enough to be a generally solid pick for payloads or point captures.

    I disagree! I'd rather see him on KotH maps than pretty much anywhere else. His whole thing is creating a zone where there's an extra thing you need to worry about, and that's extra strong on KotH maps if you're constantly placing and re-placing your turret, both to force the defending team back and away, and/or while they're busy dealing with the people in their face from a push, and to make it harder for the attacking team to make their way in. Almost any time there's a few dead moments, you should be placing a new turret. Make them always be guessing. Force them to go extra slow because they don't know where they're suddenly going to be shot at. Especially turrets set at very sharp angles to entry points are a nightmare to deal with, especially if they require turning your back to the enemy or looking away from them entirely (eg something way the fuck up high). And a smartly player will add a third angle.

    And who cares if it's 'easy' to take one down in a somewhat isolated position via looping way the fuck around in a big flank? That takes them out of the fight for longer than it takes to set up a new one in some other spot, they get no ult for it, and you do.

    Problem is that it's not a strategy I see many Torb players implement. It works when they're constantly displacing and defending healers from flankers like Tracer and Genji, but I've seen players trying to swim upstream by constantly placing turrets behind locations where even Pharah can just pick them off at a distance with splash damage. Good rivet gun play and a good stream of armor helps immensely but honestly, I would rather a decent Symmetra than a Torb for area denial and extra HP on KOTH maps.

    At least she got a rework with a broader skillset.

    BRIAN BLESSED on
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    I'd be cool with an anti-Mercy healer. Someone who has similar functions but more interesting gameplay. Maybe someone who can lay down an AoE that debuffs or blocks heals, like Ana grenade with a Lucio sized area. Main fire is a vacuum that sucks enemies health to build a meter, and alt fire puts that health into friendlies. Maybe an Ult that undoes the effects of the last enemy super used? So if an Mercy gets a team rez, Anti-Mercy could zip in and hit 'Undo' and everyone is back in the grave again, or used after a multikill ult and brings friendlies back to life with same health as before the first Ult hit.

    Maybe too complicated, but I do think that the rez mechanic just undoes too much damage with no real counter other than pulling the same thing in return.

    Or make Mercy glow like a supercharged Zarya when Ult is up, might seem unfair but so is mitigating thousands of damage instantly.

    A healer that deals their damage by draining enemy HP into allies would be pretty interesting, especially if their ult could "steal" healing from enemy healers. As annoying as it can be to have Mercy flip a switch to turn a wipe into no big deal, how amazing would it be to be able to make an enemy Mercy rez your team instead? Or Zen rushes in to save his team, only you steal all the healing and he ends up keeping your team alive?

    But there definitely needs to be something new in the healer group. Of the four actual healers, only three can put out enough point healing to offset heavy damage output and only two of them can reliably heal mobility characters. Three of them are also built around a buff ability and a heal ability, with Ana being the only one with abilities that don't need to heal or buff to be useful.

  • Sir LandsharkSir Landshark resting shark face Registered User regular
    Back in low plat after some nice wins last night. Was playing with my wife and my brother and we typically wait for the other 3 to pick and then fill the rest. We didn't lose at all, but had two draws in a row on 2CP where the other 3 locked DPS and we went DVa/Orisa/Mercy on defense and didn't give up a single tick on the first point. Then on attack we failed to get a tick with the same comp. We were Gold/Silver damage as the tanks both times. Maybe one of us should have gone DPS or Roadhog to get picks? Or had Mercy go Lucio and dive the point? Not sure. It was really weird.

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  • Sir LandsharkSir Landshark resting shark face Registered User regular
    Ana is not a throw pick on console but she's definitely in a bad spot and super situational. And with dive being so popular right now those situations aren't coming up often.

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  • DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    Back in low plat after some nice wins last night. Was playing with my wife and my brother and we typically wait for the other 3 to pick and then fill the rest. We didn't lose at all, but had two draws in a row on 2CP where the other 3 locked DPS and we went DVa/Orisa/Mercy on defense and didn't give up a single tick on the first point. Then on attack we failed to get a tick with the same comp. We were Gold/Silver damage as the tanks both times. Maybe one of us should have gone DPS or Roadhog to get picks? Or had Mercy go Lucio and dive the point? Not sure. It was really weird.

    In that situation I would have tried going single tank Dive with Winston and Lucio.

    Theory being that Winston can soften people up for your DPS and has mobility and Lucio can obviously move people around.

  • Sir LandsharkSir Landshark resting shark face Registered User regular
    edited July 2017
    a
    Dragkonias wrote: »
    I know its hard to coordinate midfight but sometimes it is better to use ults to stagger enemy deaths instead of going for the massive team wipe.

    The one exception I think is 2CP attack, where you really should err on the side of saving the Ult.

    Sir Landshark on
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  • KupiKupi Registered User regular
    Dispatch from the Department of Bad Ideas

    Ward

    This is somewhat of a restatement of ideas I've presented before, but I can't remember exactly when, and people are murmuring about new healers, so here it is.

    Ward acts as an "evil" healer / support character. For whatever reason, Ward was infected by various pathogens and had to resort to a kind of near-future ambulatory dialysis to stay alive. (It's a pun, see. "Sick ward.")

    Ward's main gun, some kind of arm-mounted launcher, has two modes of fire. Both shoot globs of the kind of biotic fluid which travel in a slow arc and produce a cloud about 3 to 5 meters wide on impact. The primary fire heals 10 damage per second for three seconds to allies in the cloud, while the secondary fire harms enemies for the same amount.

    Ward's Shift skill is Blood Draw. This shoots out a tentacle to a range of up to 10 meters that latches onto the first foe it hits. Attaching the Blood Draw to a foe causes three effects:
    - Slight damage over time (something like 10 / second).
    - The enemy is slowed by 20%.
    - Charges Ward's "Blood" resource.
    (Yes, Ward gets Blood even when draining Omnics. Deal with it.)
    Blood Draw ends when line-of-sight is broken (Roadhog hook rules), the enemy goes out of range, or either the enemy or Ward dies.

    Ward's E skill is a toggle that allows him to drain his Blood resource over time to receive two effects:
    - The power of both his primary and secondary fire is increased by 50-100% (subject to balance considerations).
    - Ward regenerates his own health (10-20 per second, again, subject to balance).

    Ward's ultimate, Emergency Discharge, blankets the field around him in a cloud of pathogens for five seconds. (The cloud remains in a fixed position where it was used rather than following Ward.) In addition to doing even more damage over time, enemies in the radius are inflicted with Heal Block. Unlike Ana's grenade, this is not a timed effect; the heal block is removed as soon as the enemies are no longer within the toxic cloud.

    As a possible further balancing wrinkle, Ward may have a disadvantageous passive where his healing from external sources (such as health packs, allied healers, or his own primary fire) is either reduced or negated, pushing him toward the use of Blood to maintain his own health.

    My favorite musical instrument is the air-raid siren.

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  • ArcTangentArcTangent Registered User regular
    edited July 2017
    There's something sinfully delightful about relentlessly bullying a Roadhog as DVa. I swear, I DMed his hookee at least 4-5 times (which is also a great way to then get pocketed), and I think I confused him by hitting the nitro straight through his face every time he hooked me before looping back to safety and healing. Ended up going 43-4 K/D in 4 rounds on Oasis that game, two of which I was rezed. Even got PotG for doing the sneaky "nuke up from the hole" thing for a quad. Another great moment was their Reaper desperation wrathing in during the last few seconds. At least three of us just plodded along after him, waiting for the inevitable Death Blossom... which was fully DMed as he got repeatedly shot in the face to everyone laughing.

    Seriously, DVas down here in mid-gold don't use DM anywhere nearly enough. I can't even recall the last time a DVa saved my normally-support ass from a hook or ult. And especially aren't smart enough to put the DM on the person being attacked instead of choosing some random enemy and hoping that nobody else will target your poor Mercy/Lucio's ass while they flee to safety.

    ArcTangent on
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  • sanstodosanstodo Registered User regular
    Today is a good Zen day. Double headshot on a flanking McCree (nope), trances on time to negate multiple gravitons, and ralphing opposing snipers. Sometimes, this game is amazing :)

  • TexiKenTexiKen Dammit! That fish really got me!Registered User regular
    Nothing beats that feeling of having people on your team ragequit midway through pushing to the first point (like say, Route 66) and you don't get a replacement to drop in for 3 minutes while the other team builds torbjorn/bastion/mercy ults, yet on other maps (like say, Nepal) when the other team has someone ragequit they get someone instantly and then turn around and win the game.

  • BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    sanstodo wrote: »
    Today is a good Zen day. Double headshot on a flanking McCree (nope), trances on time to negate multiple gravitons, and ralphing opposing snipers. Sometimes, this game is amazing :)

    The best ones are chain headshots on Widows and high-noon McCrees. Best shut-downs ever

  • MusicoolMusicool Registered User regular
    edited July 2017
    ArcTangent wrote: »
    Seriously, DVas down here in mid-gold don't use DM anywhere nearly enough.

    They're too busy using it to back out of a fight they should have boosted out of, and not in towards like they did.

    Musicool on
    Burtletoy wrote: »
    I disagree completely.

    hAmmONd IsnT A mAin TAnk
    unbelievablejugsphp.png
  • Local H JayLocal H Jay Registered User regular
    Oh, a character with the ability to force enemy Ults would be really cool. Similar to Sombra, but it triggers all Ults. Maybe drains their meter if they didn't have it charged.
    Kupi wrote: »
    Dispatch from the Department of Bad Ideas

    Ward

    This is somewhat of a restatement of ideas I've presented before, but I can't remember exactly when, and people are murmuring about new healers, so here it is.

    Ward acts as an "evil" healer / support character. For whatever reason, Ward was infected by various pathogens and had to resort to a kind of near-future ambulatory dialysis to stay alive. (It's a pun, see. "Sick ward.")

    Ward's main gun, some kind of arm-mounted launcher, has two modes of fire. Both shoot globs of the kind of biotic fluid which travel in a slow arc and produce a cloud about 3 to 5 meters wide on impact. The primary fire heals 10 damage per second for three seconds to allies in the cloud, while the secondary fire harms enemies for the same amount.

    Ward's Shift skill is Blood Draw. This shoots out a tentacle to a range of up to 10 meters that latches onto the first foe it hits. Attaching the Blood Draw to a foe causes three effects:
    - Slight damage over time (something like 10 / second).
    - The enemy is slowed by 20%.
    - Charges Ward's "Blood" resource.
    (Yes, Ward gets Blood even when draining Omnics. Deal with it.)
    Blood Draw ends when line-of-sight is broken (Roadhog hook rules), the enemy goes out of range, or either the enemy or Ward dies.

    Ward's E skill is a toggle that allows him to drain his Blood resource over time to receive two effects:
    - The power of both his primary and secondary fire is increased by 50-100% (subject to balance considerations).
    - Ward regenerates his own health (10-20 per second, again, subject to balance).

    Ward's ultimate, Emergency Discharge, blankets the field around him in a cloud of pathogens for five seconds. (The cloud remains in a fixed position where it was used rather than following Ward.) In addition to doing even more damage over time, enemies in the radius are inflicted with Heal Block. Unlike Ana's grenade, this is not a timed effect; the heal block is removed as soon as the enemies are no longer within the toxic cloud.

    As a possible further balancing wrinkle, Ward may have a disadvantageous passive where his healing from external sources (such as health packs, allied healers, or his own primary fire) is either reduced or negated, pushing him toward the use of Blood to maintain his own health.

    Cool concept, kinda reminds me of the fan character Canvas
    https://www.artstation.com/artwork/QB6wZ

  • autono-wally, erotibot300autono-wally, erotibot300 love machine Registered User regular
    edited July 2017
    Managing the ult economy is basically a major, major part of the game. Even just stopping ulta a for a short while, as sombra does, can be very very strong.

    Straight up deleting them would be absolutely, 100% op and basically destroy the game instantly.

    On a slightly related note, I had two games yesterday where very, very close calls ended with a victory for my team because I used my ult at just the right moment.

    Once, 2:2, 99:99 (enemy holds) on nepal sanctum, where a Winston ult enabled me to drop two people into the hole and kill two others, and once, 5v6 on kings row, where a dva ult killed three people after shields were broken and we had to hold with fewer people for 35 seconds

    Managing ults is basically a third of this game

    The other two thirds are positioning, and protecting your healers

    autono-wally, erotibot300 on
    kFJhXwE.jpgkFJhXwE.jpg
  • ChanceChance Registered User regular
    'Chance, you are the best kind of whore.' -Henroid
  • Phoenix-DPhoenix-D Registered User regular
    Managing the ult economy is basically a major, major part of the game. Even just stopping ulta a for a short while, as sombra does, can be very very strong.

    Straight up deleting them would be absolutely, 100% op and basically destroy the game instantly.

    On a slightly related note, I had two games yesterday where very, very close calls ended with a victory for my team because I used my ult at just the right moment.

    Once, 2:2, 99:99 (enemy holds) on nepal sanctum, where a Winston ult enabled me to drop two people into the hole and kill two others, and once, 5v6 on kings row, where a dva ult killed three people after shields were broken and we had to hold with fewer people for 35 seconds

    Managing ults is basically a third of this game

    The other two thirds are positioning, and protecting your healers

    Maybe not destroying them, but a character that doesn't have their own ult and instead copies one from another character (friendly or enemy!)

  • autono-wally, erotibot300autono-wally, erotibot300 love machine Registered User regular
    Phoenix-D wrote: »
    Managing the ult economy is basically a major, major part of the game. Even just stopping ulta a for a short while, as sombra does, can be very very strong.

    Straight up deleting them would be absolutely, 100% op and basically destroy the game instantly.

    On a slightly related note, I had two games yesterday where very, very close calls ended with a victory for my team because I used my ult at just the right moment.

    Once, 2:2, 99:99 (enemy holds) on nepal sanctum, where a Winston ult enabled me to drop two people into the hole and kill two others, and once, 5v6 on kings row, where a dva ult killed three people after shields were broken and we had to hold with fewer people for 35 seconds

    Managing ults is basically a third of this game

    The other two thirds are positioning, and protecting your healers

    Maybe not destroying them, but a character that doesn't have their own ult and instead copies one from another character (friendly or enemy!)

    I, too, want sharingan. In overwatch, too

    kFJhXwE.jpgkFJhXwE.jpg
  • autono-wally, erotibot300autono-wally, erotibot300 love machine Registered User regular
    Chance wrote: »

    I'll buy two celebratory loot boxes if it's really Terry Crews. I just fucking love the guy, he's so damn great in Brooklyn 99

    kFJhXwE.jpgkFJhXwE.jpg
  • Dac VinDac Vin S-s-screw you! I only listen to DOUBLE MUSIC! Registered User regular
    Every day is a good Zen day.
    Phoenix-D wrote: »
    Managing the ult economy is basically a major, major part of the game. Even just stopping ulta a for a short while, as sombra does, can be very very strong.

    Straight up deleting them would be absolutely, 100% op and basically destroy the game instantly.

    On a slightly related note, I had two games yesterday where very, very close calls ended with a victory for my team because I used my ult at just the right moment.

    Once, 2:2, 99:99 (enemy holds) on nepal sanctum, where a Winston ult enabled me to drop two people into the hole and kill two others, and once, 5v6 on kings row, where a dva ult killed three people after shields were broken and we had to hold with fewer people for 35 seconds

    Managing ults is basically a third of this game

    The other two thirds are positioning, and protecting your healers

    Maybe not destroying them, but a character that doesn't have their own ult and instead copies one from another character (friendly or enemy!)

    It's just anything from the enemy with him, but yes, I too want Rubick in Overwatch. Mercy rez? Steal, wait for a few teammates to die, counter-rez. Winston jumps on top of you? Steal before he uses his shield, jump away to safety. Hanzo just scatter arrow'd your poor Orisa? Steal the scatter arrow, shoot at Hanzo's feet, give him a taste of his own medecine!
    Chance wrote: »

    I'll buy two celebratory loot boxes if it's really Terry Crews. I just fucking love the guy, he's so damn great in Brooklyn 99

    People would be rather bummed if it wasn't Terry. I mean, he wanted to be Doomfist, the entire character was sold on Terry's persona, and he's already doing voices for video games (Crackdown 3). The only obstacle I can see is bringing back all the time for event lines, which could get costly fast.

    Hype!

  • KupiKupi Registered User regular
    Reaper is like the only guy who works for Talon full-time. Widowmaker is part-timing it and Sombra is an independent contractor.

    They're a terrorist "organization".

    My favorite musical instrument is the air-raid siren.

    I'm "kupiyupaekio" on Discord.
  • Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    I just want a character that is at least something like what was "leaked". I need a no skill offense so people can complain about me not learning how to really play on an offense char too.

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