DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited December 2017
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
The ult nerf even hurt Tracer. Now I'm tossing pulse bombs that appear in the game, getting killed, and the pulse bomb fucking disappears from the game. That don't make no sense, it said "stuck," damnit!
Chance on
'Chance, you are the best kind of whore.' -Henroid
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
'Chance, you are the best kind of whore.' -Henroid
Lucio's fine, it's more a matter of team comps changing around him. Mercy's still both powerful and popular, and Lucio doesn't pair super well with her, it's not easy for him to help her. When Ana was the go-to healer he was in a better place, because Lucio is great at peeling for Ana and keeping her healed up, and at speed-boosting her nano targets. Plus now a lot of short-range healing is taken care of by Moira, and Moira + Lucio is super range-limited. So Zen's been gaining popularity again, since he can pair better with Moira or Mercy.
If you're losing ults regularly as Lucio because you're getting killed during your animation, that's mostly just a sign to improve positioning.
Kana on
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Lucio's fine, it's more a matter of team comps changing around him. Mercy's still both powerful and popular, and Lucio doesn't pair super well with her, it's not easy for him to help her. When Ana was the go-to healer he was in a better place, because Lucio is great at peeling for Ana and keeping her healed up, and at speed-boosting her nano targets. Plus now a lot of short-range healing is taken care of by Moira, and Moira + Lucio is super range-limited. So Zen's been gaining popularity again, since he can pair better with Moira or Mercy.
If you're losing ults regularly as Lucio because you're getting killed during your animation, that's mostly just a sign to improve positioning.
That's the issue I'm talking about.
The thing about the aura was that healing multiple teammates at once was Lucio's thing that and speed boost.
Now Moira came along and she does the healing thing but better(way better).
Combo'd with what I said about ult utility which I do think is a valid criticism.
Also in a heal heavy meta I'm questioning the value of speed boost in of itself. Especially with the nerfed radius.
He needs a completely new ult. I suggest an omnidirectional megaboop from the point of origin scaling with his height when the button is pressed, total CC immunity during the fall. Do it low, get a minor boop. Do it from the top of the building, and you're clearing the payload and then some.
Nooo Lucio's ult is the only anti-burst-damage ult in the game, able to protect against D.Va nukes, Pulse Bombs, headshots, charges and a Nanaboosted Bastion. It's a good ult.
I think giving you more shields the higher he is when he drops it would be cool, though.
'Chance, you are the best kind of whore.' -Henroid
He needs a completely new ult. I suggest an omnidirectional megaboop from the point of origin scaling with his height when the button is pressed, total CC immunity during the fall. Do it low, get a minor boop. Do it from the top of the building, and you're clearing the payload and then some.
Nooo Lucio's ult is the only anti-burst-damage ult in the game, able to protect against D.Va nukes, Pulse Bombs, headshots, charges and a Nanaboosted Bastion. It's a good ult.
I think giving you more shields the higher he is when he drops it would be cool, though.
For like a whole second. With about the same amount of windup time. More if you're in the air. And if there's no barrier between you and him.
Remove the .8+ sec windup and then maybe we can talk. Otherwise, it's too finicky and too long to start up to actually counter those things except by sheer luck.
---
Side note, remember that the Christmas event starts tomorrow, so don't get the arcade lootboxes today.
He needs a completely new ult. I suggest an omnidirectional megaboop from the point of origin scaling with his height when the button is pressed, total CC immunity during the fall. Do it low, get a minor boop. Do it from the top of the building, and you're clearing the payload and then some.
Nooo Lucio's ult is the only anti-burst-damage ult in the game, able to protect against D.Va nukes, Pulse Bombs, headshots, charges and a Nanaboosted Bastion. It's a good ult.
I think giving you more shields the higher he is when he drops it would be cool, though.
For like a whole second. With about the same amount of windup time. More if you're in the air. And if there's no barrier between you and him.
Remove the .8+ sec windup and then maybe we can talk. Otherwise, it's too finicky and too long to start up to actually counter those things except by sheer luck.
---
Side note, remember that the Christmas event starts tomorrow, so don't get the arcade lootboxes today.
Well that's just not true
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited December 2017
My problem with the windup isn't getting knocked out of it, its that it is extremely difficult to use in a clutch moment because of it.
Thing about Lucio's ult is you either want to use it as an initiator or to turn a fight in the clutch.
For that you usually want to wait until someone is almost near death. Which can be finicky with it taking near a second to start.
Compare to Zen whose is pretty instant. Moira's has windup too but she gets it faster. And Mercy can usually wait until someone actually dies, instantly heal them to full then chain heal/boost the team.
Basically, its a case of the ult getting weaker cause other stuff has gotten better.
He needs a completely new ult. I suggest an omnidirectional megaboop from the point of origin scaling with his height when the button is pressed, total CC immunity during the fall. Do it low, get a minor boop. Do it from the top of the building, and you're clearing the payload and then some.
Nooo Lucio's ult is the only anti-burst-damage ult in the game, able to protect against D.Va nukes, Pulse Bombs, headshots, charges and a Nanaboosted Bastion. It's a good ult.
I think giving you more shields the higher he is when he drops it would be cool, though.
For like a whole second. With about the same amount of windup time. More if you're in the air. And if there's no barrier between you and him.
Remove the .8+ sec windup and then maybe we can talk. Otherwise, it's too finicky and too long to start up to actually counter those things except by sheer luck.
---
Side note, remember that the Christmas event starts tomorrow, so don't get the arcade lootboxes today.
Well that's just not true
I don't think he's incorrect. Its one thing if its a tank that's half but a regular 200hp hero can easily be melted in the time between you seeing they need help and popping the ult.
DVa self destruct: 1000 damage. Perfectly timed ult? 500 shields. Everybody but SOME tanks still dies.
Pulse bomb: 400 (and 5!) damage... except that its fuse is 1 sec. Lucio's ult's wind-up time is AT LEAST .8 sec, barring wacky stair issues. You have .2 secs to react IF you're already on the ground. To an ult she'll be getting three times as often as yours.
Headshots: How do you even predict you'll be getting headshot? Let alone someone else will be? Let alone a second ahead of it happening?
Charges: More or less valid, but mostly only for tanks who'll survive it anyway. Otherwise, see Pulse bomb. Not enough time between seeing someone pinned and then getting pancaked to actually be able to use it as a reaction, so just luck if you predicted right or not on the one chance out of every billion charges you'll see in the time it takes to get an ult.
Nano Bastion: Not sure I even get this one, honestly. The shields disappear way faster than nanoboost does and aren't even that beefy to begin with. If you're combining Bastion and Ana's ults, a perfectly timed shield blocks just one shot. If you're not, Bastion's already at 525 DPS in base Sentry, so it buys like half a second when nano'd? For the cost of an ult you'll get once every couple minutes? Not nearly enough.
Don't get me wrong. It's not completely useless, and can still do a decent job shutting down the less bursty things things where you have much more warning and/or can turn off a large portion (if not all) of the damage with a second or two to react (eg 76 or Genji's ults). They'll still be getting their ults twice as often as him, and don't completely lose their ults if sneezed on during the mandatory huge startup.
DVa self destruct: 1000 damage. Perfectly timed ult? 500 shields. Everybody but SOME tanks still dies.
Pulse bomb: 400 (and 5!) damage... except that its fuse is 1 sec. Lucio's ult's wind-up time is AT LEAST .8 sec, barring wacky stair issues. You have .2 secs to react IF you're already on the ground. To an ult she'll be getting three times as often as yours.
Headshots: How do you even predict you'll be getting headshot? Let alone someone else will be? Let alone a second ahead of it happening?
Charges: More or less valid, but mostly only for tanks who'll survive it anyway. Otherwise, see Pulse bomb. Not enough time between seeing someone pinned and then getting pancaked to actually be able to use it as a reaction, so just luck if you predicted right or not on the one chance out of every billion charges you'll see in the time it takes to get an ult.
Nano Bastion: Not sure I even get this one, honestly. The shields disappear way faster than nanoboost does and aren't even that beefy to begin with. If you're combining Bastion and Ana's ults, a perfectly timed shield blocks just one shot. If you're not, Bastion's already at 525 DPS in base Sentry, so it buys like half a second when nano'd? For the cost of an ult you'll get once every couple minutes? Not nearly enough.
Don't get me wrong. It's not completely useless, and can still do a decent job shutting down the less bursty things things where you have much more warning and/or can turn off a large portion (if not all) of the damage with a second or two to react (eg 76 or Genji's ults). They'll still be getting their ults twice as often as him, and don't completely lose their ults if sneezed on during the mandatory huge startup.
I thought the comment about headshots was referring to Soldier & McCree's aimbot ults, and Widowmaker wallhack ult enabling her sniping.
Edit: How do you tell when an enemy has their ult ready? I've seen discussion of anticipating them in a way that made it sound like there's a tell for it. Am I just misunderstanding things, or am I blind/deaf?
Neither of those are headshots. 76 actually loses his ability to headshot with his ult, so those pros with insane tracking might actually lose DPS using it.
Telling when people have their ults is something you just get generally used to by tempo. The easiest 'tell' though is just that if they haven't used their ult in a while, especially if a bunch of other people have. Well, that and the pseudo-screen peeks in kill cams.
DVa self destruct: 1000 damage. Perfectly timed ult? 500 shields. Everybody but SOME tanks still dies.
Pulse bomb: 400 (and 5!) damage... except that its fuse is 1 sec. Lucio's ult's wind-up time is AT LEAST .8 sec, barring wacky stair issues. You have .2 secs to react IF you're already on the ground. To an ult she'll be getting three times as often as yours.
Headshots: How do you even predict you'll be getting headshot? Let alone someone else will be? Let alone a second ahead of it happening?
Charges: More or less valid, but mostly only for tanks who'll survive it anyway. Otherwise, see Pulse bomb. Not enough time between seeing someone pinned and then getting pancaked to actually be able to use it as a reaction, so just luck if you predicted right or not on the one chance out of every billion charges you'll see in the time it takes to get an ult.
Nano Bastion: Not sure I even get this one, honestly. The shields disappear way faster than nanoboost does and aren't even that beefy to begin with. If you're combining Bastion and Ana's ults, a perfectly timed shield blocks just one shot. If you're not, Bastion's already at 525 DPS in base Sentry, so it buys like half a second when nano'd? For the cost of an ult you'll get once every couple minutes? Not nearly enough.
Don't get me wrong. It's not completely useless, and can still do a decent job shutting down the less bursty things things where you have much more warning and/or can turn off a large portion (if not all) of the damage with a second or two to react (eg 76 or Genji's ults). They'll still be getting their ults twice as often as him, and don't completely lose their ults if sneezed on during the mandatory huge startup.
I thought the comment about headshots was referring to Soldier & McCree's aimbot ults, and Widowmaker wallhack ult enabling her sniping.
Edit: How do you tell when an enemy has their ult ready? I've seen discussion of anticipating them in a way that made it sound like there's a tell for it. Am I just misunderstanding things, or am I blind/deaf?
Apart from sombra hacking someone which shows a full ult symbol above their head, I think the kill cam still shows it?
Other than that, it's guesswork.
a)how many actions that charge their ult has the enemy done? A rein that hits many flame strike is going to charge up his ult very fast, for example
b)how is the enemy behaving? If you play a character yourself, his is much easier to tell, like a Reinhardt trying to bait you into dropping your shield, or a zarya looking around for the perfect gravo position.
Some are just easier to tell in general. The enemy Reaper is missing and you see him trying to get behind you? That's an ult.
Edit: a soldier trying to get a high ground while the enemy team distracts you from another direction is also a pretty good tell.
autono-wally, erotibot300 on
+2
H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
Neither of those are headshots. 76 actually loses his ability to headshot with his ult, so those pros with insane tracking might actually lose DPS using it.
Telling when people have their ults is something you just get generally used to by tempo. The easiest 'tell' though is just that if they haven't used their ult in a while, especially if a bunch of other people have. Well, that and the pseudo-screen peeks in kill cams.
Thanks for the info.
I haven't really been learning how to play well (am probably getting worse if anything), because for several months I've pretty much exclusively been playing arcade (solo DM and event modes) just enough to get my boxes each week. I gotta get back to playing QP (or at least mystery heroes).
Hey, can anyone suggest free, lightweight software (for Windows 7) that I could use to stitch together a bunch of highlights into one larger video?
D.Va's ult is only 1000 damage if you're sitting on top of it. With even 10-15 yards of distance + Lucio's ult, you'll live.
Pulse Bomb's fuse is 1.5 seconds that only begins once it sticks or hits the ground. Moiras, Tracers, Meis, Winstons and Reapers easily escape it all the time. With even 10 additional HP from Sound Barrier, every tank lives. I've lost value on tons of Pulse Bombs because of a quick-thinkin' Lucio.
Headshots: I didn't mean to imply that Lucio sees a Hanzo lining up, intuits that the next shot will kill his Mercy, and Breaks it Down lol - I mean that once you're Sound Barrier'd, you have 6 seconds where you don't need to cower behind shields for fear of the enemy Widow.
Charges: Deals 300 damage, and almost-always takes more time to execute than a Pulse Bomb. That said, unless it's a tank, I don't think I would ever SB to save one teammate.
Nano-Bastion - I was imagining an ulting, Nano'd Bastion - his shells do 205 with a direct hit, up to 307 with Nano - one-shotting everything outside of a tank. Sound Barrier provides 6 seconds of safety from getting one-shotted.
Sound Barrier can give your team time to survive a Death Blossom, a Tac Visor, a Barrage - it's a really good support ult. It's very versatile - even if you're not using it as a reaction to save someone from the above, it gives your DPS and co-supports five seconds to go nuts and make daring plays they couldn't without that extra 500HP. It's way better than Coalescence, at the very least.
All that being said, given how ults work now, the long cast time really needs to be addressed. Did they reduce the cast time on Dragon Blade when the change happened or did I imagine that?
'Chance, you are the best kind of whore.' -Henroid
Edit: How do you tell when an enemy has their ult ready? I've seen discussion of anticipating them in a way that made it sound like there's a tell for it. Am I just misunderstanding things, or am I blind/deaf?
Three ways:
"It's been long enough that Mercy's got to have Valkyrie by now."
"McCree is hiding behind the point, he's got ult."
Watching a killcam.
...and, I suppose, Sombra hack/emp. But for the most part you can either guess by watching what enemies have pulled off so far (if that Rein's on fire, he's probably gettin' close) or how long a fight has gone on, you can intuit it by observing their behavior, or you can see it in a killcam.
Lol it's not a stupid question. Blizzard doesn't have an FAQ for how their boxes work in-game or somethin'. Heck, they don't even put numbers for their heroes' HP or abilities in the game.
The game needs a bloody in-game manual that explains how loot boxes work, explains how OT works, explains that the payload heals you, and a detailed breakdown for every character.
-Tracer has 150 HP
-It takes her 1 second to empty her guns and 1 second to reload
-Her guns have damage falloff at w meters to x damage, and y meters to z damage, and at 40 meters to 0 damage.
-Her guns deal a maximum of 240 damage.
-With headshots, she can make that 480.
-a Blink charge is generated every 3 seconds.
-Rewind returns you to the location you were at 3 seconds ago, with the HP level you were at 3 seconds ago (even if it's lower than your HP when you activate the ability), and reloads your guns. It takes 1.5 seconds to execute, and you are invincible for its duration.
-Pulse bomb deals 400 damage in a five-yard radius, with damage falloff to x at y meters, and deals 5 damage when it sticks to a target.
That stuff would be handy. It would be handy to have an explanation of how armor works in the game lol.
Chance on
'Chance, you are the best kind of whore.' -Henroid
+1
KasynI'm not saying I don't like our chances.She called me the master.Registered Userregular
DVa self destruct: 1000 damage. Perfectly timed ult? 500 shields. Everybody but SOME tanks still dies.
Pulse bomb: 400 (and 5!) damage... except that its fuse is 1 sec. Lucio's ult's wind-up time is AT LEAST .8 sec, barring wacky stair issues. You have .2 secs to react IF you're already on the ground. To an ult she'll be getting three times as often as yours.
Headshots: How do you even predict you'll be getting headshot? Let alone someone else will be? Let alone a second ahead of it happening?
Charges: More or less valid, but mostly only for tanks who'll survive it anyway. Otherwise, see Pulse bomb. Not enough time between seeing someone pinned and then getting pancaked to actually be able to use it as a reaction, so just luck if you predicted right or not on the one chance out of every billion charges you'll see in the time it takes to get an ult.
Nano Bastion: Not sure I even get this one, honestly. The shields disappear way faster than nanoboost does and aren't even that beefy to begin with. If you're combining Bastion and Ana's ults, a perfectly timed shield blocks just one shot. If you're not, Bastion's already at 525 DPS in base Sentry, so it buys like half a second when nano'd? For the cost of an ult you'll get once every couple minutes? Not nearly enough.
Don't get me wrong. It's not completely useless, and can still do a decent job shutting down the less bursty things things where you have much more warning and/or can turn off a large portion (if not all) of the damage with a second or two to react (eg 76 or Genji's ults). They'll still be getting their ults twice as often as him, and don't completely lose their ults if sneezed on during the mandatory huge startup.
I thought the comment about headshots was referring to Soldier & McCree's aimbot ults, and Widowmaker wallhack ult enabling her sniping.
Edit: How do you tell when an enemy has their ult ready? I've seen discussion of anticipating them in a way that made it sound like there's a tell for it. Am I just misunderstanding things, or am I blind/deaf?
Apart from sombra hacking someone which shows a full ult symbol above their head, I think the kill cam still shows it?
Other than that, it's guesswork.
a)how many actions that charge their ult has the enemy done? A rein that hits many flame strike is going to charge up his ult very fast, for example
b)how is the enemy behaving? If you play a character yourself, his is much easier to tell, like a Reinhardt trying to bait you into dropping your shield, or a zarya looking around for the perfect gravo position.
Some are just easier to tell in general. The enemy Reaper is missing and you see him trying to get behind you? That's an ult.
Edit: a soldier trying to get a high ground while the enemy team distracts you from another direction is also a pretty good tell.
This is a quality post and these are very very crucial skills to have. What's also a good and useful skill is not only recognizing this stuff, but turning it into actionable communication for your team. "Don't cluster, guys, Zarya wants to ult." "Shield is going down, spread out for Reinh ult." Those kinds of callouts win games.
+3
H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
Edit: How do you tell when an enemy has their ult ready? I've seen discussion of anticipating them in a way that made it sound like there's a tell for it. Am I just misunderstanding things, or am I blind/deaf?
Three ways:
"It's been long enough that Mercy's got to have Valkyrie by now."
"McCree is hiding behind the point, he's got ult."
Watching a killcam.
...and, I suppose, Sombra hack/emp. But for the most part you can either guess by watching what enemies have pulled off so far (if that Rein's on fire, he's probably gettin' close) or how long a fight has gone on, you can intuit it by observing their behavior, or you can see it in a killcam.
Lol it's not a stupid question. Blizzard doesn't have an FAQ for how their boxes work in-game or somethin'. Heck, they don't even put numbers for their heroes' HP or abilities in the game.
The game needs a bloody in-game manual that explains how loot boxes work, explains how OT works, explains that the payload heals you, and a detailed breakdown for every character.
-Tracer has 150 HP
-It takes her 1 second to empty her guns and 1 second to reload
-Her guns have damage falloff at w meters to x damage, and y meters to z damage, and at 40 meters to 0 damage.
-Her guns deal a maximum of 240 damage.
-With headshots, she can make that 480.
-a Blink charge is generated every 3 seconds.
-Rewind returns you to the location you were at 3 seconds ago, with the HP level you were at 3 seconds ago (even if it's lower than your HP when you activate the ability), and reloads your guns. It takes 1.5 seconds to execute, and you are invincible for its duration.
-Pulse bomb deals 400 damage in a five-yard radius, with damage falloff to x at y meters, and deals 5 damage when it sticks to a target.
That stuff would be handy. It would be handy to have an explanation of how armor works in the game lol.
Yes, they do need to tell players that. I legitimately had no idea about that part I bolded.
Neither of those are headshots. 76 actually loses his ability to headshot with his ult, so those pros with insane tracking might actually lose DPS using it.
Telling when people have their ults is something you just get generally used to by tempo. The easiest 'tell' though is just that if they haven't used their ult in a while, especially if a bunch of other people have. Well, that and the pseudo-screen peeks in kill cams.
Thanks for the info.
I haven't really been learning how to play well (am probably getting worse if anything), because for several months I've pretty much exclusively been playing arcade (solo DM and event modes) just enough to get my boxes each week. I gotta get back to playing QP (or at least mystery heroes).
Hey, can anyone suggest free, lightweight software (for Windows 7) that I could use to stitch together a bunch of highlights into one larger video?
I've been using shotcut and it works quite well
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
One of the nuttier stats I saw in OWL preseason was Effect getting a pulse bomb every 42 seconds. That’s just insane.
0
H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
Edit: How do you tell when an enemy has their ult ready? I've seen discussion of anticipating them in a way that made it sound like there's a tell for it. Am I just misunderstanding things, or am I blind/deaf?
Three ways:
"It's been long enough that Mercy's got to have Valkyrie by now."
"McCree is hiding behind the point, he's got ult."
Watching a killcam.
...and, I suppose, Sombra hack/emp. But for the most part you can either guess by watching what enemies have pulled off so far (if that Rein's on fire, he's probably gettin' close) or how long a fight has gone on, you can intuit it by observing their behavior, or you can see it in a killcam.
Lol it's not a stupid question. Blizzard doesn't have an FAQ for how their boxes work in-game or somethin'. Heck, they don't even put numbers for their heroes' HP or abilities in the game.
The game needs a bloody in-game manual that explains how loot boxes work, explains how OT works, explains that the payload heals you, and a detailed breakdown for every character.
-Tracer has 150 HP
-It takes her 1 second to empty her guns and 1 second to reload
-Her guns have damage falloff at w meters to x damage, and y meters to z damage, and at 40 meters to 0 damage.
-Her guns deal a maximum of 240 damage.
-With headshots, she can make that 480.
-a Blink charge is generated every 3 seconds.
-Rewind returns you to the location you were at 3 seconds ago, with the HP level you were at 3 seconds ago (even if it's lower than your HP when you activate the ability), and reloads your guns. It takes 1.5 seconds to execute, and you are invincible for its duration.
-Pulse bomb deals 400 damage in a five-yard radius, with damage falloff to x at y meters, and deals 5 damage when it sticks to a target.
That stuff would be handy. It would be handy to have an explanation of how armor works in the game lol.
Yes, they do need to tell players that. I legitimately had no idea about that part I bolded.
Edit: and again, thanks for all the tips, people.
To be fair, when I was playing QP and mystery heroes regularly I was pretty good about being on the payload, so that's probably just as much an indictment of my own awareness that I never noticed it healing me.
Edit: hey thanks, Kana! I have a ton of saved highlights I can clear off my hard-drive that way (just gonna bundle them into videos and stick 'em on YouTube).
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
One of the nuttier stats I saw in OWL preseason was Effect getting a pulse bomb every 42 seconds. That’s just insane.
Some of the better players have argued that Tracer has the best ult in the game when you compare charge time to potential impact.
D.Va's ult is only 1000 damage if you're sitting on top of it. With even 10-15 yards of distance + Lucio's ult, you'll live.
Pulse Bomb's fuse is 1.5 seconds that only begins once it sticks or hits the ground. Moiras, Tracers, Meis, Winstons and Reapers easily escape it all the time. With even 10 additional HP from Sound Barrier, every tank lives. I've lost value on tons of Pulse Bombs because of a quick-thinkin' Lucio.
Headshots: I didn't mean to imply that Lucio sees a Hanzo lining up, intuits that the next shot will kill his Mercy, and Breaks it Down lol - I mean that once you're Sound Barrier'd, you have 6 seconds where you don't need to cower behind shields for fear of the enemy Widow.
Charges: Deals 300 damage, and almost-always takes more time to execute than a Pulse Bomb. That said, unless it's a tank, I don't think I would ever SB to save one teammate.
Nano-Bastion - I was imagining an ulting, Nano'd Bastion - his shells do 205 with a direct hit, up to 307 with Nano - one-shotting everything outside of a tank. Sound Barrier provides 6 seconds of safety from getting one-shotted.
Sound Barrier can give your team time to survive a Death Blossom, a Tac Visor, a Barrage - it's a really good support ult. It's very versatile - even if you're not using it as a reaction to save someone from the above, it gives your DPS and co-supports five seconds to go nuts and make daring plays they couldn't without that extra 500HP. It's way better than Coalescence, at the very least.
All that being said, given how ults work now, the long cast time really needs to be addressed. Did they reduce the cast time on Dragon Blade when the change happened or did I imagine that?
Tracer's pulse bomb has a 1 second fuse once it hits. Plenty of time for instant casts to evade. Not when your windup is about equal to the fuse. Not sure why you include Winston as having an escape there though.
Re:Headshots/Nano Bastion, it's not 6 seconds. It's six seconds or one solid chunking. Sound Barrier lets someone shrug off one shot, and even that's if it's timed close to perfectly. The rapid degredation means that it'll be down to basically nothing by the time of the second. The huge cast time also means that Lucio can't use it to save himself from things like Barrage/Tac Visor/Death Blossom, even at full life. He can only save people able to stand in that shit for at least a second, and in the next few seconds, they're going to be back to nearly dead again.
There was a glitch with Dragon Blade when they first made the change that let you swing instantly instead of waiting for the sword animation to complete. That never made it out of PTR. I don't think they changed anything besides that though, other than Genji getting to be super extra special and keep his ult if interrupted during the windup, unlike everyone else, including fucking projectile characters.
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
One of the nuttier stats I saw in OWL preseason was Effect getting a pulse bomb every 42 seconds. That’s just insane.
Some of the better players have argued that Tracer has the best ult in the game when you compare charge time to potential impact.
I love Pulse Bomb, but it requires a lot of luck to get more a single out of it, for the most part. Like watch pros streaming and watch how often they throw a Pulse Bomb and get nothing out of it. I wish I played with like an Orisa who'd combo Halt with me, but it never happens lol.
Anywho... new clip show!
My favorite games - win or lose - are the ones where I end up in a rivalry with someone on the enemy team. Like, I will prioritize you above all others, because I can't get any work done on the point until you are dead - and you'll do the same to me. Like when a Rein solo-ults you just to make sure you're not around to shoot him in the back. And sometimes - rarely - you're having so much fun with this, that you end up making friends with this person while the match is still going on. Saying "hi" when you bump into each other in side rooms, calling small truces, and sending them a GG afterwards.
I love those. And I have no idea why, but ninety per cent of the time... it's a Widowmaker.
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
One of the nuttier stats I saw in OWL preseason was Effect getting a pulse bomb every 42 seconds. That’s just insane.
Some of the better players have argued that Tracer has the best ult in the game when you compare charge time to potential impact.
I could see that in the past, but a pick in the back line isn't nearly as strong with Mercy 2.0.
D.Va's ult is only 1000 damage if you're sitting on top of it. With even 10-15 yards of distance + Lucio's ult, you'll live.
Pulse Bomb's fuse is 1.5 seconds that only begins once it sticks or hits the ground. Moiras, Tracers, Meis, Winstons and Reapers easily escape it all the time. With even 10 additional HP from Sound Barrier, every tank lives. I've lost value on tons of Pulse Bombs because of a quick-thinkin' Lucio.
Headshots: I didn't mean to imply that Lucio sees a Hanzo lining up, intuits that the next shot will kill his Mercy, and Breaks it Down lol - I mean that once you're Sound Barrier'd, you have 6 seconds where you don't need to cower behind shields for fear of the enemy Widow.
Charges: Deals 300 damage, and almost-always takes more time to execute than a Pulse Bomb. That said, unless it's a tank, I don't think I would ever SB to save one teammate.
Nano-Bastion - I was imagining an ulting, Nano'd Bastion - his shells do 205 with a direct hit, up to 307 with Nano - one-shotting everything outside of a tank. Sound Barrier provides 6 seconds of safety from getting one-shotted.
Sound Barrier can give your team time to survive a Death Blossom, a Tac Visor, a Barrage - it's a really good support ult. It's very versatile - even if you're not using it as a reaction to save someone from the above, it gives your DPS and co-supports five seconds to go nuts and make daring plays they couldn't without that extra 500HP. It's way better than Coalescence, at the very least.
All that being said, given how ults work now, the long cast time really needs to be addressed. Did they reduce the cast time on Dragon Blade when the change happened or did I imagine that?
Tracer's pulse bomb has a 1 second fuse once it hits. Plenty of time for instant casts to evade. Not when your windup is about equal to the fuse.
Is it 1? (Looks it up.) Wow it is. I have been wrong about Pulse Bomb's fuse time for a year and a half LOL.
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
One of the nuttier stats I saw in OWL preseason was Effect getting a pulse bomb every 42 seconds. That’s just insane.
Some of the better players have argued that Tracer has the best ult in the game when you compare charge time to potential impact.
I could see that in the past, but a pick in the back line isn't nearly as strong with Mercy 2.0.
Mercy is interesting to me cause she has I feel the most well designed ult in the game.
It isn't even in a "nerf pls" kind of way, more in a "I wish more characters ults were this interesting."
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miscellaneousinsanitygrass grows, birds fly, sun shines,and brother, i hurt peopleRegistered Userregular
yo, lucio main here
generally i think his ult is still fine, though the lose-all-charge-upon-activation definitely hurts with his long cast time
that said, i do actually like the added challenge of the wind-up and find a benefit in being able to thread the needle around geometry/enemy barriers to make sure you can get the shields on who needs them (plus you can get it out sooner by hitting objects above floor level, etc)
my proposed fix would be this: as soon as you ult, lucio himself gains 100 shields, which then becomes the 500 shields on himself and allies when he lands
this would help mitigate losing your ult to random bullshit, while still allowing coordinated enemy teams to focus you and pick you out of the air
miscellaneousinsanitygrass grows, birds fly, sun shines,and brother, i hurt peopleRegistered Userregular
oh, and i guess they could tinker with his ult charge rate too i guess (i generally don't feel impacted by this just cos i'm putting out more beat drops than the average player)
I just had the most frustrating comp game so far. This all happened on Junk-Town. Someone by the name of Hugs (spelled only with all those special characters) played Widowmaker on both defense and attack, and kept one-shotting all of us constantly. I did manage to get some picks on Hugs as Pharah and Soldier but it just wasn't good enough. Play of the game was Hugs getting a quad-kill.
I don't know if he was simply really that good, a smurf, or hacking, but it's all demotivating. I did have some good games though and managed to end the night with gains in my SR.
edit: I don't automatically think s/he was hacking. I actually think it was just a great player. They were moving about and getting behind us to get most of these eliminations. We just couldn't counter it.
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
One of the nuttier stats I saw in OWL preseason was Effect getting a pulse bomb every 42 seconds. That’s just insane.
Some of the better players have argued that Tracer has the best ult in the game when you compare charge time to potential impact.
I love Pulse Bomb, but it requires a lot of luck to get more a single out of it, for the most part. Like watch pros streaming and watch how often they throw a Pulse Bomb and get nothing out of it. I wish I played with like an Orisa who'd combo Halt with me, but it never happens lol.
Anywho... new clip show!
My favorite games - win or lose - are the ones where I end up in a rivalry with someone on the enemy team. Like, I will prioritize you above all others, because I can't get any work done on the point until you are dead - and you'll do the same to me. Like when a Rein solo-ults you just to make sure you're not around to shoot him in the back. And sometimes - rarely - you're having so much fun with this, that you end up making friends with this person while the match is still going on. Saying "hi" when you bump into each other in side rooms, calling small truces, and sending them a GG afterwards.
I love those. And I have no idea why, but ninety per cent of the time... it's a Widowmaker.
I watch every one of these you post now, they're a lot of fun. What do you use to put the clips together? I think someone asked about that kind of thing but I can't remember if it was in this thread...
I'm starting to get really comfortable with Tracer, kinda wanna steal your idea and start putting together highlight reels if only to convince myself I'm not a total garbage player.
In other news, I climbed 400 points today using mainly Soldier with a little Tracer and Moira mixed in. Need to get in the habit of setting aside enough time to play multiple games and get into the rhythm, instead of fitting in one or two where I can.
That being said, there's almost no chance I could stop myself from trying to murderize widows long enough to become their friend. I've got that bloodlust.
Yeah, I think charge wise Lucio's ult still takes the longest of the supports which...between the wind up and the fact that the other defensive ults do something similar kind of blows.
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
One of the nuttier stats I saw in OWL preseason was Effect getting a pulse bomb every 42 seconds. That’s just insane.
Some of the better players have argued that Tracer has the best ult in the game when you compare charge time to potential impact.
I love Pulse Bomb, but it requires a lot of luck to get more a single out of it, for the most part. Like watch pros streaming and watch how often they throw a Pulse Bomb and get nothing out of it. I wish I played with like an Orisa who'd combo Halt with me, but it never happens lol.
Anywho... new clip show!
My favorite games - win or lose - are the ones where I end up in a rivalry with someone on the enemy team. Like, I will prioritize you above all others, because I can't get any work done on the point until you are dead - and you'll do the same to me. Like when a Rein solo-ults you just to make sure you're not around to shoot him in the back. And sometimes - rarely - you're having so much fun with this, that you end up making friends with this person while the match is still going on. Saying "hi" when you bump into each other in side rooms, calling small truces, and sending them a GG afterwards.
I love those. And I have no idea why, but ninety per cent of the time... it's a Widowmaker.
I watch every one of these you post now, they're a lot of fun. What do you use to put the clips together? I think someone asked about that kind of thing but I can't remember if it was in this thread...
I'm starting to get really comfortable with Tracer, kinda wanna steal your idea and start putting together highlight reels if only to convince myself I'm not a total garbage player.
In other news, I climbed 400 points today using mainly Soldier with a little Tracer and Moira mixed in. Need to get in the habit of setting aside enough time to play multiple games and get into the rhythm, instead of fitting in one or two where I can.
I'm on PS4, so I use its ShareFactory app - it has a lot of weaknesses.
Cons:
-clips cannot be less than 1 second in length
-only 1 additional audio track at a time (can't do music and sound effect, or music and voice)
-only 50 clips per project
-PS4 can't capture at 60FPS, and ShareFactory can only output at 30
-can only render the vid as an MP4
Pros:
-conveniently located on my PS4
Edit: omg Blizz just show us the new skins already!
Chance on
'Chance, you are the best kind of whore.' -Henroid
Posts
It can charge super fast if your team is consistently hangin' out in your aura. If half your team are flankin' off the point, though, well Lucio maybe wasn't the best choice anyway...
If you're losing ults regularly as Lucio because you're getting killed during your animation, that's mostly just a sign to improve positioning.
That's the issue I'm talking about.
The thing about the aura was that healing multiple teammates at once was Lucio's thing that and speed boost.
Now Moira came along and she does the healing thing but better(way better).
Combo'd with what I said about ult utility which I do think is a valid criticism.
Also in a heal heavy meta I'm questioning the value of speed boost in of itself. Especially with the nerfed radius.
Nooo Lucio's ult is the only anti-burst-damage ult in the game, able to protect against D.Va nukes, Pulse Bombs, headshots, charges and a Nanaboosted Bastion. It's a good ult.
I think giving you more shields the higher he is when he drops it would be cool, though.
Like when folks were complaining about Ana I said you had to consider her weaknesses as to why she was that way.
For like a whole second. With about the same amount of windup time. More if you're in the air. And if there's no barrier between you and him.
Remove the .8+ sec windup and then maybe we can talk. Otherwise, it's too finicky and too long to start up to actually counter those things except by sheer luck.
---
Side note, remember that the Christmas event starts tomorrow, so don't get the arcade lootboxes today.
Well that's just not true
Thing about Lucio's ult is you either want to use it as an initiator or to turn a fight in the clutch.
For that you usually want to wait until someone is almost near death. Which can be finicky with it taking near a second to start.
Compare to Zen whose is pretty instant. Moira's has windup too but she gets it faster. And Mercy can usually wait until someone actually dies, instantly heal them to full then chain heal/boost the team.
Basically, its a case of the ult getting weaker cause other stuff has gotten better.
I don't think he's incorrect. Its one thing if its a tank that's half but a regular 200hp hero can easily be melted in the time between you seeing they need help and popping the ult.
DVa self destruct: 1000 damage. Perfectly timed ult? 500 shields. Everybody but SOME tanks still dies.
Pulse bomb: 400 (and 5!) damage... except that its fuse is 1 sec. Lucio's ult's wind-up time is AT LEAST .8 sec, barring wacky stair issues. You have .2 secs to react IF you're already on the ground. To an ult she'll be getting three times as often as yours.
Headshots: How do you even predict you'll be getting headshot? Let alone someone else will be? Let alone a second ahead of it happening?
Charges: More or less valid, but mostly only for tanks who'll survive it anyway. Otherwise, see Pulse bomb. Not enough time between seeing someone pinned and then getting pancaked to actually be able to use it as a reaction, so just luck if you predicted right or not on the one chance out of every billion charges you'll see in the time it takes to get an ult.
Nano Bastion: Not sure I even get this one, honestly. The shields disappear way faster than nanoboost does and aren't even that beefy to begin with. If you're combining Bastion and Ana's ults, a perfectly timed shield blocks just one shot. If you're not, Bastion's already at 525 DPS in base Sentry, so it buys like half a second when nano'd? For the cost of an ult you'll get once every couple minutes? Not nearly enough.
Don't get me wrong. It's not completely useless, and can still do a decent job shutting down the less bursty things things where you have much more warning and/or can turn off a large portion (if not all) of the damage with a second or two to react (eg 76 or Genji's ults). They'll still be getting their ults twice as often as him, and don't completely lose their ults if sneezed on during the mandatory huge startup.
Rewarded. Events have special lootboxes anyway.
I thought the comment about headshots was referring to Soldier & McCree's aimbot ults, and Widowmaker wallhack ult enabling her sniping.
Edit: How do you tell when an enemy has their ult ready? I've seen discussion of anticipating them in a way that made it sound like there's a tell for it. Am I just misunderstanding things, or am I blind/deaf?
Telling when people have their ults is something you just get generally used to by tempo. The easiest 'tell' though is just that if they haven't used their ult in a while, especially if a bunch of other people have. Well, that and the pseudo-screen peeks in kill cams.
Apart from sombra hacking someone which shows a full ult symbol above their head, I think the kill cam still shows it?
Other than that, it's guesswork.
a)how many actions that charge their ult has the enemy done? A rein that hits many flame strike is going to charge up his ult very fast, for example
b)how is the enemy behaving? If you play a character yourself, his is much easier to tell, like a Reinhardt trying to bait you into dropping your shield, or a zarya looking around for the perfect gravo position.
Some are just easier to tell in general. The enemy Reaper is missing and you see him trying to get behind you? That's an ult.
Edit: a soldier trying to get a high ground while the enemy team distracts you from another direction is also a pretty good tell.
Thanks for the info.
I haven't really been learning how to play well (am probably getting worse if anything), because for several months I've pretty much exclusively been playing arcade (solo DM and event modes) just enough to get my boxes each week. I gotta get back to playing QP (or at least mystery heroes).
Hey, can anyone suggest free, lightweight software (for Windows 7) that I could use to stitch together a bunch of highlights into one larger video?
D.Va's ult is only 1000 damage if you're sitting on top of it. With even 10-15 yards of distance + Lucio's ult, you'll live.
Pulse Bomb's fuse is 1.5 seconds that only begins once it sticks or hits the ground. Moiras, Tracers, Meis, Winstons and Reapers easily escape it all the time. With even 10 additional HP from Sound Barrier, every tank lives. I've lost value on tons of Pulse Bombs because of a quick-thinkin' Lucio.
Headshots: I didn't mean to imply that Lucio sees a Hanzo lining up, intuits that the next shot will kill his Mercy, and Breaks it Down lol - I mean that once you're Sound Barrier'd, you have 6 seconds where you don't need to cower behind shields for fear of the enemy Widow.
Charges: Deals 300 damage, and almost-always takes more time to execute than a Pulse Bomb. That said, unless it's a tank, I don't think I would ever SB to save one teammate.
Nano-Bastion - I was imagining an ulting, Nano'd Bastion - his shells do 205 with a direct hit, up to 307 with Nano - one-shotting everything outside of a tank. Sound Barrier provides 6 seconds of safety from getting one-shotted.
Sound Barrier can give your team time to survive a Death Blossom, a Tac Visor, a Barrage - it's a really good support ult. It's very versatile - even if you're not using it as a reaction to save someone from the above, it gives your DPS and co-supports five seconds to go nuts and make daring plays they couldn't without that extra 500HP. It's way better than Coalescence, at the very least.
All that being said, given how ults work now, the long cast time really needs to be addressed. Did they reduce the cast time on Dragon Blade when the change happened or did I imagine that?
Three ways:
"It's been long enough that Mercy's got to have Valkyrie by now."
"McCree is hiding behind the point, he's got ult."
Watching a killcam.
...and, I suppose, Sombra hack/emp. But for the most part you can either guess by watching what enemies have pulled off so far (if that Rein's on fire, he's probably gettin' close) or how long a fight has gone on, you can intuit it by observing their behavior, or you can see it in a killcam.
Lol it's not a stupid question. Blizzard doesn't have an FAQ for how their boxes work in-game or somethin'. Heck, they don't even put numbers for their heroes' HP or abilities in the game.
The game needs a bloody in-game manual that explains how loot boxes work, explains how OT works, explains that the payload heals you, and a detailed breakdown for every character.
-Tracer has 150 HP
-It takes her 1 second to empty her guns and 1 second to reload
-Her guns have damage falloff at w meters to x damage, and y meters to z damage, and at 40 meters to 0 damage.
-Her guns deal a maximum of 240 damage.
-With headshots, she can make that 480.
-a Blink charge is generated every 3 seconds.
-Rewind returns you to the location you were at 3 seconds ago, with the HP level you were at 3 seconds ago (even if it's lower than your HP when you activate the ability), and reloads your guns. It takes 1.5 seconds to execute, and you are invincible for its duration.
-Pulse bomb deals 400 damage in a five-yard radius, with damage falloff to x at y meters, and deals 5 damage when it sticks to a target.
That stuff would be handy. It would be handy to have an explanation of how armor works in the game lol.
This is a quality post and these are very very crucial skills to have. What's also a good and useful skill is not only recognizing this stuff, but turning it into actionable communication for your team. "Don't cluster, guys, Zarya wants to ult." "Shield is going down, spread out for Reinh ult." Those kinds of callouts win games.
Yes, they do need to tell players that. I legitimately had no idea about that part I bolded.
Edit: and again, thanks for all the tips, people.
I've been using shotcut and it works quite well
One of the nuttier stats I saw in OWL preseason was Effect getting a pulse bomb every 42 seconds. That’s just insane.
To be fair, when I was playing QP and mystery heroes regularly I was pretty good about being on the payload, so that's probably just as much an indictment of my own awareness that I never noticed it healing me.
Edit: hey thanks, Kana! I have a ton of saved highlights I can clear off my hard-drive that way (just gonna bundle them into videos and stick 'em on YouTube).
Some of the better players have argued that Tracer has the best ult in the game when you compare charge time to potential impact.
Tracer's pulse bomb has a 1 second fuse once it hits. Plenty of time for instant casts to evade. Not when your windup is about equal to the fuse. Not sure why you include Winston as having an escape there though.
Re:Headshots/Nano Bastion, it's not 6 seconds. It's six seconds or one solid chunking. Sound Barrier lets someone shrug off one shot, and even that's if it's timed close to perfectly. The rapid degredation means that it'll be down to basically nothing by the time of the second. The huge cast time also means that Lucio can't use it to save himself from things like Barrage/Tac Visor/Death Blossom, even at full life. He can only save people able to stand in that shit for at least a second, and in the next few seconds, they're going to be back to nearly dead again.
There was a glitch with Dragon Blade when they first made the change that let you swing instantly instead of waiting for the sword animation to complete. That never made it out of PTR. I don't think they changed anything besides that though, other than Genji getting to be super extra special and keep his ult if interrupted during the windup, unlike everyone else, including fucking projectile characters.
I love Pulse Bomb, but it requires a lot of luck to get more a single out of it, for the most part. Like watch pros streaming and watch how often they throw a Pulse Bomb and get nothing out of it. I wish I played with like an Orisa who'd combo Halt with me, but it never happens lol.
Anywho... new clip show!
My favorite games - win or lose - are the ones where I end up in a rivalry with someone on the enemy team. Like, I will prioritize you above all others, because I can't get any work done on the point until you are dead - and you'll do the same to me. Like when a Rein solo-ults you just to make sure you're not around to shoot him in the back. And sometimes - rarely - you're having so much fun with this, that you end up making friends with this person while the match is still going on. Saying "hi" when you bump into each other in side rooms, calling small truces, and sending them a GG afterwards.
I love those. And I have no idea why, but ninety per cent of the time... it's a Widowmaker.
Also on YouTube, if you prefer.
I could see that in the past, but a pick in the back line isn't nearly as strong with Mercy 2.0.
Steam: MightyPotatoKing
Is it 1? (Looks it up.) Wow it is. I have been wrong about Pulse Bomb's fuse time for a year and a half LOL.
'Cause sometimes you sticky a Winston and he pops ult to survive it.
Mercy is interesting to me cause she has I feel the most well designed ult in the game.
It isn't even in a "nerf pls" kind of way, more in a "I wish more characters ults were this interesting."
generally i think his ult is still fine, though the lose-all-charge-upon-activation definitely hurts with his long cast time
that said, i do actually like the added challenge of the wind-up and find a benefit in being able to thread the needle around geometry/enemy barriers to make sure you can get the shields on who needs them (plus you can get it out sooner by hitting objects above floor level, etc)
my proposed fix would be this: as soon as you ult, lucio himself gains 100 shields, which then becomes the 500 shields on himself and allies when he lands
this would help mitigate losing your ult to random bullshit, while still allowing coordinated enemy teams to focus you and pick you out of the air
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
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I don't know if he was simply really that good, a smurf, or hacking, but it's all demotivating. I did have some good games though and managed to end the night with gains in my SR.
edit: I don't automatically think s/he was hacking. I actually think it was just a great player. They were moving about and getting behind us to get most of these eliminations. We just couldn't counter it.
I watch every one of these you post now, they're a lot of fun. What do you use to put the clips together? I think someone asked about that kind of thing but I can't remember if it was in this thread...
I'm starting to get really comfortable with Tracer, kinda wanna steal your idea and start putting together highlight reels if only to convince myself I'm not a total garbage player.
In other news, I climbed 400 points today using mainly Soldier with a little Tracer and Moira mixed in. Need to get in the habit of setting aside enough time to play multiple games and get into the rhythm, instead of fitting in one or two where I can.
I'm on PS4, so I use its ShareFactory app - it has a lot of weaknesses.
Cons:
-clips cannot be less than 1 second in length
-only 1 additional audio track at a time (can't do music and sound effect, or music and voice)
-only 50 clips per project
-PS4 can't capture at 60FPS, and ShareFactory can only output at 30
-can only render the vid as an MP4
Pros:
-conveniently located on my PS4
Edit: omg Blizz just show us the new skins already!
That Ana skin seems... alarmed.
E:
Stolen from the Reddits. Okay, I go now.