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Armacham posted:I thought it already does that Hah! shows how much i play her. (only random heros).
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# ? Aug 3, 2017 19:58 |
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# ? May 21, 2024 15:09 |
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Armacham posted:I thought it already does that it does
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# ? Aug 3, 2017 19:58 |
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press e again to break mei's ice wall early
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# ? Aug 3, 2017 20:24 |
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Cowcaster posted:press e again to break mei's ice wall early Can you write the tips for overwatch please? Nobody seems to know this and your teams' wasted ult is just an oopsie. I like to wall then charge my little shot and E juuuuust right. Enemies use it as valid cover because they assume it's gonna stay there and protect them.
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# ? Aug 3, 2017 20:29 |
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Make Orisa's melee an AoE knock back where she rears up and whineys
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# ? Aug 3, 2017 20:31 |
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turtlecrunch posted:Notice for buffalo fans: Jeff says they are currently experimenting with some buffs for Orisa, no details because he's not sure what will stick yet. "Overall, we feel like she's not far off but not quite in the ideal spot yet." Oh, nice. The shield cooldown reduction was a lot of what needed to happen, but she still feels kinda squishy for a tank. Maybe if they just get rid of Scatter Arrow.
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# ? Aug 3, 2017 20:46 |
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the fact that hanzo's core mechanics haven't changed hardly at all is just blizzard plugging their ears and shouting I CANT HEAR YOU
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# ? Aug 3, 2017 20:49 |
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what I like is that you don't even have to be a big character to get instakilled by Scatter Arrow. I can be running around as 76 and a Hanzo hits my feet and mercs me
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# ? Aug 3, 2017 20:51 |
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they probably haven't considered changing scatter arrow because they only look at the metrics, and Hanzo has a really bad winrate at every tier except GM when it juuuust manages to hit 50%. They'll usually only consider a change when the winrate gets to something crazy-high like 50.5% the solution is to just delete hanzo which fixes both problems
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# ? Aug 3, 2017 20:56 |
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Kassoon posted:the solution is to just delete every character except hanzo which fixes both problems
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# ? Aug 3, 2017 21:06 |
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Hanzo is a lot of fun to play.
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# ? Aug 3, 2017 21:13 |
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Hanzo is a lot of fun to play but scatter arrow is a really dumb ability.
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# ? Aug 3, 2017 21:14 |
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# ? Aug 3, 2017 21:15 |
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Kassoon posted:increase her projectile speed and it'll be fine. I'm thinking maybe instant? Like when you click on their head it registers a hit? This has been discussed before but giving Orisa a hitscan version of her current weapon would almost certainly be too good without some downgrades to compensate. As it stands it's a 150 ammo full auto weapon with less spread than Sombra's SMG that does 132 DPS. That's low, but making it hitscan makes nailing headshots much much easier than it currently is with the projectile version, and being able to simply hold your crosshair over someone and tape M1 down for over 12 seconds at a time would probably be pretty nuts, especially considering that you'd be doing this from a distance behind a shield. I say this as someone that thinks that Overwatch could use more better damage and less mitigation, but I'm not sure giving Orisa's gun hitscan would actually be a very healthy upgrade for the game as a whole. It would essentially be another reason for flankers and D.Va to be mandatory picks so you would wind up with an unholy fusion of dive comp and shield wars going on.
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# ? Aug 3, 2017 22:18 |
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orisa is meant to be defensive, not offensive
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# ? Aug 3, 2017 22:19 |
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if you made orisa's gun hitscan you'd probably have to hit it with the same set of downsides the heavy from tf2 has on his chaingun (wind up time, massive falloff, no headshots)
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# ? Aug 3, 2017 22:23 |
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https://twitter.com/PlayOverwatch/status/893174886390046720
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# ? Aug 3, 2017 22:31 |
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Don't gently caress around with my cowdaughter. She is the best and most fun character to play and is perfect and I will fight you.
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# ? Aug 3, 2017 22:32 |
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Snazzy Frocks posted:orisa is meant to be defensive, not offensive While I'm sure Blizzard like to think of characters in such terms I actually feel like they shouldn't, it doesn't really benefit the game to have characters pigeonholed like that. It's the same dumb way of thinking that gets us "Roadhog does too much damage for a tank!" like tank characters should have a single definition which is being a fat sack of hitpoints that does crap damage and never shall anything more diverse than that enter consideration. It's the one thing I actually respect about their insistence that "Symmetra is a support, support doesn't HAVE to mean healer" despite the fact that they haven't really presented a compelling argument for why Symmetra deserves to be a support, otherwise I agree with the idea that A). roles should be fluid, not concrete, and B). characters should be useful on both offense and defense. Cowcaster posted:if you made orisa's gun hitscan you'd probably have to hit it with the same set of downsides the heavy from tf2 has on his chaingun (wind up time, massive falloff, no headshots) Blizzard would probably hit it with a massive spread increase among other things, which seems to be their favorite way of nerfing hitscan autofire weapons.
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# ? Aug 3, 2017 22:32 |
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World Famous W posted:Don't gently caress around with my cowdaughter. She is the best and most fun character to play and is perfect and I will fight you. We're all sick of slow, flanking 76 taking cheap picks with her floor halt, fortify then point blank shooting cheese hook.
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# ? Aug 3, 2017 22:36 |
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Kai Tave posted:This has been discussed before but giving Orisa a hitscan version of her current weapon would almost certainly be too good without some downgrades to compensate. As it stands it's a 150 ammo full auto weapon with less spread than Sombra's SMG that does 132 DPS. That's low, but making it hitscan makes nailing headshots much much easier than it currently is with the projectile version, and being able to simply hold your crosshair over someone and tape M1 down for over 12 seconds at a time would probably be pretty nuts, especially considering that you'd be doing this from a distance behind a shield. I say this as someone that thinks that Overwatch could use more better damage and less mitigation, but I'm not sure giving Orisa's gun hitscan would actually be a very healthy upgrade for the game as a whole. It would essentially be another reason for flankers and D.Va to be mandatory picks so you would wind up with an unholy fusion of dive comp and shield wars going on. give her an ak47
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# ? Aug 3, 2017 23:35 |
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Sorry but Blizzard already reached their mandatory assault rifle quota, all they've got left are glowing energy projectile machineguns.
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# ? Aug 3, 2017 23:40 |
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Give us more zarya-esque beam weapons.
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# ? Aug 3, 2017 23:49 |
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give us more The Painkiller, from the game Painkiller
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# ? Aug 4, 2017 02:11 |
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we've had sniper defense, we had sniper offense for a short period, we've had sniper healer, and tilt sniper. What we need now is sniper tank.
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# ? Aug 4, 2017 03:33 |
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Kassoon posted:we've had sniper defense, we had sniper offense for a short period, we've had sniper healer, and tilt sniper. What we need now is sniper tank. So something like Crying Wolf from MGS4, with a lady riding inside a big rear end robot with a railgun?
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# ? Aug 4, 2017 03:39 |
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Kassoon posted:we've had sniper defense, we had sniper offense for a short period, we've had sniper healer, and tilt sniper. What we need now is sniper tank. I've got just the thing.
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# ? Aug 4, 2017 03:43 |
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If it were up to me, here are some buffs I'd give Orisa: 1) Firing her gun no longer slows her down 2) Halt's pull is instantaneous (or at least much faster than it is now) and pulls closer to the center of the orb. In exchange its pull distance is decreased from 7.5 meters to 7, maybe make its travel speed a little slower as well if we don't want it to seem OP. 3) Halt has no cooldown, but now costs 50 ammo to fire. 4) Supercharger now functions around corners and behind walls, but the "tether" graphic is still in-play, making it easy to find. This will at least give it a little extra life. 5) 50 additional HP (giving her an effective 675 HP when she uses Fortify, which imo is reasonable for a robotic centaur and also considering she's only Fortified for a few seconds at a time) I'm of the opinion that while her gun isn't exactly a powerful tool, it's not supposed to be and her weapon is actually okay in the context of the rest of her kit. They should instead focus on what makes Orisa unique and buffing those, namely her crowd-control capabilities and her thickness. That's just me though.
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# ? Aug 4, 2017 04:08 |
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Maple Leaf posted:If it were up to me, here are some buffs I'd give Orisa: I agree that I'd look to buffing Halt! which has every time I've attempted to use Orisa felt unnecessarily slow and cumbersome. Faster travel time and quicker response time would be nice places to start. I don't know about making it an ammo driven ability with 0 cooldown...travel time and manual activation keyed to the same button that fires it means you can't really chain it very effectively, so I feel like making it cost ammo would actually be a net nerf overall unless you made it significantly better in the process. As far as defensive abilities go adding flat HP is the easy road, but I've often wondered if it would be too good or not good enough to make Fortify immunize Orisa from critical hits i.e. headshots.
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# ? Aug 4, 2017 04:27 |
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Kai Tave posted:I don't know about making it an ammo driven ability with 0 cooldown...travel time and manual activation keyed to the same button that fires it means you can't really chain it very effectively, so I feel like making it cost ammo would actually be a net nerf overall unless you made it significantly better in the process. Orisa isn't the type of character that's supposed to be solo'ing a bunch of fights with her kit; if she were, then I'd suggest just buffing her gun. If you keep in mind that Orisa should be with her team at all times, or at least pocketting someone, then changing Halt so that it has no cooldown but costs ammo means it'll be drastically easier for her teammates to mow down enemies since they're essentially forced to sit still for twice as long. And even if you take this change into context of her being in a 1v1, three Halts in quick succession means Orisa will have an easier time escaping a pursuer (something she struggles with badly), and two Halts means 50 bullets to get easy, predictable crit shots. Still, though, this is all theorycrafting. Jeff is the one with the keys and the resources, so we'll just have to believe in him.
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# ? Aug 4, 2017 04:40 |
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Rirse posted:So something like Crying Wolf from MGS4, with a lady riding inside a big rear end robot with a railgun? yes, do exactly that. We need more women in mechs and railguns Kai Tave posted:immunize Orisa from critical hits i.e. headshots. i would burn down blizzard hq
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# ? Aug 4, 2017 04:46 |
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Kassoon posted:i would burn down blizzard hq Zarya bubbles immunize her from everything dude, even if Fortify gave Orisa a window of crit immunity it would still be a pale imitation of something that already exists in the game. e; Maple Leaf posted:Orisa isn't the type of character that's supposed to be solo'ing a bunch of fights with her kit; if she were, then I'd suggest just buffing her gun. If you keep in mind that Orisa should be with her team at all times, or at least pocketting someone, then changing Halt so that it has no cooldown but costs ammo means it'll be drastically easier for her teammates to mow down enemies since they're essentially forced to sit still for twice as long. And even if you take this change into context of her being in a 1v1, three Halts in quick succession means Orisa will have an easier time escaping a pursuer (something she struggles with badly), and two Halts means 50 bullets to get easy, predictable crit shots. My point was that when you take travel time and and activation time into account, plus the fact that you can't fire off a second Halt without detonating the first one, it already has an effective cooldown between uses, the only time you'd be able to chain them is if someone's so close to you that they're practically in your face. Making Halt consume 50 ammunition per use would be a huge nerf because that's a third of Orisa's ammo and she has a pretty long reload animation. I agree that Orisa can't really solo people and shouldn't be trying but I think it'd be better for Halt to get some QoL improvements that Orisa can use to help in fights without also limiting her already kinda not stellar gun's own capabilities in the process. Kai Tave fucked around with this message at 05:03 on Aug 4, 2017 |
# ? Aug 4, 2017 04:57 |
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anyone have any idea why blizzard seems to be so heavy on the attacking architypes in the game? I'm not surprised doomfist isn't a healer but at 4 heros a year rate, im not sure will ever feel cool for people who don't dps.
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# ? Aug 4, 2017 05:58 |
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A tank, healer and 2 dps a year seems like a pretty good mix to me. Maybe throw in a support once in a while but it's ok I think.
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# ? Aug 4, 2017 06:03 |
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Field Mousepad posted:A tank, healer and 2 dps a year seems like a pretty good mix to me. Maybe throw in a support once in a while but it's ok I think. Defense will never get any love.
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# ? Aug 4, 2017 06:16 |
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SectumSempra posted:anyone have any idea why blizzard seems to be so heavy on the attacking architypes in the game? They aren't? Ana is a support, Orisa is a low-damage tank, and Sombra is considered an "Offense hero" on paper only, in practice people who get mileage out of her do so by running her in a support slot because if you try to use her as a primary DPS your damage will be gently caress-awful, leaving Doomfist as the only real offensively-geared new hero in over a year since the game was launched. Also "Overwatch is too heavily slanted towards DPS/attack heroes" hasn't been true in forever, if anything Blizzard keeps blunting damage and buffing mitigation across the board. I fully expect Doomfist to get nerfed eventually.
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# ? Aug 4, 2017 06:32 |
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I mean the thing about the way Overwatch categorizes heroes, "Offense" heroes are neither all about super high DPS (Sombra, Genji's shurikens are pretty much a "poke til you get ult" weapon most of the time) nor are they necessarily heroes that are meant to be "attackers" (you still want Offense heroes when defending), what separates Offense heroes from Defense heroes (who generally have fairly robust damage on a per-numbers basis) is that Offense heroes have mobility while Defense heroes don't. This is why Offense heroes are generally all right to great while Defense heroes are generally lackluster to bad and/or extremely niche oriented, because Offense heroes have ways to engage and disengage from fights while Defense heroes have little to fall back on once they start getting rolled, and additionally have very little way to take the initiative in a fight through jukes, repositioning, or a quick engage. Some of them even have to stand still to do their thing which is a cardinal sin in shooter land. It's why the hypothetical Junkrat change they're working on where he gets a second concussion mine is a step in the right direction, because if they do it right it won't so much be a straight numbers buff as a way for skilled players to gain more mobility which is one of Junkrat's primary weaknesses, how easy it is to dunk on him with impunity at ranges where the best he can hope for is to spam M1 and hope you're dumb enough to walk into the cricket balls.
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# ? Aug 4, 2017 06:50 |
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Kai Tave posted:It's why the hypothetical Junkrat change they're working on where he gets a second concussion mine is a step in the right direction, because if they do it right it won't so much be a straight numbers buff as a way for skilled players to gain more mobility which is one of Junkrat's primary weaknesses, how easy it is to dunk on him with impunity at ranges where the best he can hope for is to spam M1 and hope you're dumb enough to walk into the cricket balls. man i've watched too much Chro and all i can think of is how hilariously mobile junkrat can be if you play him right, even with just one conc mine, but then i remember the average junkrat player and i get sad chro with two mines is going to be a loving monster.
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# ? Aug 4, 2017 06:55 |
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Kerrrrrrr posted:man i've watched too much Chro and all i can think of is how hilariously mobile junkrat can be if you play him right, even with just one conc mine, but then i remember the average junkrat player and i get sad I mean yeah, skilled players can pull off sick moves with Junkrat but it's unfortunate that doing so means giving up one of your best burst/knockback tools in the process, plus to be honest mine jumping in Overwatch feels overly restrictive in that the airbrakes kick in too quickly imo. Having two mines means having one to engage with, then one to either disengage with or help burst someone down, or simply give you enough ups to pull off some crazy poo poo that previously you had to wait to stagger cooldowns for.
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# ? Aug 4, 2017 07:09 |
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# ? May 21, 2024 15:09 |
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Also you're moving in a predictable manner, so you start running into people that can track and aim, and suddenly you die.
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# ? Aug 4, 2017 08:23 |