Mauga and hog seem like they should be in the Dps category at this point Both are dead boring to play and to play against as tanks and they’d fit better into dps since blizzard thought making a off tank character for a main tank role was a good idea (This comes from a ow1 and 2 hog main :/
Idk bro I think mauga can be pretty good I’ve been playing him a lot recently and I’m pretty consistently doing well. I think what he really needs is just one more ability that helps him survive or a huge buff to his heal. Otherwise he is a pretty good tank for a variety of situations I think.
if half the player base thinks he's OP, half thinks he's under powered, and the only criticism you have is that he's "boring", you've made a huge W considering the community will complain about literally every change
@@sobgrayits not that half of the community is saying one thing and the other half is saying the other, its that the ENTIRE community is saying either or depending on the current balance changes. i get that you thing ow players are annoying but lets be real here mauga is shit game design
7:44 Convinced at this point the devs added hereos like Kiriko and Lifeweaver solely because they knew they couldn't balance anti-nade in 5v5. Easier to just create a direct counter.
@@realth8572 That logic in game design is stupid, because you keep buffing, and buffing, and adding new overpowered shit to each and every side of this triple barricade, and you end up with a power creep so hard, even Tungsten seems like glass...
@@quill9648And it's been happening for years. Brig was literally just made to deal with Tracer, but dealing with the most OP hero also dumpsters on everyone below them.
Maugas genius tactics is going on a side mission to get anti naded and slept and walked off all to force Suzu that will be back on rotation by the next team fight
@@Luciferthekingofpurgitory That's kind of his whole shtick, as shown by the "A Great Day" cinematic. The whole "reckless brute" thing is only a front, he's actually very smart.
@@LevelOneGoblin first rule of story telling dear show don’t tell they said he’s secretly smart so present him as such they did not they show him as a reckless brute they act like he’s a reckless brute he’s a reckless brute
Mauga is a fun character in concept, but terrible in execution. 1. He has no real dmg blocking / mitigation, like other tanks. 2. His value, team utility, AND self-sustain are all tied to him dealing damage. When you design a character who's kit and effectiveness is 90% dependent on constantly dealing damage, in a role that consists mostly of characters who can block damage, it forces you to overtune them. Either makes Mauga's damage so high and consistant it can break shields easily, or else he gets no self-sustain and becomes a throw pick. Thats why he's a poorly designed hero.
@@sirfailalotful her hit box isn’t so ridiculous that she’s at risk of feeding all the time. Depending on buffs/nerfs/level of coordination or who’s playing him, he’s either ridiculously broken or feeding like Hog. There’s never a healthy medium with a character like that. One of my main issues with Mauga, that not many talk about, is from a support PoV. How unfun it is to have to heal him 99% of the game and the moment you turn away, he dies. In like a second and a half, it’s stupid.
Who that can just design his like most “life steal” tanks and make the healing a fixed amount as he deals damage, instead of making it tied to his actual damage numbers. Hell they even have that worked out with blood death knight in WoW. Make the amount he gets healed per instance of damage fixed. Make it default in his kit instead of tying it to an ability. Replace his overdrive ability with an ability that instantly gives him a large over shield. Now you can properly toon his damage and survivability separately. The overdrive changes allows him to stay alive until you can burn the enemy teams shield, the healing and overhealth changes will make him more sustainable without making him deal ridiculous damage. Most life steal tanks function in this manner. But as usual the overwatch devs don’t seem to know what they’re doing.
One more thing I hate about Mauga is that he’s so annoying to play with as a SUPPORT. The moment you take your eyes off of him, he gets MELTED. He’s either constantly feeding or completely broken…
As much as everyone dislikes Mauga, you have to admit seeing two Maugas duke it out forever and ever until the death of the sun is absolutely hilarious.
The weird thing is that mauga was actually so well received in his beta form, and nobody was mentioning the seemingly obvious flaws now. I didn't see much before he was added to comp either. While it's obviously not the playerbases' fault for mauga being trash, I think we should look at these heros more critically in their early forms instead of giving in blindly to the hype.
I think the problem as always is content creators wanting to be nicey nicey to blizzard and hype for new content, I cant say if the problems are obvious in retrospect because I didn't get my hands on him, but I know spilo for instance was singing like a canary about this design a month before release.
@@realth8572 It feels like most content creators except for Spilo really hate criticizing blizzard. I've stopped watching many of them because they'll support blizzard in almost every way and then do a 180 a few months later when the issue is at it's peak or is fixed. I get that this is their career but I kind of doubt criticizing blizzard will kill it. It doesn't even feel like blizzard listens anyway.
I mean beta mauga as actually fun, both to play and play against, he was feast or famine and if you didnt play him well you wouldnt get the most out of him, which was amazing, except abilities like anti-nade and discord destroyed him and instead of fixing those characters which were already an issue, they just buffed him into oblivion and did a really strange semi-rework, by nerfing his damage and buffing his sustain?? which took away the fun glass cannon thing going on, idk, beta mauga was some of the most fun i've had in a few years on ow, wish they just put him back and let him have the glass cannon role.
Your perspectives on potential changes were similar to mine. Regarding his pressure cycle, I thought he should accumulates resources from a distance by firing his guns, subsequently eempowering him to go in and brawl. Something like him building up overhealth from range where once a sufficient amount is amassed, allowing him to go in, spend the resources he accumulated and get out. He can either charge in and fully commit using Cardiac Overdrive or opt for a softer engagement, retreating swiftly with Overrun. My thought for Cardiac Overdrive was that you should get more healing from Cardiac Overdrive based on how many people you have burning, but I think you are right about anti-nade being too strong in shutting down his self-sustain as well as any recources from supports -a matter that should also be addressed for Junkerqueen. Your idea of providing flat armor or additional overhealth for each target burning appeals to me, as it offers simplicity in understanding while enabling an extension of his pressure cycle. I'm not sure about your armor on Overrun idea. Perhaps if they removed the 50% damage reduction Overrun already gives. I think there should be a risk to Mauga commiting, and I feel like armor on his escape ability might be too strong, however at the same time I like the idea of using it not as an escape but as something you could use mid fight to get more armor to extend your pressure cycle. Combining your armor-on-Overrun concept with my idea of accumulating resources through gun usage could result in an intriguing mechanic-perhaps the buildup of 'heat' could augment Overrun to provide some armor on use. This could be further nuanced by granting more armor for the number of enemies hit with the smash, encouraging its use in the mid-fight, albeit with the inherent risk of depleting one's escape ability. An intriguing suggestion from someone else involved converting all of Mauga's self-healing into overhealth, which then decays gradually while offering some healing during the decay process. One thing I do not like is how they keep adding things that have no interaction with other characters abilities, I think Overrun should not give cc immunity, or at least let Rein and Brig counter charge it. I really hate how abilities like Ram Nemisis shoots through shields, Orisa fortify make her immobile to pin while also negating the pin damage, or even Orisa ult just ignoring shields. Some of the older heroes kits are just too basic for the new heroes to have no interaction and basically just ignore them like they dont exist.
I think the sad part is that any of this would help the character, and somehow they still managed to release him with no incentive to ever shoot anything but a tank, it really beggars belief.
The part about him collecting resources from range remind me of Raum from paladins, a VERY similar character to Mauga. Actually, extremely similar. Has a chaingun and a dash ability but he has a rein ult that breaks shields. Basically Raum has other tools to sustain himself, builds his “overhealth” by dealing damage. And is able to spend the resources he makes with another ability. His gun also has a “build up” mechanic where it needs to get going. Which Mauga severely lacks. I highly recommend looking up gameplay of his to get an idea of how Mauga could possibly work. That inspiration is essential in game design. As far as i know, Raum has never been a frustrating character. I quite enjoyed playing him, much more rhan i did playing Mauga. Paladins is not strictly a 1 tank game btw, you can do rhat, but you can opt for double tank.
It is incredibly funny how the changes you proposed is exactly how paladins balanced one of it's characters called raum wich is funny cause mauga has copied his abilities withouth the passive that makes him unique
Feels like it. It's almost to the point where you HAVE to pick orisa, with only really Winston and maybe Dva being worth picking based on the enemy team comp.
Mauga becomes way better designed in open queue where he's allowed to off-tank and enable the other tank, where you actually do shit besides hold both mouse button on the other tank
@@shteatinggrin THANK YOU. I’ve been saying that since the game came out. I think old Orisa would’ve been fine for the 5v5 style. It feels like they got the idea for 5v5 after her rework.
All they need is to make chaingun fire slow at first then ramp up speed as he hold it, while accuracy decreases as he shoots (with the crosshair starting infinitely precise and widening from there).
There’s so much synergy in his kit that you can do anything and it will be the right move. That is why it is so annoying to fight him. He gets healed by doing anything
I play in masters and I can assure u having masters level tracking does not make u good at deleting squishies long range. Even when u shoot with one gun the spread is still so much that by the time they start burning they had plenty of time to take cover. He's only good at taking out squishies with big hitboxes like bastion and maybe zenyatta if he's not too far away. But in masters u get melted in a split second by zens, hanzos, widows etc. leaving u useless at long range. If u charge in u will lose LOS from your supports and instantly receive all cooldowns from the opponents cause you have nothing to block/ absorb/ dodge them. The only thing Mauga is good at is zoning out the enemy tank. Playing him feels like you are the slave of your supports, you better pray that both healers are constantly focused on you and that there is a Kiriko who keeps her cleanse for every time u get anti-naded.
God i wish they would implement your targeting priority fixes. That recent buff that got hotfix reversed was interesting too, it really shows how he's either broken dominant or broken unplayable
While I stopped caring about Overwatch eons ago, I find myself fond of periodically coming back to read the patch notes and gawking at the huge lists of changes. 'Damage increased from...' 'Maximum ammo decreased from...' 'Cooldown increased from...' '(Ability) no longer...' and wondering what is the balance team smoking.
i don't even play overwatch, and never have, but I've always found it amusing to look at the balance notes from blizzard with my somewhat limited knowledge of characters and still wondering aloud what the balance team is smoking, if the balance team exists at all. Perhaps the balance team is just a random number generator, who knows.
why is blizzard so goddamn terrible and designing bruisers, despite their obvious love of them? It's not just overwatch, every game that has "tanky dps" as an option they've ruined with their horrible design
Stopped playing Overwatch around when they added role queue. Here’s my take Wrecking Ball works because they’re mobile and have damage options other than dakka Zarya and old Orisa work because they have strong defensive options Moira works because she auto-locks Old Bastion worked because he was overturned and had no mobility Mauga doesn’t. It’s just W+M1+M2
Worse for the game? No. Worse designed? Debatable. At least in some way Brigitte had an aim and a plan from the gameplay side, even if that plan was blatantly terrible and the execution was botched horribly and not fixed for two years.
From my experience the lifesteal reaper has not been and is not a problem because he himself is a squishy, with a fair hit box and an options to get out of situations. Aside from being designed as a jump scare for the backline he is fine.
@@Irn_Knihi dont think thats the case hog 100% yes but if mauga was properly balanced his overdive could be quite a nice team engagement tool its like jq shout can be used to save themselves or as a team engagement tool doom is just peak cooldown bait so thus allows for engagements to be made around eg to sleep on the other team
The whole alternating fire thing was fun especially for the big ammo pools, but that was short lived. The character never felt well designed, I thoroughly dislike the whole point plank dual gun sustain shit. Hog feels soo much better to play. I regret spending 40 this season, the first season I ever bought ultimate on.
Changing self-healing to create overheal to keep anti-effective against supports but not preventing self-sustaining is a really good idea. I'm kinda surprised I've never heard this before.
The issue is when you have heroes like Bastion who also has a mini-gun and no one complains about him because he isn’t overkitted with a decent ult. Mauga should not have an unstoppable charge, cardiac overdrive should only affect him, and he should not ignite people if he could also crit them. While I dislike turning him into a discount Orisa, it would be more interesting if his guns were less accurate so it forces you to practice tracking people.
Idea for Ana nade: Heals from your own skills give you TEMPORARY health that you lose quickly after gaining it, but it still blocks damage if you're healing yourself while you're being shot (the oldest HP is removed first, so taking damage interrupts the HP decay in accordance with how much you lose) It doesn't completely negate mid-combat healing, but if you lose that source of healing by the time the nade wears off, you're out on your ass.
I played a capture game as Mauga. First game I held the point the entire time mowing the enemy team down relentlessly. Following match of the game I get cut down constantly and have to switch.
i have a cool idea for a buff to mauga that wouldnt make him too obnoxious. basically keep his base stats weaker but have his ult give him a temporary power up based on the ammount of people caged, buff giving him some extra damage reduction, healing and raw damage. him trapping only himself keeps him in place but it still gives him a barrier, and a small buff, allowing him to secure a location, stop pushes and defend. however the more people he traps more dangerous he becomes, ending up a mini raid boss if he gets the whole enymy team, allowing for more offensive plays,charging in to get as many people as possible with the ult.
I unironically have loved mauga ever since I started playing him, his charge is so much fun, and once you get going, you feel absolutely invincible! He’s probably objectively not the most well designed, but dammit he’s a blast
The thing with Mauga is that all the problems with him are instantly obvious, even to a low rank player. Blizzard had to know what they'd made and they did it anyway. Speaks volumes about their approach to the game.
I knew overwatch was always going to have extremely bad balancing problems ever since the Excelsior VS Outlaws leaque match where the entire Outlaws team just turned around mid push and swapped to meta heros. Years later and it's still the same old problem where your only options on how to play the game is too either flat out lose, or play the few specific characters who got blessed with the "is rock op? Then buff paper" balancing.
A bit late to answer to this video. Honestly, spot on I think. I do like playing him but that's really just because he has 2 big guns and even then ... When you're holding 2 huge machine guns, it feels wrong to hold one click more than the other. The first thought I had when I played the character was just about that. I don't understand how they thought that it felt satisfying to have one big gun that barely shoots or that you shoot most of the time with the other (obviously because you will only use the left click on squishies, since you wont have time to put them on fire AND crit, only on the tank who's closer, so you can use both at the same time). Idk, at that point just make him shoot through both his guns and when right clicking it shoots even faster with less precision. That would be more satisfying I think I don't understand why they tried to give his E overhealth when they could have just made him cleanse himself. That would make Ana's nade not too powerful, but making him waste a cooldown, or maybe Ana would have to time her nade correctly. Idk, it would just give some more counter play Same for Roadhog, I don't understand why his regen doesn't heal a bit despite anti heal. Like 60% or something. You're putting words on what I've felt when playing him : I want to target squishy targets, but it's hard as the bullets are actually pretty thin, I don't deal shit, and I can't regen, and even if they're on fire they will either get to cover or cleanse. So the best thing to do is to blast the tank as much as possible. There's really not much depth or interaction, no much brain to have. It can be satisfying to shoot with big guns, but there's nothing more to it.
Mauga is like Raum from Paladins except because you can counterswap in OW the existence of one or two hard counters makes him unplayable in ALL high level games. Remove the ability to switch heroes during the match, and add a better team draft system for ranked, and players will once again be able to play who they want lile in the early days of OW1, without being pressured to play the same boring character over and over again for the META.
Honestly we can only pray someone who actually plays the game or has anywhere near above a middle schoolers intelligence or foresight gets to work on the dev team because this vid has honestly convinced me. The devs either literally are the most casual players of this game, or they genuinely have very little knowledge on why people actually like overwatch.
You're basically my Ow2 spirit animal. I've been talking about these same exact issues with my friends. He's fundamentally boring. All other balance aside.
@@realth8572 my gripe is less in your opinions, a lot of which I agree with after two watches, and more in the subject matter. This is a great video, but your high level of understanding, perspective, and quality is wasted on an over-saturated topic, which you admit to. Why not hit the elusive construct of so-called “Blizzard quality” in Overwatch, by expanding on the principal behind 11:58 ? Your video quality demonstrates you could do it, and I’d love to see you talk about it. Keep at it, ‘cause you are absolutely on the right track.
Any tank that does damage at a distance is not a tank. A tank is high helth, strong when close, and the base of the team fight. The distance tanks, are the OP tanks. Mauga and Orisa, are just shoot targets and manage cooldowns. Other tanks have to make better play decisions and run when not working. Pump heals into Orisa and Mauga, hold mouse click, and press W. Makes Ana, Kiri, and Bapt, which counters Ana nade........Makes Kiri and Bapt the picks. Same game over and over, because that is the comp to win.
I remember when overwatch first came out, and a big compliment was that counter-picking still give you a lot of options. If tracer is being annoying, you only need someone with a stun, or enough burst damage to kill her fast, so Mccree, Bastion, Widowmaker, Roadhog, Mei, Hanzo, probably more I'm forgetting about. You weren't forced into 1 specific hero, just a general 'class' of heroes based on their kit. Now, you really are forced into 1 hero to counterpick some others.
As someone who genuinely likes Mauga and parts of his playstyle (mainly just his chainguns and ult), I can't help but feel guilty when i hear the community talk so negatively about him. i love this big loud goofball and i dont think i'll ever hate him but at the same time I really hope Blizz can rework his kit to be more fun and engaging while also keeping a fair fight against him. I've come up with my own hypothetical reworks myself but i'm not a game dev or expert on balancing, so i'll keep my mouth shut on that. Overall, I want to see more people enjoy this fella as much as I do, so here's hoping the devs take player critiques to heart.
I think his single fire should have no spread and that the crit gun be changed from 30-40m falloff to 20-40m, this would incentivize him to have better target priority which would lead to him being motivated to use his charge to take angles more so he can apply burn to squishies. That or make the spread on his guns a vertical line like sojourn's
Personally over my many hours playing this dumpster fire of a sequel, tanks like Mauga just aren't gonna work because we're now limited to a single tank. If a tank can't do everything a tank role needs to do such as survivability and crowd control, then it's not worthwhile to pick. Hammond and now Reinhardt are in their own personal hells right now for similar reasons. The only way you can really synergize with a Mauga is to pocket him with damage boost and heals and hope that he can just tank everything with his passive and cardiac overload. Makes an extremely limited but also boring character.
I havent played overwatch at all this season and i dont think ill ever be coming back. I was gonna come back after mauga was fixed but it looks like next season theyre giving dps a heal passive? Idk if thats just a rumour but if that happens then yeah I'm done. I miss ow1
With how supports are basically just better DPSes in OW2, nothing would change with the passive healing. Absolutely nothing. Also it's fun how people actually want to go back to OW1, when it was boring goats all the time. At least OW2 is a shooter, not a LMB goats sleep simulator.
Make shift have bigger area and more knockback, and make the vertical jump at the end a lot higher, so he can climb some high grounds but not all Maybe add a bob like launch for the shift so enemies that were hit during the charge are launched to the air For E, increase duration, lessen effectiveness, make it togglebable like Dva's matrix or hog's heal to some degree so you don't get countered by half the roster Make his ult bigger area and make cardiac active for free while in the cage All of these changes are fun focused But yeah the overhealth instead of healing or a mix of both is probably the best change without changing anything else
Mauga is the only tank I’ve seen not defend healers, just shoot at genji deflects and think there god. Rarely you come across a good one, but most of the time it’s just brain dead hold down fire.
I’ve actually been working on a rework for him, and had some ideas. For instance, making his burn activate based on a dmg threshold. Let’s say you need to do dmg worth 15% of the enemies hp to ignite them. That means you would have to do 37 dmg to ignite an average 250hp hero, whilst needing to do around 120 dmg to a 800hp tank for him to ignite them.
While I agree that 5v5 doesn't work with the balance format they have right now, I do have to disagree on Ana's anti nade like many others will as the "entire community" does NOT agree on the perspective of anti nade. Speaking solely from a 5v5 standpoint since they will never revert back to 6v6 unfortunately, nade clearly needs a rework and is the farthest thing from "untouchable perfect unchangeable abilities." Too strong and is a JQ ult bottled into a cooldown. If we're hypothetically going back to 6v6, I agree on that statement. Unfortunately in the reality that is 5v5, anti nade needs to be nerfed further and/or rework it.
Yeah I think the real problem is that the changes to anti's length dont change anything about the way it interacts much more harshly towards hog and mauga, so regardless of whether it previously was too good, it will always be a soft counter to those specific characters unless the healing mechanics are changes. Its just seems that blizzard seems to have held up their hands to counters and given up on reducing them for some reason.
Ana is one of the best designed supports. She has no mobility bit has abilities that help with that (sleep) she already has gotten SO many nerfs in the last 6 patches! Everyone loves to shit on ana and her nade, but majority of low elo players that talk the way you do do not realize the real problem is kiriko. A character with a unfair design, not only hitbox wise but also ability wise. She only has gotten a slap on her wrist and after that no one complains about her anymore nice. But lets keep on crying about anas nade, an ability that you can actually dodge, bait out, etc if you can COUNT AND USE YOUR EYES.
@@jvckiwai7715while kiriko is absolutely insane ana despite the nerfs is also insane as her abilities more then make up for her lack of movement and she often can survive a dive when paired with a brig
@@jvckiwai7715 true but ana is a really bad case of "I don't die with a brig" and ana gains massive value with anti often being the decider of a fight or when a team pushes as often games will become just waiting for a big anti and pushing
I haven't watched the video yet however I'll assume the main problem is with the fact that Mauga was designed as a tank with the weapon of a DPS and it doesn't really work because he isn't a character who'd be balanced in a game like Overwatch. Mauga is built like an ADC in something like League without the framework that makes them work as a balanced concept. His abilities are selfish, as all of his abilities augment his own ability except perhaps his Ultimate which is a mass Root ability preventing people from running if his abilities are good then he can become simply too hard to kill or kills too quickly, and his ult becomes less of a cage and more of a tomb since escape from him and the team is unlikely at best. The Ult has no way for players to play around it other then to simply counterpick or respect the reach perpetually. If they wanted ultimate's to be super powerful they could consider something like a timed window in which you could use it as to prevent it from being something that you can hold onto forever and force people to respect it due to the threat of it. His healing could be given additional mechanics to make it less like a medkit on tap and more interesting. The ability that amps him up can come with a fire rate penalty while on cooldown to encourage timing. As it stands they didn't really design Mauga well since his abilities require little commitment and because of such require less forethought, leading to a less interesting kit design. Tanks shouldn't be able to just output good damage at the click at the button. Zarya works because her abilities support the team and if you play your cards right you can get a damage boost for assisting your team as tanks are bulky supports that provide utility to the team outside of flat healing. Blizzard should have learned their lesson with Roadhog since he is also a tank role with a DPS role of scoring picks on light characters with landing hooks and having a personal medkit. The main problem is that characters with these kinds of overlap in role compression have no universal counterplay that isn't baiting out abilities and getting players to miss or counter picking which leads to games where switching characters to counter opponents becomes the Answer.
The fact that these devs acknowledged that roadhog's design is problematic in 5v5 for like a whole year just release mauga is wild. He's literally just a less fun and involved roadhog for everyone involved. I hope he either gets a large rework or they just give up on him fully and make him shit like lifeweaver. Crazy how the 2 worst designed heroes in ow2 are new releases imo.
Lower his shots needed to ignite somebody and add anti heal to ignited enemies during his ult, if none of these changes at least give him healing on ignited enemies and change his heal ability to something more defensive
why not just remove anti nade and make his self heal have inverted damage falloff, where he has to land medium to long-range shots for adequate self heal (and gets penalized for holding mouse 1 and 2 in front of the enemy tank?) suzu exists because of anti nade, orisa exists because of antinade, rein doesnt exist because of nade, and, on top of that, ana has a second debuff with sleep dart that gives a big enough window to blow up targets ana can also dish these out from anywhere on the field. Sure the balancing team can't balance, nothing died in ow1 with doubleshield. going back to 6v6 wont fix anything though, but if they insist on 5v5, ana isn't built for 5v5. She needs to be reworked so she isnt a super duper range CC bot.
Ana is one of the best designed supports. you can count, dodge, eat, deflect, bait her nade so easily... Its honestly a skill issue how everyone keeps crying about it
I think his charge is pretty good And the only change required would be to increase the cap of overhealth he can get- would make crit stomping multiple people rewarded and increase his skill expression
Make his regen overhealth.... Guess what......it already is, he gets overhealth from crits and needs to trigger a seperate ability to heal from damage.
@@realth8572 I can't even bring myself to imagine a world where my lacklustre, lukewarm, mediocre takes about Overwatch 2, posted on the internet, don't exist.
Tying Mauga's sustain into igniting enemies/the burn damage dealt over time to those ignited enemies is a good step in the right direction. I personally want them to lean into his fire, like making his charge ignite enemies when he stomps, or allowing him to leave fire trails in some way. I want AoE and area denial, maybe when an enemy is initially ignited they pulse an explosion of fire around themselves that ignites nearby allies, and/or they leave a little fire puddle that deals additional damage. Let Mauga heal from standing in fire puddles, like Blaze in Heroes of the Storm, who throws oil spills around that he can ignite with his flamethrower.
I'm going to keep it real he's one of my favorite characters for one reason and one reason only because of TF but besides that I can understand why people don't really like him but man and I love him
13:36 But then you lose the ability and point of all in, sometimes you're gonna have to go ith a decision otherwise staying at base would be the best one. I had a concept of where you can decide what effect the dash does via which gun you used or didn't Like Cha-cha for a blaster he'd open from his cybernetic chest to blast enemies back. Gunny for a semi flame throwner for immadate damage. recast for Low aimed CC Both cha and Gunny for Immdate CC in a middle Slam. versitality and more actual immadate encourgement for different uses than just "MEN GO IN, MEEEEN!"
Here's what I'd suggest: Make cardiac overdrive into a flat healing number as long as you're doing consistent damage, rather than being tied to the amount of damage done. Maybe something like 50 health over a 0.5 second duration, which gets reset as long as you're doing some amount of damage every 0.5 seconds, meaning you can only get at max 100 hps compared to current cardiac's approximate 130 hps. Make the overrun stomp light enemies on fire so it can be used aggressively a little bit more by ensuring crits, rather than just being a glorified escape tool. Also remove the 50% DR, or make it 20% so it only applies to his armor health. Bring berserker back to 60% overhealth generation. Make incendiary chaingun light people based on a percent of damage done instead of number of shots hit, say 15% so squishies only need to take 30 damage, while tanks would need to take a minimum of 67.5 to be lit. The tank match up could still be in Mauga's favor if he uses stomp to automatically light them, but they wouldn't be the automatic first target to shoot at.
"they should work on christmas" is a crazy take tho nobody should have to be working through the holidays your live service game is not more important then their personal lives bro
For real, like I'm sorry you had to work over holidays in service of all things, but no one should ever work Christmas, even if it means everything is closed.
As someone who got into overwatch a bit ago, all of the complaining is hilarious to me. These folks have clearly never had to struggle with an actually incompetent dev team in their life. It just screams entitlement to me. Overwatch feels pretty balanced compared to alot of other games, and for christs sake it's free now. And you don't have to pay for ANY heroes. The players would have a seizure if they ever tried to get into something like dead by daylight. And to say that the dev team should work on christmas is CRAZY.
They just need to make him being able to fire both gums an ability similar to bastions sentry mode and make it last 5secs on a 12sec cooldown. That would mostly fix him imo, or atleast make him more bareable to fight. And decrease the spread of his guns by a bit when fireing one or the other so that hitting squishys doesn't feel like trying to track a mouse
I just realized Muaga is just Hammond but conceptualized differently: Two mini guns that are shot threw a small cross hair, a traversal ability that can stun enemies, and a health increasing ability that increases in strength and value the more people that are near, along with an ultimate that is ment for crowd control. Yet apparently Muaga is still stronger because the devs can't figure out how to balance them both.
The more I learn about modern Overwatch game design the more it starts to sound like the game is just turning into Paladins. Fast and loose. Short-sighted and fucked.
Get rid of the lifesteal, get rid of the burning crits; make it so hitting burning enemies generates OH, and buff his damage by 50% to make up for the lack of burning crits, and shrink his mag to 180. Then replace Cardiac with a new ability that causes his shots to ignite immediately instead of having to fire continuously. Up his max OH to 300.
They should rework his passive so that he is granted overhealth only when he eliminates an enemy, and it should be a % of the targets hp. That way, he is still rewarded more for tanks, but also incentives him to go for squishies.
They reverted her 3.5 dm to 3 because it didn't help like they wanted. I expect them to buff something else to compensate soon and I doubt anyone needs me to explain orisa.
4 month update, still exactly as broken as in the video!
Mauga and hog seem like they should be in the Dps category at this point
Both are dead boring to play and to play against as tanks and they’d fit better into dps since blizzard thought making a off tank character for a main tank role was a good idea
(This comes from a ow1 and 2 hog main :/
I just want to play rein. Orisa was bad enough as is, but Mauga just ruins the game.
Idk bro I think mauga can be pretty good I’ve been playing him a lot recently and I’m pretty consistently doing well. I think what he really needs is just one more ability that helps him survive or a huge buff to his heal. Otherwise he is a pretty good tank for a variety of situations I think.
if half the player base thinks he's OP, half thinks he's under powered, and the only criticism you have is that he's "boring", you've made a huge W considering the community will complain about literally every change
@@sobgrayits not that half of the community is saying one thing and the other half is saying the other, its that the ENTIRE community is saying either or depending on the current balance changes. i get that you thing ow players are annoying but lets be real here mauga is shit game design
GOD I FUCKING LOVE PLAYIBNG MAUGA. I WANT TO HYPERFIXATE ON THE TANK THE WHOLE GAME. I WANT TO BE RELENTLESSLY FISTED BY CC ABILITIES.
5v5 for ya
i hope you get therapy soon
Average Tank Gameplay
Most well adjusted tank player:
Same boat as you my dude, honestly i just want Mauga to be refined more than changed, Also prolly yeet his Ult and change it for something else
7:44 Convinced at this point the devs added hereos like Kiriko and Lifeweaver solely because they knew they couldn't balance anti-nade in 5v5. Easier to just create a direct counter.
If people complain about rock, all we need to to is buff paper to make up for it!
@@realth8572 That logic in game design is stupid, because you keep buffing, and buffing, and adding new overpowered shit to each and every side of this triple barricade, and you end up with a power creep so hard, even Tungsten seems like glass...
Ah yes, payday 2 philosophy @@quill9648
@@quill9648And it's been happening for years. Brig was literally just made to deal with Tracer, but dealing with the most OP hero also dumpsters on everyone below them.
@@quill9648Has Blizzard only been buffing?
I definitely agree, maluga was implemented terribly after years of hype. Also, that was an amazing intro.
Maluga 🗣️🔊
@@youthought1343 💀
Petition for all the community to call him maluga from now on@@youthought1343
maluga whale
Remove lifesteal
He’s supposed to be this secret tactician but nothing about him takes an ounce of brain cell
somehow a monkeywho can jump and shoot a zap gun is 1000x more fun and hard to play. Ow1 launch hero design actually cared about kits
Maugas genius tactics is going on a side mission to get anti naded and slept and walked off all to force Suzu that will be back on rotation by the next team fight
Where was it stated he was a genius tactician he got scolded a lot for being stupid and reckless in combat that’s why he got the second heart
@@Luciferthekingofpurgitory
That's kind of his whole shtick, as shown by the "A Great Day" cinematic. The whole "reckless brute" thing is only a front, he's actually very smart.
@@LevelOneGoblin first rule of story telling dear show don’t tell they said he’s secretly smart so present him as such they did not they show him as a reckless brute they act like he’s a reckless brute he’s a reckless brute
Mauga is a fun character in concept, but terrible in execution.
1. He has no real dmg blocking / mitigation, like other tanks.
2. His value, team utility, AND self-sustain are all tied to him dealing damage.
When you design a character who's kit and effectiveness is 90% dependent on constantly dealing damage, in a role that consists mostly of characters who can block damage, it forces you to overtune them.
Either makes Mauga's damage so high and consistant it can break shields easily, or else he gets no self-sustain and becomes a throw pick. Thats why he's a poorly designed hero.
Couldn’t agree more, what a clown show!
That last part especially😭👏🏽
Junker Queen is similar in that she relies on damage to get value. I guess the difference with her is that she can go through shields with her axe.
@@sirfailalotful her hit box isn’t so ridiculous that she’s at risk of feeding all the time. Depending on buffs/nerfs/level of coordination or who’s playing him, he’s either ridiculously broken or feeding like Hog. There’s never a healthy medium with a character like that. One of my main issues with Mauga, that not many talk about, is from a support PoV. How unfun it is to have to heal him 99% of the game and the moment you turn away, he dies. In like a second and a half, it’s stupid.
Who that can just design his like most “life steal” tanks and make the healing a fixed amount as he deals damage, instead of making it tied to his actual damage numbers. Hell they even have that worked out with blood death knight in WoW.
Make the amount he gets healed per instance of damage fixed. Make it default in his kit instead of tying it to an ability. Replace his overdrive ability with an ability that instantly gives him a large over shield.
Now you can properly toon his damage and survivability separately. The overdrive changes allows him to stay alive until you can burn the enemy teams shield, the healing and overhealth changes will make him more sustainable without making him deal ridiculous damage.
Most life steal tanks function in this manner. But as usual the overwatch devs don’t seem to know what they’re doing.
One more thing I hate about Mauga is that he’s so annoying to play with as a SUPPORT. The moment you take your eyes off of him, he gets MELTED. He’s either constantly feeding or completely broken…
We at the blizzard have heard all the backlash from the community and decided to nerf genji
Just as Jeff would've wanted.
@@realth8572 we fired Jeff when he made junk rat
As much as everyone dislikes Mauga, you have to admit seeing two Maugas duke it out forever and ever until the death of the sun is absolutely hilarious.
Every tank is unkillable gangsta until Ana & Zen kicks in...
🗿
The weird thing is that mauga was actually so well received in his beta form, and nobody was mentioning the seemingly obvious flaws now. I didn't see much before he was added to comp either. While it's obviously not the playerbases' fault for mauga being trash, I think we should look at these heros more critically in their early forms instead of giving in blindly to the hype.
I think the problem as always is content creators wanting to be nicey nicey to blizzard and hype for new content, I cant say if the problems are obvious in retrospect because I didn't get my hands on him, but I know spilo for instance was singing like a canary about this design a month before release.
@@realth8572 It feels like most content creators except for Spilo really hate criticizing blizzard. I've stopped watching many of them because they'll support blizzard in almost every way and then do a 180 a few months later when the issue is at it's peak or is fixed. I get that this is their career but I kind of doubt criticizing blizzard will kill it. It doesn't even feel like blizzard listens anyway.
I mean beta mauga as actually fun, both to play and play against, he was feast or famine and if you didnt play him well you wouldnt get the most out of him, which was amazing, except abilities like anti-nade and discord destroyed him and instead of fixing those characters which were already an issue, they just buffed him into oblivion and did a really strange semi-rework, by nerfing his damage and buffing his sustain?? which took away the fun glass cannon thing going on, idk, beta mauga was some of the most fun i've had in a few years on ow, wish they just put him back and let him have the glass cannon role.
Your perspectives on potential changes were similar to mine. Regarding his pressure cycle, I thought he should accumulates resources from a distance by firing his guns, subsequently eempowering him to go in and brawl. Something like him building up overhealth from range where once a sufficient amount is amassed, allowing him to go in, spend the resources he accumulated and get out. He can either charge in and fully commit using Cardiac Overdrive or opt for a softer engagement, retreating swiftly with Overrun.
My thought for Cardiac Overdrive was that you should get more healing from Cardiac Overdrive based on how many people you have burning, but I think you are right about anti-nade being too strong in shutting down his self-sustain as well as any recources from supports -a matter that should also be addressed for Junkerqueen. Your idea of providing flat armor or additional overhealth for each target burning appeals to me, as it offers simplicity in understanding while enabling an extension of his pressure cycle.
I'm not sure about your armor on Overrun idea. Perhaps if they removed the 50% damage reduction Overrun already gives. I think there should be a risk to Mauga commiting, and I feel like armor on his escape ability might be too strong, however at the same time I like the idea of using it not as an escape but as something you could use mid fight to get more armor to extend your pressure cycle. Combining your armor-on-Overrun concept with my idea of accumulating resources through gun usage could result in an intriguing mechanic-perhaps the buildup of 'heat' could augment Overrun to provide some armor on use. This could be further nuanced by granting more armor for the number of enemies hit with the smash, encouraging its use in the mid-fight, albeit with the inherent risk of depleting one's escape ability.
An intriguing suggestion from someone else involved converting all of Mauga's self-healing into overhealth, which then decays gradually while offering some healing during the decay process.
One thing I do not like is how they keep adding things that have no interaction with other characters abilities, I think Overrun should not give cc immunity, or at least let Rein and Brig counter charge it. I really hate how abilities like Ram Nemisis shoots through shields, Orisa fortify make her immobile to pin while also negating the pin damage, or even Orisa ult just ignoring shields. Some of the older heroes kits are just too basic for the new heroes to have no interaction and basically just ignore them like they dont exist.
Ram nemesis punches are melee attacks, melee attacks have always gone through barriers
I think the sad part is that any of this would help the character, and somehow they still managed to release him with no incentive to ever shoot anything but a tank, it really beggars belief.
The part about him collecting resources from range remind me of Raum from paladins, a VERY similar character to Mauga. Actually, extremely similar. Has a chaingun and a dash ability but he has a rein ult that breaks shields.
Basically Raum has other tools to sustain himself, builds his “overhealth” by dealing damage. And is able to spend the resources he makes with another ability. His gun also has a “build up” mechanic where it needs to get going. Which Mauga severely lacks.
I highly recommend looking up gameplay of his to get an idea of how Mauga could possibly work. That inspiration is essential in game design. As far as i know, Raum has never been a frustrating character. I quite enjoyed playing him, much more rhan i did playing Mauga. Paladins is not strictly a 1 tank game btw, you can do rhat, but you can opt for double tank.
It is incredibly funny how the changes you proposed is exactly how paladins balanced one of it's characters called raum wich is funny cause mauga has copied his abilities withouth the passive that makes him unique
Now Mauga is in Doomfist's shoes. Not a surprise at all
common OW2 L
Mauga: A hero designed without gameplay in mind.
Part of the problem was buffing Orisa’s fortify to completely counter Mauga.
Are they TRYING to reach a point where she counters EVERY tank?
Feels like it. It's almost to the point where you HAVE to pick orisa, with only really Winston and maybe Dva being worth picking based on the enemy team comp.
Mauga becomes way better designed in open queue where he's allowed to off-tank and enable the other tank, where you actually do shit besides hold both mouse button on the other tank
TFW he was designed for a 6v6
All of the heroes in Overwatch 2 are designed for 6v6. Even going back so far as the Orisa rework.
@@tedayn It’s hilarious because they made Orisa more into an off tank with that rework
@@shteatinggrin THANK YOU. I’ve been saying that since the game came out. I think old Orisa would’ve been fine for the 5v5 style. It feels like they got the idea for 5v5 after her rework.
Not well designed in open q... He ruined open q... Now he's just a must pick and makes every game boring
All they need is to make chaingun fire slow at first then ramp up speed as he hold it, while accuracy decreases as he shoots (with the crosshair starting infinitely precise and widening from there).
Oh and rework the weird fire mechanic
he’s is literally an even worse balanced version of Raum from paladins, which i am baffled by because he was busted on launch
@@mikejowan3340Sped found
@@ibaggz8215Raum right now is literally just Mauga but a more balanced and cooler character
There’s so much synergy in his kit that you can do anything and it will be the right move. That is why it is so annoying to fight him. He gets healed by doing anything
Absolutely the most Unga bunga designed character of all time.
I play in masters and I can assure u having masters level tracking does not make u good at deleting squishies long range. Even when u shoot with one gun the spread is still so much that by the time they start burning they had plenty of time to take cover. He's only good at taking out squishies with big hitboxes like bastion and maybe zenyatta if he's not too far away. But in masters u get melted in a split second by zens, hanzos, widows etc. leaving u useless at long range. If u charge in u will lose LOS from your supports and instantly receive all cooldowns from the opponents cause you have nothing to block/ absorb/ dodge them. The only thing Mauga is good at is zoning out the enemy tank. Playing him feels like you are the slave of your supports, you better pray that both healers are constantly focused on you and that there is a Kiriko who keeps her cleanse for every time u get anti-naded.
God i wish they would implement your targeting priority fixes. That recent buff that got hotfix reversed was interesting too, it really shows how he's either broken dominant or broken unplayable
6v6 was removed to lower que times because they lost thousands of players due to their piss poor balancing
they need to bring it back it genuinely was the best part of overwatch, 2 tanks was awesome :(
@@GameWiz2428it definitely was not
@@GameWiz2428 guess what
id rather wait another minute if that means better gameplay
No, queue times went astronomical because after role lock nobody wanted to play tank. Balance was shit way before role lock.
While I stopped caring about Overwatch eons ago, I find myself fond of periodically coming back to read the patch notes and gawking at the huge lists of changes. 'Damage increased from...' 'Maximum ammo decreased from...' 'Cooldown increased from...' '(Ability) no longer...' and wondering what is the balance team smoking.
i don't even play overwatch, and never have, but I've always found it amusing to look at the balance notes from blizzard with my somewhat limited knowledge of characters and still wondering aloud what the balance team is smoking, if the balance team exists at all. Perhaps the balance team is just a random number generator, who knows.
Only overwatch could make wielding dual gatling guns both mind numbingly frustrating and boring
"lifesteal DECREASED to 60%" is such an insane fucking sentence lmaoooo
“It’s Maui time!”
Man people including me thought he would be the savior to the tank role. Instead he turned into another offender.
why is blizzard so goddamn terrible and designing bruisers, despite their obvious love of them? It's not just overwatch, every game that has "tanky dps" as an option they've ruined with their horrible design
Even at his strongest i just went behind him killed backline then focused
You were not playing me obviously
Thats probably because most people who insta-que mauga sniff glue in their spare time
I am still so confused why we can't just change anti nade
Stopped playing Overwatch around when they added role queue. Here’s my take
Wrecking Ball works because they’re mobile and have damage options other than dakka
Zarya and old Orisa work because they have strong defensive options
Moira works because she auto-locks
Old Bastion worked because he was overturned and had no mobility
Mauga doesn’t. It’s just W+M1+M2
Mauga plays like the bait part of the bait-and-switch from his cinematic.
Still, he isn't worse than launch day Brigitte.
Worse for the game? No. Worse designed? Debatable. At least in some way Brigitte had an aim and a plan from the gameplay side, even if that plan was blatantly terrible and the execution was botched horribly and not fixed for two years.
Realth: Tying health regen to essentially Damage Done is dumb as bricks
Reaper: Am I a joke to you?
From my experience the lifesteal reaper has not been and is not a problem because he himself is a squishy, with a fair hit box and an options to get out of situations.
Aside from being designed as a jump scare for the backline he is fine.
Same could not be said for mauga, who might as well be a dps in the place of a tank, same as junkerqueen, roadhog (maybe also doomfist)
@@Irn_Knihi dont think thats the case hog 100% yes but if mauga was properly balanced his overdive could be quite a nice team engagement tool its like jq shout can be used to save themselves or as a team engagement tool doom is just peak cooldown bait so thus allows for engagements to be made around eg to sleep on the other team
It makes a lot more sense for a damage hero to get value from doing damage than it does for a tank.
The whole alternating fire thing was fun especially for the big ammo pools, but that was short lived. The character never felt well designed, I thoroughly dislike the whole point plank dual gun sustain shit. Hog feels soo much better to play. I regret spending 40 this season, the first season I ever bought ultimate on.
Changing self-healing to create overheal to keep anti-effective against supports but not preventing self-sustaining is a really good idea. I'm kinda surprised I've never heard this before.
"This is dumb as bricks."
What did Bricky do to deserve such slander?
orchid8?
The issue is when you have heroes like Bastion who also has a mini-gun and no one complains about him because he isn’t overkitted with a decent ult.
Mauga should not have an unstoppable charge, cardiac overdrive should only affect him, and he should not ignite people if he could also crit them.
While I dislike turning him into a discount Orisa, it would be more interesting if his guns were less accurate so it forces you to practice tracking people.
Soyboy found
Idea for Ana nade: Heals from your own skills give you TEMPORARY health that you lose quickly after gaining it, but it still blocks damage if you're healing yourself while you're being shot (the oldest HP is removed first, so taking damage interrupts the HP decay in accordance with how much you lose)
It doesn't completely negate mid-combat healing, but if you lose that source of healing by the time the nade wears off, you're out on your ass.
Or perhaps a simpler change: Reduce the healing penalty from 100% to 50%
I played a capture game as Mauga.
First game I held the point the entire time mowing the enemy team down relentlessly.
Following match of the game I get cut down constantly and have to switch.
i have a cool idea for a buff to mauga that wouldnt make him too obnoxious.
basically
keep his base stats weaker
but have his ult give him a temporary power up based on the ammount of people caged, buff giving him some extra damage reduction, healing and raw damage.
him trapping only himself keeps him in place but it still gives him a barrier, and a small buff, allowing him to secure a location, stop pushes and defend.
however the more people he traps more dangerous he becomes, ending up a mini raid boss if he gets the whole enymy team, allowing for more offensive plays,charging in to get as many people as possible with the ult.
I unironically have loved mauga ever since I started playing him, his charge is so much fun, and once you get going, you feel absolutely invincible! He’s probably objectively not the most well designed, but dammit he’s a blast
Bro that intro was so smooth. Im looking forward to this!
It really does feel like the character design process has been separated from the balance process, at least historically.
The thing with Mauga is that all the problems with him are instantly obvious, even to a low rank player. Blizzard had to know what they'd made and they did it anyway. Speaks volumes about their approach to the game.
I knew overwatch was always going to have extremely bad balancing problems ever since the Excelsior VS Outlaws leaque match where the entire Outlaws team just turned around mid push and swapped to meta heros.
Years later and it's still the same old problem where your only options on how to play the game is too either flat out lose, or play the few specific characters who got blessed with the "is rock op? Then buff paper" balancing.
A bit late to answer to this video. Honestly, spot on I think. I do like playing him but that's really just because he has 2 big guns and even then ... When you're holding 2 huge machine guns, it feels wrong to hold one click more than the other. The first thought I had when I played the character was just about that. I don't understand how they thought that it felt satisfying to have one big gun that barely shoots or that you shoot most of the time with the other (obviously because you will only use the left click on squishies, since you wont have time to put them on fire AND crit, only on the tank who's closer, so you can use both at the same time). Idk, at that point just make him shoot through both his guns and when right clicking it shoots even faster with less precision. That would be more satisfying I think
I don't understand why they tried to give his E overhealth when they could have just made him cleanse himself. That would make Ana's nade not too powerful, but making him waste a cooldown, or maybe Ana would have to time her nade correctly. Idk, it would just give some more counter play
Same for Roadhog, I don't understand why his regen doesn't heal a bit despite anti heal. Like 60% or something.
You're putting words on what I've felt when playing him : I want to target squishy targets, but it's hard as the bullets are actually pretty thin, I don't deal shit, and I can't regen, and even if they're on fire they will either get to cover or cleanse. So the best thing to do is to blast the tank as much as possible. There's really not much depth or interaction, no much brain to have. It can be satisfying to shoot with big guns, but there's nothing more to it.
Mauga is like Raum from Paladins except because you can counterswap in OW the existence of one or two hard counters makes him unplayable in ALL high level games.
Remove the ability to switch heroes during the match, and add a better team draft system for ranked, and players will once again be able to play who they want lile in the early days of OW1, without being pressured to play the same boring character over and over again for the META.
A rather basic and immediately predictable flaw
Honestly we can only pray someone who actually plays the game or has anywhere near above a middle schoolers intelligence or foresight gets to work on the dev team because this vid has honestly convinced me. The devs either literally are the most casual players of this game, or they genuinely have very little knowledge on why people actually like overwatch.
You're basically my Ow2 spirit animal. I've been talking about these same exact issues with my friends.
He's fundamentally boring. All other balance aside.
This video aged like fine milk.
Because he’s still exactly in the same state as before?
@@realth8572 my gripe is less in your opinions, a lot of which I agree with after two watches, and more in the subject matter. This is a great video, but your high level of understanding, perspective, and quality is wasted on an over-saturated topic, which you admit to. Why not hit the elusive construct of so-called “Blizzard quality” in Overwatch, by expanding on the principal behind 11:58 ? Your video quality demonstrates you could do it, and I’d love to see you talk about it. Keep at it, ‘cause you are absolutely on the right track.
Any tank that does damage at a distance is not a tank. A tank is high helth, strong when close, and the base of the team fight. The distance tanks, are the OP tanks. Mauga and Orisa, are just shoot targets and manage cooldowns. Other tanks have to make better play decisions and run when not working. Pump heals into Orisa and Mauga, hold mouse click, and press W. Makes Ana, Kiri, and Bapt, which counters Ana nade........Makes Kiri and Bapt the picks. Same game over and over, because that is the comp to win.
I remember when overwatch first came out, and a big compliment was that counter-picking still give you a lot of options. If tracer is being annoying, you only need someone with a stun, or enough burst damage to kill her fast, so Mccree, Bastion, Widowmaker, Roadhog, Mei, Hanzo, probably more I'm forgetting about. You weren't forced into 1 specific hero, just a general 'class' of heroes based on their kit. Now, you really are forced into 1 hero to counterpick some others.
I was excited for Mauga, thought he would be more like heavy in tf2.
But I dont know, just feels so bad
Maybe he needs a sandwisch
As someone who genuinely likes Mauga and parts of his playstyle (mainly just his chainguns and ult), I can't help but feel guilty when i hear the community talk so negatively about him. i love this big loud goofball and i dont think i'll ever hate him but at the same time I really hope Blizz can rework his kit to be more fun and engaging while also keeping a fair fight against him. I've come up with my own hypothetical reworks myself but i'm not a game dev or expert on balancing, so i'll keep my mouth shut on that. Overall, I want to see more people enjoy this fella as much as I do, so here's hoping the devs take player critiques to heart.
I think his single fire should have no spread and that the crit gun be changed from 30-40m falloff to 20-40m, this would incentivize him to have better target priority which would lead to him being motivated to use his charge to take angles more so he can apply burn to squishies. That or make the spread on his guns a vertical line like sojourn's
Personally over my many hours playing this dumpster fire of a sequel, tanks like Mauga just aren't gonna work because we're now limited to a single tank. If a tank can't do everything a tank role needs to do such as survivability and crowd control, then it's not worthwhile to pick. Hammond and now Reinhardt are in their own personal hells right now for similar reasons. The only way you can really synergize with a Mauga is to pocket him with damage boost and heals and hope that he can just tank everything with his passive and cardiac overload. Makes an extremely limited but also boring character.
Song at the beginning?
I havent played overwatch at all this season and i dont think ill ever be coming back. I was gonna come back after mauga was fixed but it looks like next season theyre giving dps a heal passive? Idk if thats just a rumour but if that happens then yeah I'm done. I miss ow1
Please tell me what its like to be finally clean 🙏
With how supports are basically just better DPSes in OW2, nothing would change with the passive healing. Absolutely nothing.
Also it's fun how people actually want to go back to OW1, when it was boring goats all the time. At least OW2 is a shooter, not a LMB goats sleep simulator.
@@ilyakusenco8151 yeah you didn't play ow1 😂
Make shift have bigger area and more knockback, and make the vertical jump at the end a lot higher, so he can climb some high grounds but not all
Maybe add a bob like launch for the shift so enemies that were hit during the charge are launched to the air
For E, increase duration, lessen effectiveness, make it togglebable like Dva's matrix or hog's heal to some degree so you don't get countered by half the roster
Make his ult bigger area and make cardiac active for free while in the cage
All of these changes are fun focused
But yeah the overhealth instead of healing or a mix of both is probably the best change without changing anything else
Would not expect blizzard to make someone more stupidly designed that paladin's yagorath
I love playing mauga purely due to the fact he’s kinda reaper in tank form
"Know wrongs in the past to repeat in the future" - 2024, Blizzard I guess...
Mauga is the only tank I’ve seen not defend healers, just shoot at genji deflects and think there god. Rarely you come across a good one, but most of the time it’s just brain dead hold down fire.
Tank with no shield is just meat walking I hate to take care this kind of tank as support except DF that can take care itself
also it makes you're only tank into a useless and selfish player
Hes my fav character but that's a issue especially when your surrounded and you need to reload
I’ve actually been working on a rework for him, and had some ideas. For instance, making his burn activate based on a dmg threshold. Let’s say you need to do dmg worth 15% of the enemies hp to ignite them. That means you would have to do 37 dmg to ignite an average 250hp hero, whilst needing to do around 120 dmg to a 800hp tank for him to ignite them.
Get mental help
@@Takemura77 After my Autism diagnosis, I probably should 😎
While I agree that 5v5 doesn't work with the balance format they have right now, I do have to disagree on Ana's anti nade like many others will as the "entire community" does NOT agree on the perspective of anti nade. Speaking solely from a 5v5 standpoint since they will never revert back to 6v6 unfortunately, nade clearly needs a rework and is the farthest thing from "untouchable perfect unchangeable abilities." Too strong and is a JQ ult bottled into a cooldown. If we're hypothetically going back to 6v6, I agree on that statement. Unfortunately in the reality that is 5v5, anti nade needs to be nerfed further and/or rework it.
Yeah I think the real problem is that the changes to anti's length dont change anything about the way it interacts much more harshly towards hog and mauga, so regardless of whether it previously was too good, it will always be a soft counter to those specific characters unless the healing mechanics are changes. Its just seems that blizzard seems to have held up their hands to counters and given up on reducing them for some reason.
Ana is one of the best designed supports. She has no mobility bit has abilities that help with that (sleep) she already has gotten SO many nerfs in the last 6 patches! Everyone loves to shit on ana and her nade, but majority of low elo players that talk the way you do do not realize the real problem is kiriko. A character with a unfair design, not only hitbox wise but also ability wise. She only has gotten a slap on her wrist and after that no one complains about her anymore nice. But lets keep on crying about anas nade, an ability that you can actually dodge, bait out, etc if you can COUNT AND USE YOUR EYES.
@@jvckiwai7715while kiriko is absolutely insane ana despite the nerfs is also insane as her abilities more then make up for her lack of movement and she often can survive a dive when paired with a brig
@@LoveTrain803 that is a HEALING issue in general tho and not an ana issue herself.
@@jvckiwai7715 true but ana is a really bad case of "I don't die with a brig" and ana gains massive value with anti often being the decider of a fight or when a team pushes as often games will become just waiting for a big anti and pushing
I haven't watched the video yet however I'll assume the main problem is with the fact that Mauga was designed as a tank with the weapon of a DPS and it doesn't really work because he isn't a character who'd be balanced in a game like Overwatch. Mauga is built like an ADC in something like League without the framework that makes them work as a balanced concept. His abilities are selfish, as all of his abilities augment his own ability except perhaps his Ultimate which is a mass Root ability preventing people from running
if his abilities are good then he can become simply too hard to kill or kills too quickly, and his ult becomes less of a cage and more of a tomb since escape from him and the team is unlikely at best. The Ult has no way for players to play around it other then to simply counterpick or respect the reach perpetually. If they wanted ultimate's to be super powerful they could consider something like a timed window in which you could use it as to prevent it from being something that you can hold onto forever and force people to respect it due to the threat of it. His healing could be given additional mechanics to make it less like a medkit on tap and more interesting. The ability that amps him up can come with a fire rate penalty while on cooldown to encourage timing.
As it stands they didn't really design Mauga well since his abilities require little commitment and because of such require less forethought, leading to a less interesting kit design. Tanks shouldn't be able to just output good damage at the click at the button. Zarya works because her abilities support the team and if you play your cards right you can get a damage boost for assisting your team as tanks are bulky supports that provide utility to the team outside of flat healing. Blizzard should have learned their lesson with Roadhog since he is also a tank role with a DPS role of scoring picks on light characters with landing hooks and having a personal medkit. The main problem is that characters with these kinds of overlap in role compression have no universal counterplay that isn't baiting out abilities and getting players to miss or counter picking which leads to games where switching characters to counter opponents becomes the Answer.
what can i say except "you're welcome".
The fact that these devs acknowledged that roadhog's design is problematic in 5v5 for like a whole year just release mauga is wild. He's literally just a less fun and involved roadhog for everyone involved. I hope he either gets a large rework or they just give up on him fully and make him shit like lifeweaver. Crazy how the 2 worst designed heroes in ow2 are new releases imo.
I have so much fun playing Mauga.
Lower his shots needed to ignite somebody and add anti heal to ignited enemies during his ult, if none of these changes at least give him healing on ignited enemies and change his heal ability to something more defensive
He needs damage to heal, so, summon a shield in front of him and he becomes a worst version of Bastion.
why not just remove anti nade and make his self heal have inverted damage falloff, where he has to land medium to long-range shots for adequate self heal (and gets penalized for holding mouse 1 and 2 in front of the enemy tank?)
suzu exists because of anti nade, orisa exists because of antinade, rein doesnt exist because of nade, and, on top of that, ana has a second debuff with sleep dart that gives a big enough window to blow up targets
ana can also dish these out from anywhere on the field. Sure the balancing team can't balance, nothing died in ow1 with doubleshield. going back to 6v6 wont fix anything though, but if they insist on 5v5, ana isn't built for 5v5. She needs to be reworked so she isnt a super duper range CC bot.
Ana is one of the best designed supports. you can count, dodge, eat, deflect, bait her nade so easily... Its honestly a skill issue how everyone keeps crying about it
I think his charge is pretty good
And the only change required would be to increase the cap of overhealth he can get- would make crit stomping multiple people rewarded and increase his skill expression
Overwatch players be like: Tanks should be like raid mini bosses
Also overwatch players: Too much raid boss nerf now
Make his regen overhealth.... Guess what......it already is, he gets overhealth from crits and needs to trigger a seperate ability to heal from damage.
Yo that's my Reddit post in the thumbnail!
Thank you for your contribution to society 🙏
@@realth8572 I can't even bring myself to imagine a world where my lacklustre, lukewarm, mediocre takes about Overwatch 2, posted on the internet, don't exist.
@@tomsapwell5016 God bless 😇
@@realth8572 You changed the thumbnail it's joever 😔
@@tomsapwell5016
Winton is a scientist...
Tying Mauga's sustain into igniting enemies/the burn damage dealt over time to those ignited enemies is a good step in the right direction. I personally want them to lean into his fire, like making his charge ignite enemies when he stomps, or allowing him to leave fire trails in some way. I want AoE and area denial, maybe when an enemy is initially ignited they pulse an explosion of fire around themselves that ignites nearby allies, and/or they leave a little fire puddle that deals additional damage. Let Mauga heal from standing in fire puddles, like Blaze in Heroes of the Storm, who throws oil spills around that he can ignite with his flamethrower.
I'm going to keep it real he's one of my favorite characters for one reason and one reason only because of TF but besides that I can understand why people don't really like him but man and I love him
13:36 But then you lose the ability and point of all in, sometimes you're gonna have to go ith a decision otherwise staying at base would be the best one.
I had a concept of where you can decide what effect the dash does via which gun you used or didn't
Like
Cha-cha for a blaster he'd open from his cybernetic chest to blast enemies back.
Gunny for a semi flame throwner for immadate damage.
recast for Low aimed CC
Both cha and Gunny for Immdate CC in a middle Slam.
versitality and more actual immadate encourgement for different uses than just "MEN GO IN, MEEEEN!"
Here's what I'd suggest:
Make cardiac overdrive into a flat healing number as long as you're doing consistent damage, rather than being tied to the amount of damage done. Maybe something like 50 health over a 0.5 second duration, which gets reset as long as you're doing some amount of damage every 0.5 seconds, meaning you can only get at max 100 hps compared to current cardiac's approximate 130 hps.
Make the overrun stomp light enemies on fire so it can be used aggressively a little bit more by ensuring crits, rather than just being a glorified escape tool. Also remove the 50% DR, or make it 20% so it only applies to his armor health.
Bring berserker back to 60% overhealth generation.
Make incendiary chaingun light people based on a percent of damage done instead of number of shots hit, say 15% so squishies only need to take 30 damage, while tanks would need to take a minimum of 67.5 to be lit. The tank match up could still be in Mauga's favor if he uses stomp to automatically light them, but they wouldn't be the automatic first target to shoot at.
I'll drop the DR to 30% and his berserker passive I'll keep it in 50% but otherwise I like your ideas.
this is why dota 2 is the GOAT
if every hero is broken, nobody is
"they should work on christmas" is a crazy take tho nobody should have to be working through the holidays your live service game is not more important then their personal lives bro
For real, like I'm sorry you had to work over holidays in service of all things, but no one should ever work Christmas, even if it means everything is closed.
As someone who got into overwatch a bit ago, all of the complaining is hilarious to me. These folks have clearly never had to struggle with an actually incompetent dev team in their life. It just screams entitlement to me. Overwatch feels pretty balanced compared to alot of other games, and for christs sake it's free now. And you don't have to pay for ANY heroes. The players would have a seizure if they ever tried to get into something like dead by daylight. And to say that the dev team should work on christmas is CRAZY.
@@anmarcy-ou3ts What about nuclear powerplants, or anything that can cause serious negative consequences if left unsupervised?
@@ZizixxSamuraiBro it's a fucking video game if the server is down it's not gonna kill your family or something.
Nade is untouchable?
make it so that its reduced healing and not a counter to every tank in the game
They just need to make him being able to fire both gums an ability similar to bastions sentry mode and make it last 5secs on a 12sec cooldown. That would mostly fix him imo, or atleast make him more bareable to fight. And decrease the spread of his guns by a bit when fireing one or the other so that hitting squishys doesn't feel like trying to track a mouse
4:30 Song?
I just realized Muaga is just Hammond but conceptualized differently: Two mini guns that are shot threw a small cross hair, a traversal ability that can stun enemies, and a health increasing ability that increases in strength and value the more people that are near, along with an ultimate that is ment for crowd control. Yet apparently Muaga is still stronger because the devs can't figure out how to balance them both.
The more I learn about modern Overwatch game design the more it starts to sound like the game is just turning into Paladins.
Fast and loose. Short-sighted and fucked.
Idk I play a good amount of both games and Paladins can feel more balanced and fun a lot of the time lol
nice editing dude
That muzzle flash in the thumbnail kinda reminded me of the lego piece Nr. 6126b
Get rid of the lifesteal, get rid of the burning crits; make it so hitting burning enemies generates OH, and buff his damage by 50% to make up for the lack of burning crits, and shrink his mag to 180. Then replace Cardiac with a new ability that causes his shots to ignite immediately instead of having to fire continuously. Up his max OH to 300.
Sped found
They should rework his passive so that he is granted overhealth only when he eliminates an enemy, and it should be a % of the targets hp. That way, he is still rewarded more for tanks, but also incentives him to go for squishies.
7 Months still an issue but at least we get to look forward to the ticking timebombs that are orisa and dva
They reverted her 3.5 dm to 3 because it didn't help like they wanted. I expect them to buff something else to compensate soon and I doubt anyone needs me to explain orisa.
The only good decisions blizzard makes is when they revert changes back to old systems.
If I had to list everything wrong with ow2 I could be here for days. Just wanted to say I miss OW1 and 6v6.
As a Bastion main Mauga is my favorite Tank in OW 2. (I still love rein tho)