Fine or Needs Tweaks. Their abilities by concept can be strong, punishing but also very punishable. Not quite up there with Tracer but definitely nowhere as low as Needs Serious Changes
Needs tweaks probably. The drill dash knockback is extremely powerful. I don't know how it interacts with the new tank passive, but my experience with winston is that when I dive a venture, they just push me right into the middle of the enemy team.
Sym getting her 2-shot back... Gave me a thought. Right now, her quick taps send out small projectiles, and the charged shot is large. What if it's reversed? Quick firing is large orbs so it's fast, easier to hit poke damage, then charging to full damage allows the 2-shot, but the orb shrinks (focusing the hardlight down) making it more of a skill shot to hit that 2-shot kill
This concept would fit better to her primary beam fire. Symmetra’s problem is consistent damage. Her beam should start at her current level 3 beam and ramp up to her current level 1 beam and switch the damage. She also needs more health idk why she’s the only tank buster that doesn’t have 300 hp.
I agree about Illari. Pylon isn't engaging to use, isn't fun to use because if it gets broken, you become nearly useless as a healer.. and it's not fun to fight because turret hunting sucks. Outside of pylon she just shoots a gun. Her kit has no identity.
ngl i thought the same when i saw ppl unironically calling that healer turret sym rework "super good" done in that experimental for ow1. it forces you to play in one place, its limiting and no additonal alternate method of healing makes it better
i feel like her heal should have been more like brig packs so she can dps while always being able to heal. but i also think she was designed to be a dps but people were begging for more characters in the support role i just feel she would fit that role better if you change pylon to another ability
Tbh I feel like out of all the supports illari is the least support oriented and where her support lies is basically obsolete and a skill check for turrets. As a support player unironically moving her to dps and having the pylon give an effect where you have extra attack speed or something else because having her healing the way it is fundamentally doesn’t work. She’s supposed to take off angles and shoot pylon gets destroyed constantly above diamond and her beam puts her into the fight away from where she wants to be and her ult is the only purely non defensive support ultimate which is what makes them in particular so powerful, I’m not arguing against off healers or supports it’s just illari is literally on paper an overwatch dps with a heal turret. I know these characters are made over months in advanced and she’s been worked on for possibly years at this point but holy hell as someone who’s played this game since release it really really really feels like they wanted a new dps but said “nah we need a support” so they slapped the turret and atrocious heal beam that’s not even really worth using half the time on her remove those and she’s actually a decent alternative to ashe if she gets a new ability in place of pylon. Overall genuinely the worst designed it’s like Moira but ranged and somehow even more counterable and out playable.
As a illari main I do agree that her kit doesn’t encourage doing a supports job at all. I’ve heard people say that her pylon can do the healing while ur away but the benefit of healing yourself defeats this.
@@Ultima_808 literally this it’s like an ashe with a constant heal station that can get destroyed with a fairly counterable flashy dps ult i don’t understand why she’s a support it’s like they saw every design flaw possible in the support role and said “nah we need more work to do” and it literally shows 99 percent of illari mains are dps mains who decide to play support but still function as a dps and refuse to even switch when countered or just not working well with the comp.
Kinda funny how out of all the new heroes that were released in Overwatch 2, only Junker Queen made it to "Fine" tier and the rest are either in "Serious Changes" or "Broken by concept".
Junker queen is the best designed hero since ow2 her entire kit flows well because they all rely on each other and don’t have a disparity of strength. Like look at sojourn the power of her other abilities in comparison to railgun is negligible making it so that railgun is the character, JQ plays around bleeds has great interactions with dmg increase as it buffs her passive healing her shout rewards smart play and enables her and her team her knife is a skillful thing unlike hog hook but also has a lot of counter player carnage rewards good play and good movement and ability usage and plays well on her other abilities. Then you have kirko who can do everything unconditionally
@@1lunareclipseeHonestly, what they need is maybe a cooldown tweak or damage/range buff, but they’re good in concept imo. It’s just that on some maps it can be a pain to play them
Makes no sense to me why devs think perma invis wouldn't be an issue. It's so much free value and she can choose every single engagement. Hoping to God for another rework
Just a small theory craft that I haven't thought about too much: What if the perma invis had a much wider detection radius? Such that from any effective distance for her gun, the enemy can detect you - so, the assassination potential of it goes down - but, at a distance you can still move around undetected to position for flanks and what not.
Blizzard balance team value invis very low on a balance sheet for some reason. It’s not just OW. I played mmorpg for 20 years, and WoW is the only one where Rogue (or similar) class have access to perma invis. In other games invis is like 5 seconds. And guess what, Rogue is broken for 20 years straight
@@ilyakusenco8151At least in SC and SC2 invis is actually balanced, you will build detectors anyways, terrans have raven vs terran and missile turrets against protoss and zerg, all 3 detect stuff. Protoss will build observers, plant them around or have them scout into specific areas while invisible *very noticeable might I add, its not true invisible, there's a blurry blob*, zerg has no invis but has burrow and people can see the shadow if they pay attention and they'll make overseers anyways as the former 2 races have various ways to go invisible.
@@nurikkulanbaev3628 Those are really just every dps main who decided to lock sombra to counter the ball without an ounce of idea on how to do that. Any sombra player who has played sombra for what she provides around diamond has some level of actual uptime management and know when not to do that. Plus 4v5 is somewhat incorrect. It depends on what that sombra is doing, is she setting up for a long flank or can she just literally walk up to your supports? That matters because the time for her to reenter the fight gets affected drastically by map geometry. So yes, she CAN be setting up health packs or setting up a flank and getting in position, or she can just choose not to do that and setup in a position where she can still actively disrupt the tank going in/backline by waiting for a bit.
I disagree. They were just as bad in OW1, as one tank in OW2 increases the value of busting that tank, but removes one target you can focus down. Tank busters were meta more frequently in OW1 (Reaper/Mei often, Torb/Bastion had their metas, too despite having weaker kits in OW1), as many of the tank busters lack the mobility to control the space 5v5 gives. In addition, while I do have serious issues with just slapping HP on one tank and making it a raid boss (think they should have instead kept the HP pool manageable and given more skillful counterplay), BUT... heroes like Cassidy/Echo/Hanzo made tank mains miserable in many metas, as one Fan the Hammer, Sticky/Beam Cycle, or Storm Arrow clip was enough to kill tanks instantly. Tank busting in general has ALWAYS been a problem.
@@CoachSpilo I'd say being able to kill a tank in OW1 was actually good for the game, this stopped being true when losing the single tank means losing the fight.
@@CoachSpilo I didn't mean they weren't flawed in overwatch 1 (and I do agree with your points) it's just it's so much more flawed with one tank for the reasons you listed imo but I can see why it was equal.
Hot Symm' Take: *Symmetra felt better as a "Support" hero than a DPS* Having a character that supports their team - not through healing - but with sheer utility like teleporter and shield generator made her more unique and rewarding to play as the pure gimmick character she is now. Shield Gen and Teleporter should've been basic abilities that don't self-destruct.
If they don't want to do that, bring back two shot and revert the useless scan you get through walls when turrets hit enemies and buff their damage back to its original 40dps. 25 dps feels bad
Niche heroes were part of what made Overwatch so great. Symmetra, Torb and original Sombra were not always good but had their niches. It’s okay for a hero to be situational.
I appreciate this discussion cause it's hard to talk about the balance of some of these characters without people getting lost in the weeds about their fundamental concepts
Sombra's rework completely ruined her as a somewhat balanced character and is total misdirection of her kit in general. She was never suppose to be an assassin hero. In OW1 her playstyle was all about using hack at the right time to setup pushes. The devs balanced this by turning off invis' when hacking and gave it a somewhat long cast time. In OW2 I'm genuinely not even sure what hack is suppose to do anymore besides setup Virus combo or shut down *some* ultimates. Yeah, it let's you see enemies through walls but it never *feels* useful. It's just there and you go, "Oh, cool I guess." There's no synergy with OW2's hack. It feels like a setup for virus and nothing more. I feel like the devs need to make Somvra a more (no pun intended) *technical* character than an outright invisible assassin. Make Virus a "projectile hack" ability. Revert EMP to how it was originally. *Remove perma' invisibility*. There's literally no reason for it.
Making her hack by default a projectile would be so much better. Not sure if you meant that with your comment (I'm assuming you did), but would absolutely make it less frustrating. Love that idea.
Clearly, you haven't played against a good sombra. Even if its 1 second of shutdown, that 1 second can be deadly for heroes that rely on their movements (and obviously tanks). The OW1 hack was flawed because having your abilities deleted for a long period of time felt awful and if you try to punish her she tp'd across the map.
Sombra always struggled with three core issues regarding hack: it’s too valuable, it’s extremely unfun, and it requires heavy teamwork to work properly. I don’t think there ever was a hero as consistently hated throughout their many iterations as her. And that says a lot since she’s the hero that got the most reworks
Hack was really bad for the receiving end of it, you would be locked out of your abilities for like 6 seconds which meant that once you were called as hacked, you died since you had no way to defend yourself. Without her hack locking down abilities, she is a mediocre Tracer. When her hack does lock down abilities, it becomes far too valuable and has little to no counterplay that works for both parties. It's either too long and Sombra gets knocked out of her hack, or it's too short and no one can react to cancel it in time.
Ok going be honest this whole comment tells me you never actually played sombra in OW1. I am a sombra main i have 20hours more on sombra then any other hero. Now I will say is you not 100% right sombra always had this play style but it was only really used by the top sombra players mostly since how strong hack and permanent self we lacked damage and we had to be very smart picking are fights not using trans as and get out free but using Simlar to how it is now but playing mind games if we tp to it or not. Just now withare damage being buff change to trance and hack being basically usless and emp being the same I mean it bad that the ttk with Hack, virus, and shoot is slower then ow1 hack and shoot when just virus shoot is faster. Only time I using hack is to stop an ignoring movement or defensive skill.. Also let not forget before the rework they devs let us hacked while invs I not sure who thought that was a good idea of a permanent invs skill negating sombra
Bastion is such a waste of a hero design, the idea of a robot that transforms into different forms is so cool but instead you have a hero who is "worse Soldier:76" 90% of the time and "better Soldier:76" 10% of the time. Couple that with an awful ultimate and a boring ability (which is basically Helix Rockets again) and you get a hero with no identity and really nothing interesting about him; the only reason people even play bastion is because he's the best at killing tanks, and that's it. Bastion could have been so much more: let him transform into more interesting things! Why does he have to be stuck as the team's turret-bot? Here's a rework idea a friend and I came up with: Reconfigure now has 3 Modes: Recon: Bastion has a shotgun or SMG, and some kind of movement ability Sentry: Bastion has (a weaker version of) his gatling gun as well as a weak barrier ability on a cooldown Tank: Bastion has an explosive weapon (just his old ult basically) and an armor-piercing shell ability that knocks back enemies and deals extra damage to barriers, shields, armor, and deployables New ultimate: Helicopter mode Bastion gains the ability to fly and use two fast-firing guns. He also gains an air-strike ability that works similar to his current ultimate except activated by aiming at the ground and right-clicking I think this rework (with a lot of number tweaks obviously) would make Bastion a much more skillful hero and give him the kind of skill expression that every hero needs. Bastion mains won't need to hold left click on the enemy tank anymore; they'll instead have three modes to choose from at any moment, swapping between them whenever the situation calls for it.
@@wanderer316 yeah i think of it kind of like pokemon trainer from smash bros where each individual pokemon is weaker than a regular fighter but the ability to switch between them gives you a lot more options which allows skilled players to combo them in interesting ways
Hot Take: For Zen's Discord, reduce the cooldown, but have it where in additon to the 2 second removal after LoS is out, it should be automatically removed after 4 seconds if not damage is done. For example, discord Rein and he puts up shield for 4 seconds, it should automatically be removed.
Most sombra players liked old translocator and hated perma invis, so it’s only natural that Bliz ignored that and gutts tp while leaning into perma invis with the new invis passive 💀
man if all characters were balanced by what their players want the game would be 10 times worse than it already is lmao. its about balancing heros based on their affect on the game
@@lemontonkbro are you living under a rock? More than half the character are just unplayable or broken in some way. Ball, ram, rein, junk, hanzo, mercy, etc., are all unbelievably terrible rn. I could keep going too. But hey let’s nerf venture cause a bunch of bronze players who didn’t know how to counter her on day 1 were complaining
I think that one way you could solve Hanzo's one-shot problem is by giving him a bleed effect. Only issue is that could create frustration if your supports don't save you from certain death. Another thing you could do is rework Sonic Arrow so that enemies get a "Marked" effect that increases arrow damage.
He's fine concept wise, a skilled based character with feast or famine if you land or miss, but has great burst potential, high skill ceiling and not a single ability of his is inherently unhealthy. So yes, nothing to change to him other than numbers to something like his ult.
Lifeweaver’s issue is that his abilities are all situational, but can’t be used in multiple ways. In MOBAs, characters with situational abilities like Oracle in Dota work because all of their situational abilities can be used on either enemies or allies to do different things. Life Grip and Petal need additional functions.
They could make petal heal allies if they’re standing on it and if any enemy stands on it maybe it just slows and doesn’t fly up or something. Maybe just get rid of the raising entirely. Idk with life grip maybe it can give damage resist afterwards
His healing is his biggest issue for me, it requires no skill to use and does big amounts of burst healing at long range. It basically takes the best parts of Ana and Mercy's healing and puts them together with barely any drawbacks.
Back in overwatch one there was an experimental patch that changed storm arrow to be an attack speed buff. This was completely broken with one shot but now I wonder....
I remember back before overwatch 2 came out but was being hyped up and that we knew doomfist would be a tank I had this whole idea of mei being reworked into a support where her cryo blaster primary fire lost its damage but healed like a moira spray and maybe kept its slow/freeze. Healing in general and overwatch is kinda hard to describe and justify in a "sci fi" way and it wouldn't help that mei's snow is somehow healing people but considering this was a time where healers weren't as plentiful and mei lacked an identity outside of cheese strats it felt fun to me.
I think that hanzo is salvageable with just a minor rework. Increase primary fire damage to 130 on a full charge. Decrease crit hit multiplier to 1.5x. Get ride of the lung cool down and make it reset on landing like genji double jump. Give sonic arrow an effect that grants hanzo 2.5 times crit damage to targets within the area of effect call the effect hunters mark. Give an effect to his ult that anyone who takes damage from it is seen through walls and has a hunters mark 2.5x crits from hanzo.
Possible sombra idea? Give hack to virus, replace the hack ability with stealth on a meter, and you hold it down to go in stealth, and it gives even more speed than current stealth. This isn’t a complete concept, but it’s just some stuff to think about
@@Chorismos simply do what they did with sleep and make the hack less effective on tanks and your problem would be solved. Maybe less hack timeout or something
@@snowrobbins3117yeah I was just about to say that lol. Imo tanks just should have 30-50% reduction to all debuffs, then get rid of the headshot damage reduction and maybe make armor do a bit less damage resist
I feel like the main issue with Lifeweaver is that his kit is mostly reactive defensively and very very situational, providing very little offense in which most of the other characters provide It’s a massive shame because I love his character concept and he’s super fun to play (one of my mains) but it’s harder to get value out of him compared to other heros. Although the very lovely thing about his kit is that the utility of just his petal alone is amazing with countering ults
I'd just make so his weapon swap is insant like bap and kiri so using his damage doesn't feel as clunky also tighten up the spread, its crazy how big the spread is at a distance, this way Weaver would have to choose between damage dealing and healing support more effectively.
With Hanzo you could make his kit about having utility with different types of arrows. He already has a revealing arrow. There could be explosion, poison, knockback arrows or higher damage arrows that can oneshot or arrows with other effects.
@@cl4709ice arrow would ruin the game. Shuts down any movement based char, brawl char, and freezing a tank who was taking space would probably explode them.
@@bigfudge2031 I think than rather trying to enhance his arrows and make his spam even more randomly opressive they should lower his damage and increase his draw speed and projective speed. I think making spam meta would be really dumb, and since bleed would prevent healing it would just be used to spam down a choke to get anyone peeking to hide until the effect ended
On further thought, this video's ranking is a little more about how they are right now, and the hero design video doesn't take as much of the current(at the time of course) numbers into account.
Hanzo needs an arrow arsenal system and just make him a utility demon. Give one ability slot dedicated to 3 different utility arrows: sonic, and two others like anti, hinder whatever. Then the other slot is for damage arrows: storm, (scatter??), something else maybe an elemental thing like burn or aoe poison. Press the ability button to cycle through the different arrow options, and the abilities in each slot have a shared cooldown, maybe some have longer cooldowns than others to account for ability strength. Also decrease the draw time for arrows and allow him to keep an arrow drawn after wall climbing since there’s no one shot. Then just decrease the arrow size by a decent amount
With how much the devs care about hero fantasy, my personal way to see if a character is flawed is if you can have five to ten consistent, decent games and not be able to name a hero fantasy or anything close: than the kit doesn't match the characters intended portrayal. For Example: when I first started to play zen I truly could feel the movement of fights and reading where to place buffs and debuffs while maintaining fire upon my foes truly gave me the feeling of a battle monk. But when I tried roadhog, I just felt like the fantasy was to be a moving punching bag that on a 4 second cooldown (hook) will punch back. There are a few flaws with this method, but it definitely helps me find which characters in the roster just feel out of place or are needing of changes because as I stated, the devs care A LOT about keeping hero fantasy when reworking characters
yeah if he doesnt have his one shot then his primary fire needs to come out faster and he absolutely needs more mobility. maybe replace storm arrow with a second active movement ability. either way no amount of number changes will ever make him both good and fun to play against its always either one or the other so they might as well start trying big changes
As a cass one trick since 2018, his M1 is just too strong in close range, combined with mag nade and fan the hammer, he just absolutely shreds tanks. They need to either nerf his m1 hitbox and compensate by giving him more range instead.
I never really realized this but kinda like what they did with doom they could just transfer illari to dps and it's funny how easy it would be like just remove her healing beam and Phylon give her one new ability and that's it like 😭 her gun and Ult are like kinda perfect for a dps
Mercy has a problem where Rez and valkyrie also go against her mobility playstyle while being the *most powerful* part of her kit, so replacing those and making damage boost work better with short range heroes (like dealing damage to nearby enemies) would make her way more interesting as she would work better with dive
Honetly I still think she should have ripped tf2 medic off more and got uber as her ult instead of rezzing or valking. Fits her a lot more, bein able to uber in and fly with anyone to apply it to them too just feels more fitting.If her movement's good she can keep up with basically anyone, so mercys would be able to make a dive character invincible for a short time or save someone far away for example. Just fits her more and would make her kit far more interestin
Valkyrie is fine and its her ult its ok if it changes her playstyle for a few second that's how transformation ults work. Rez tho needed to be replaced years ago.
@@bodacious12 Firstly, even if it did, who cares? Trancendence literally automates Zen's gameplay for several seconds of just standing still as a healing turret lmao. It's an Ultimate, you spend time earning it, it's nost supposed to be a chore to use. Secondly, I disagree with that statement. It makes her life *easier*, yes, as you get heightened survivability and AoE beams, but it's like a swiss army knife that you can use to accomplish a lot of things such as pulling off risky rezzes due to the regen and mobility, supporting very very spread out teammates with rapid fire beam swapping due to the huge beam range, and also it lets her be aggressive and get pistol kills she normally couldn't. Valkyrie is the least of her problems and shouldn't even be considered for changes until they replace rez and fix the rest of her kit.
this would actually make her way more engaging and fun whiile making her stronger for the players that take their time to get good with her movement to get as much value of it, since it would require her to tether fast between characters, in so rewarding and promoting good movement. Just delete REz and do this. They could make valkrye a nerfed habilite so uber = ult and the skill besides GA a nerfed valk.
Skiesti is completely reasonable. I've spoken with her multiple times and everything she's suggested for Mercy are things that I don't think anyone would have issues with.
Most Mercy players plat or above are very reasonable. They want more skill expression for the character (yet Blizzard only lowers the ceiling), they don't want rez as an ability because they want something that is more versatile (yet Blizzard is intent on keeping it) and they hate the hard pocket play style (yet Blizzard haven't tried to change that either)
@@bigfudge2031 pretty much. It varies from Mercy to Mercy but I feel like most high elo Mercy players want a way to skillfully have more impact on the match.
What if Illaris' healing was tied to her damage. She could have a passive or ability, that (similar to zaryas' charge) would slowly decay but grant increased healing if she has done damage in the last few seconds. Also (this could be op) she could have an ability that could do low splash dmg but burn enemies
Yeah, it's pretty clear they should just give Hanzo one-shots back, and nerf his tank-busting capability with Storm Arrow by nerfing its damage to 70 and dropping the count to 4.
Make Hanzo a medium range character, either a significant falloff and/or arc after 20-30m. Speed up his fire rate by a lot and make it a 2-shot. Give him a double jump. He should be a deadly nuisance jumping around rooftops not a worse sniper.
He’d be too spammy. Dude’s supposed to be calculated and storm arrows already go against that How do you balance his efficiency in game with his personality? That’s just as important.
Honestly I think they need to bring his one shot back, but add a little charge indicator where you have to hold it past 1-1.5 seconds for a 300dmg headshot arrow
hear me out, you need to aim to hack people in less time Virus can now hack people, but it travels slower. Now hack takes some skill while not raising the skill floor. And now that hack takes more time to land, people will opt to use virus to hack people
fr. what has always irritated me too is hammond (one of highest skill floor tanks that has been considered f tier by most for most his existence) is hard-countered with such ease by a quick switch to sombra. not so bad these days but i still notice every single time i play ball they go sombra and just makes the game feel like a chore even when i win
@@JaKeIsJCS As a ball player, they made him instantly less valuable when the game went from 6v6 to 5v5. Ive found him to be at his best in open match making. Why? You guessed it because there’s usually another tank another tank.
@@RogelioNava-t6r tbh i prefer it personally. in 2 tanks i would get flamed for picking ball 9/10 games since main tank always had to be a shield in most peoples eyes and off tank had to always have peel, 1 dimensional minds were incapable of acknowledging that a disruptive/space making tank can exist.. nowadays its only ever if we are losing that i get moaned at to change but i do think i generally get more value nowadays with him now rocking 55/60% w/r usually.... i just think sombra is a fkin terrible hero design lol and he actually has lots more counters that get ignored because they require actual skill. That being said, when they did the dps passive change i found ball to be terrible but i saw him at top of most tier lists at that time. dunno how theyve changed that since then but it seems better and im able to actually confirm kills now whereas when the original patch went through my elims per 10 dropped by half whilst damage didnt change
I don't think Hanzo could work with his current weapon speed but I think he could have a one shot combo instead of a one shot with storm arrows. The could allow him to shoot each storm arrow individually with each arrow having a cool-down exactly how tracer's blink work. I think it would feel like a projectile version of Ashe, Where you'd have to react hitting a headshot with your primary fire with a quick burst of damage to finish off the kill. It would reward Hanzo for being thoughtful and proactive with his shots and not be rewarded for spamming at a choke hoping to land a head shot
I've been having some ideas for a while for some characters, guess nothing better to do than just throw them out Roadhog: what if you had to wind up hook for maximum range? In my mind it wood look like he kind of swings the hook above his head, and it's clear and loud so you know you have to get the f out and you have time to react? Might also throw in damage to anyone standing too close while he winds it up. Also back in 2017 when they made him unable to oneshot i've thought about a passive for him that increases his damage as his health gets lower, so if he's above for example 50% or 40% he can't oneshot, but if he's below he can, you would know that he's more of a threat now when you see his health, but there's also the reward of somehow getting past hook and securing the kill since he's low. It kind of makes him more similar to zarya in a way. Reaper: he just needs a new ability, obviously. His kit just doesn't do enough, and i don't see how an extra ability would hurt him or the game. I've thought about something less direct value like a projectile on a cooldown that applies slowing down effect for a couple of seconds. Would look like a bap secondary fire, as in it's an arching projectile and it explodes on impact and applies it's effect, but on a cooldown. Would play into both flanking and frontline playstyle, would complement his kit that wants to close the distance, while still allowing for some kind of counterplay of just shooting him and forcing wraith, and potentially could help deal with matchups where he's naturally weak like pharah. Could have an accuracy aspect by having direct hit apply stronger slow effect And also some general thoughts I don't think everyone needs mobility, idk i kind of like that different characters have to treat space differently, (and i swear that i'm not a tracer one trick that plays the game because that character practically has monopoly on mobility) Although, for the entire history of OW mobility has always been so strong devs thought they had to introduce brig, moira, bap, sig and practically break the game but only because mobility was (and is) always the king. But that's just my perspective. I don't like the idea of giving zarya speed boost on bubble break too much because it's not a reward of something zarya does, it's compensation for something zarya doesn't do. Wasn't it you, spilo, who once said something like that? And there will be situations where the players do the correct decision of breaking bubble in because they counted them correctly but that just makes her sprint right into their team and eliminate everyone?
Just played a qp game where the mercy in my team got spawn camped by Sombra, this character is infurating and unfun and should actually be remiloved from the game Hack Invis Emp should not be things in a moba shooter
If blizzard were trying to fix Hanzo and possible make him more engaging they would have to rework his bow from a slow, high damaging, and slow projectile to a faster firing, moderate damage, and faster projectile. To compensate for the faster projectile you would have to make the hitbox of the arrow smaller to make sure people aren’t just getting headshot with little effort. At that point I feel like storm arrow would need to change as well but it would move Hanzo from this weird state of either annoying one shot spam character or incredibly useless because he can’t one shot and he’s arrows are difficult to land consistently.
Did anyone really complain about flashbang? Yes ppl complained about CC but FLASHBANG??? The .25 sec stun with 0 meter range that required the glass cannon character with a massive hit box to be point blank to use?
@@cl4709Usually, us tank mains since we had to suffer through fth meta, but since fth got nuked it's no longer as scary until we mirror Rein v rein and we didn't have a mc cree and they had one. (Similar reason as old brig with rein vs without). Stun was still inherently unhealthy, but they made a worse ability somehow
People talk about the "mercy mafia" but there's way too many people saying "lul, she takes no skill, she's braindead, she deserves to be F tier. fuck mercy players." That's not a balance take that's just ridiculous hatred
It's only really low-rank players that hate on Mercy players like that. At higher ranks people actually complain because Mercy doesn't bring enough to the team.
Is it me or they got Sombra's design perfect at launch (I'm talking design not balance) and then they tried to so much to make her meta fast that they got rid both of what made fun, unic, and interactive. You can't convince me the perma stealth perma translocator isn't the worst rework we've got in this game. The problem now is that If they want to make stealth balanced they will have to get rid of virus, which I don't think is necessarily terrible but a lot of people liked the flexibility and decision making of having virus
Sombra inviz should be connected to her trans locator, letting her go into stealth .5-1 second after teleporting if not taking damage. And then go back to when she could only be inviz for a certain amount of time, maybe 3-4 seconds to make it a get out and run ability instead of a get out and wait 2 seconds and go back to what you were doing.
Lifeweaver should lean away from being an easy-aim to heal character, and lean into a character that can get his team to any position. To do this, I think his petal needs some QOL, and his grip needs lower cooldown + counterplay. Remove invulnerability on grip and swap it to a burst heal when the target gets to LW. Increase the size of petal, and decrease the size of the ‘button’ that makes it go up. That would allow: A) More teammates to get on. B) Less accidental walking off Petal. C) Easier coordination. Also, I as a lifeweaver player, I think Ramattra should be able to punch through petal. Counterplay is good.
That rework of grip would mean you need to either play directly next to them or pull early in a way that will often whiff. Very often getting pulled as a teammate doesn't actually feel good if it's in a fight and doesn't save you, so encouraging the lifeweaver to do exactly that form of pull doesn't sound very fun? My choice to rework would be to have the pull not happen immediately so both your teammate and enemy fighting that teammate will know there's a window to push value from, either the teammate knowing to hide or go very aggressive, or the enemy needing to kill in the window, like a skill check.
@@nifdoowo i do agree, and the proposed solution isn’t optimal, but we have an ability now that is low skill requirement to execute, still frustrating for the ally, frustrating for the enemy, grants invulnerability, and rewards bad players. None of this is good. With the proposed rework, we could approach lifeweaver as a support meant to reposition your allies to an advantage rather than be a last minute saving hero. You’d have to see the ability in a different light.
@@QRIO44The issue with trying to make LW a position-creating character is that it makes him even more niche and situational. Only so many maps have good high grounds and only so many heroes are able to utilize that high ground. As a Lifeweaver main, I only find his re-positioning abilities helpful when I’m playing with a hitscan character on a hybrid/payload map on defense. Far too situational and wouldn’t work without perfect communication.
For hanzo, i like the idea of speeding his entire kit up. Reduce arrow charge time, increase projectile speed, maybe even less movement reduction when drawing arrows, but in turn reducing the headshot multiplier and reducing the projectile size to reward consistency.
i think it would be cool to make sombra stealth into something like prop hunt, as in she fades into invis for short periods. You try to follow her around a corner but she turned invisible and you don't know which way she went. But she can't stay invis the entire time to ignore decisions about pathing. Give her silent footsteps (permanent or an ability duration), a way to 3rd person peek, and short spurts of invisibility. Then she'd really feel like a spy, 3rd person peeking to see if enemies are looking in her direction and using her silent movement to get closer to them.
The reason junkrat isnt broken is because hes based on demoman, who Id argue is one of the most well designed and nuanced characters in team fortress 2. Its more that every aspect junk changes makes him so much more awful to both play and deal with. The adition of bear trap makes him a much more annoying character to fight and adds a lot of CC demo never had. His mines kind of removed a lot of the skill ceiling stickybombs have both in terms of attack, utility AND movement, while also removing a lot of their glaring weaknesses that made them less annoying. Stickies in tf2 are bound to a slow fire, slow reloading weapon that caused self damage and requires a lot of set up for trapping. Junk meanwhile has little risk of just throwin mines at you and two tapping you in a way that peopl HATE dealing with. Even his bombs are much more annoying. The way they bounce makes them much spammier and more annoying for tanks and the lack of any real noticable self damage means he can run up to you and do his easy to hit, annoying combo. Even his mobility is much worse than demo since OW has so much air drag and because of how he always blast jumps in a very particular arc. Its legitiately weird how limited his movement is considering even stuff like bastion grenade exist. Same for torb, he's kind of a much simpler, less dynamic, less interesting, much lower skill floor TF2 gunslinger engineer who also lacks most of engis buildings to boot. He removes most of the resource management engi has (and even he had early into OW1s life) and slowly became one of the least interesting characters of his sort of builder archetype. He doesnt compare a lick to engineer in skill expression, versitility, utility, power, BOTH skill floor and ceiling Id argue, and is overall just less fun to play. He doesnt even compare to barik from paladins in a lot of the same ways nor even the deep rock galactic engineer. He like lacks most of what makes this entire builder archetype so fun to play and hes sort of annoying to fight.
This. the more junkrat gets changed to be closer to demoman the healthier he is going to become. Just gotta make sure he does not have too many stickies to hard block control points like he does in TF2.
Demoman had pipes with full impact damage after bouncing and a bigger gl clip size before tf2's release, nerfed both because it was a stupid idea that let demo get undeserved kills, meanwhile junkrat with all the stuff that made demoman annoying cranked to 1000%
@@zezu1002 Yeah bouncers were a cut feature too from tf2, you can see it in the meet the demoman vid and I believe it was in beta tf2 I wanna say? They cut those for REASON and junk kind of shows why, they're very annoyin and overly extend his possible range honestly. Demoman himself is probably the most nerfed class or one of the most but he's still top tier pick on most levels of play which really says a lot. Like its fine on sigma since he has such little range and isnt constantly shooting, but a character like junk or demo really dont need it frankly, especially since junk can also throw his mines at the same tim too unlike demo.
"Like this TF2 character but more poorly designed" covers basically every OW character who can be compared in any way to a TF2 character. Please note I am not a rabid TF2 fanboy, I haven't even booted up the game in years. It's just how I've felt about OW's hero design since it came out.
Currently paused at 23:41 I Play Sombra. Never liked her until the rework. Love the pace of her gameplay now but I get how near-permanent invis can be a problem. I think Should should only get invis while within a certain distance from her team, or it runs out quick.
Hot take: Sym and Lifeweaver are just one good conceptual hero broken into 2 troublesome characters. My rework idea for Sym for the longest time when she was removed from Support was similar to that of Lifeweaver minus Life Grip.
as a mercy player i agree. i think most of us do enjoy her movement the most, it can be so fun and dynamic especially when you get to use it to escape and protect yourself. im fine with rez being replaced with something more interesting, i really wanna see what they can do with her because her current state is horrible.
I saw someone suggest swapping valk and rez. What if Valk was a CD (nerfed a bit of course) with the new super jump removed (keep the ow1 tech). Then make her ult multiple charges of rez. With the meter removed you could then use a meter on damage boost and/or heal to discourage pocketing.
@@Chr0n0s38 i didn't play ow1 so idk how different sj was, but this sounds like a good idea honestly. idk about the multiple rez charges because i saw how broken mass rez was so they'll probably avoid that 😂 maybe just making rez ult charge very quickly and make rez itself quicker
@@Chr0n0s38 that’s just moth meta mercy with less steps. they should swap valk and rez but rez should remain single target but cast faster and have no movement penalty. we should move toward putting mercy’s power more into valkyrie
@@PurpleMoon799 Super jump was much harder to pull off (it was actually an engine bug). You had to crouch as you started GA, then jump at the end. If you timed it right you got a much stronger jump with any distance than the current one does. It technically still works but the new SJ mechanics make it harder since the same buttons are used. There are some good videos on it if you want to see what it looked like. Multi-rez charge would still be different from mass rez. The problem with mass rez was one button could rez up to 5 people. I'm thinking normal rez but, say, 3 charges. Rez would work like it does now (can be interrupted) where as mass rez was almost always guaranteed.
@@-NoNo. That's basically what I suggested lmao. 3 charges of rez (or whatever), single target though. Basically just lock current rez behind ult charge, but give her multiple charges to compensate. The whole point behind reverting the movement changes from OW2 would be to make valk as a CD useful, and lets you nerf the pocked playstyle to encourage her to use her movement more.
The way you make hanzo work without 1 shot is you give him crazy utility and reward him for headshots in a different way. I've always been partial to giving him temp wallhacks on that person when you headshot them and it makes them low hp. (No free wallhacks on a full hp tank)
for kiriko's primary fire you could make her fire it less frequently but the projectile moves a little faster so it's like she's charging it up to go fast. she can still do long range damage but isn't firing as often and getting as many random headshot kills
I think if Hanzo had a passive where if he hits a Primary Fire, full charged headshot, he can press Secondary Fire to shoot a homing arrow that goes through walls, dealing 45 damage to the target he just hit, that could balance him. It allows supports/tanks to assist the headshot player if they react quick enough, but allows Hanzo to quickly follow-up on headshots in most situations. There's also the "easy" solution of allowing Sonar Arrow headshots to deal 250.
Give Sym the two shot back or her extra 25 hp back, 3 charge up orbs is one too many for a poke hero and base health is too little for a brawl character. She had no identity other than the TP.
I really love to see just the level of understanding Spilo has of all the characters and their hero designs. I'm glad the devs at least know he's around. Let's hope they listen too
For Illari, I think that changing her weapon into an automatic rifle (can be hit scan or projectile like Souj) with low damage output and combining it with something like Orisa (heating up after continuous usage) while still having the same reload animation with maybe extracting the heat of the gun, looking like a red sun and then turning it into a yellow sun and reloading it. On top of that, her healing can be something like Ana (shooting allies = healing and shooting enemies = damage). Since it is an automatic rifle, it would heal around 13-15hp per hit, which gets rid of the healing distance problem. Get rid of the pylon and replace it with an AOE healing that only locks on allies in front of her in a specific range and heals like her secondary fire. For example, if you hold the ability for 3 seconds, the cooldown will be around 5 seconds; if you hold the ability for 5 seconds (hypothetical max), it will have a cooldown of about 8 seconds, but you heal more in that time. The animation for this ability will be something like lowering her weapon, using her left hand, and rays of sunlight coming out to allies (or something like that). Her movement ability should be more reliable by not having an arc on the jump, a more straight line and keep the knock back. Keep the ult. With these changes, she still has her poke style (slightly more dependable), reliable healing that enforces her to play near the team (encouraged by the AOE healing ability), the agency on whether to shoot enemies or allies, and a semi-burst heal with the potential to help tank in front-line battles. Is there anything you guys agree, disagree, or would change?
Mercy ress should be removed. It's not fun having to do a lot of work for an elimination and one press of a button can undo tons of hard work.. It feels awful when that happens. Especially tanks...
some things i’ve learned: - give class the halo grenades (no fancy gimmicks, they are literally nades that can bounce around and pop) - speed is one of the most insane mechanics in the game and then in combination with the rest of lucios kit makes him one of the most unique heroes in the game
I play a lot of Life Weaver and find him pretty fun (I am in metal ranks though lol). Though his kit can feel clunky and lacking a theme, I think he is salvageable. In my mind, LW is meant to be the 'builder support' that people had sometimes asked for previously. Leaning into that identity more while giving better utility is something that would help. Here's some changes that I wouldn't mind seeing as a LW main: -Make his healing not lock-on but a projectile similar to sym's. This would add to the skill of the character while still making him approachable. -Give a pseudo deployable healing mechanic: landing a certain number of consecutive healing blossoms on a surface starts a healing biolight growth, which decays over time and has a set amount of HP it can give. This would need to be balanced so he can't place like 22 all over the map, but maybe three at a time and then when starting a fourth the others decay at a faster rate. This would keep the builder-support fantasy while also not being yet another deployable the enemy team has to break. -Replace petal platform with a temporary jump pad: Petal platform is a great selfish ability but hard to use for the team outside of ult cancelling or coordinated moves like Sky Noon. The seed can sometimes bounce all over and not go where you want, or gets half stuck in a wall and the petal can't be used. Plus if a teammate stands on it too early or falls off it's useless until you get another 7 seconds later. Instead, a jump pad is more useful and intuitive for the team to use (as there's others on some maps), and can still have disruption potential like sending enemies into the air briefly. -Make lifegrip breakable: I actually think this ability is somewhat fair, even if not fun to play against, because by saving a tank you can often make the mistake of exposing your other squishies, or giving up a good piece of cover. Making it breakable though adds more counterplay for the enemy team. -Damage reduction thorns: I love the idea of combining necrotic orb with LW, since it fits his whole 'non-violence' shtick. Maybe reward players for mechanical skill by landing a number of consecutive thorns on an enemy to reduce their damage output for a short time (indicated by a pink aura). This would have to be carefully balanced or course, but it would mean LW's healing output could be reduced by a lot since less damage from enemy team means less healing needed. Because LW would be a better duelist against flankers etc. you could also probably remove his self healing with dash too. Not sure how viable these ideas are but something along those lines I would enjoy.
An interesting idea I had is, I think "annoying characters, could have less overall impact, but be incredibly efficient at working towards their ult. So, they get to be annoying, and can make attempts to force their gameplan but if that's not working, they're sure to get their ult quicker than the rest to solidify their presence
25:28 that take right there basically kinda says you want a typical dps/pew pew characters. Not to mention that overwatch is a match up game where heroes counter other heroes thats the whole point of being able to switch characters in spawn it feels like your trying to make every character just person with gun.
I think for ramatra block they should have a balanced charge to deal damage on release of his block equal to a percentage of the damage taken (something small but noticeable ) but more importantly give ramatra a speed boost to either the weapon velocity or movement speed, or an extremely minor boost to both
re:lifeweaver if grip was implemented like thresh's lamp in league (u throw a leash and teammate interacts to go back to thresh), it could be more proactive
OW players: "Our cue times, are Horrible, we hate Double shield" OW developers: "Ok we removed 1 tank and we're going to eventually rework every hero in the Game, several rimes" Me: "Why didnt they just make it to where you can only pick 1 shield tank, and make more fun Tanks". The fact that the only solution to fix thia game is to rework everybody
I just think the concept of having sigma at the front with a shield, while allowing roadhog to pick off the squishies on a different side of the map is a recipe for disaster. I mean could you imagine getting dva dived but also having to worry about getting hooked?
Lifeweaver and Moira ruin my games. Moira on one hand, her skill ceiling is 3 inches off the floor. Lifeweaver, his skill ceiling is about 10 stories tall which you have to reach to MAYBE get value on him if your team is coordinated and that’s not a thing below gm. If you get both of them, garunteed L just leave the game. Had a game on Numbani the other day with those two, a junk, no main dps or support and the worst characters on top of that, YET SOMEHOW AT THE END THEY BLAME ME, THE TANK BECAUSE WHENEVER YOU LOSE ITS THE TANKS FAULT YOU DIMWITS.
If you think that's bad try getting bad mercy's and zens and having 0 healing and getting a horrible ressurection that staggers you by an additional 10-15 seconds behind your team.
Im not lying when I say this, .65-1 second of cc immunity when adaptive barrier goes off and a small buff in damage to balls primary fire (he can barely get a kill against a lucio, kiri, or brig comp because they all just outheal his damage or make it take waaaay too long to kill) would be fine for ball. The adaptive barrier buff provides at least some counterplay to cc while not breaking him and the damage buff actually forces people to look at ball so their supp doesnt die instead of just being able to ignore him and dive his team. Revert the fireball 60 dmg buff and maybe even the airtime buff on piledriver and he'd probably be more fun to play.
Why revert the buffs? Don't let Blizz's shitty balancing philosophy dupe you, compensatory nerfs/buffs are a terrible way to address balancing woes. Sometimes heroes can just be buffed/nerfed without the lost power being shifted to another part of their kit only for it to become another problem down the line.
Hanzo’s arrows could have utility instead one shotting. Make his rate of fire faster so he can two tap. And maybe his arrows do DoT. I think that matches with a bow (poison arrows). That’d make him better with the new DPS passive. Just a thought.
Hot Take: I think it would be a neat idea that if, while the same if firing together, Mauga had one chain gun that essentially added fuel to an enemy and the other as the spark to ignite them, but ends if not probably fueled. In addition, change his passive where it no longer heals on criticals, but instead on how long someone is on fire. And if that is still an issue for tanks, then instead, have it where upon eliminations, he gets burst heal (kinda like Genji's cooldown reset)
I agree with most of these, but it kinda seems like you dont consider lower ranks at all, which is fine, but you also cant expect ur opinions on stuff like this to be all that good when youre intentionally ignoring 80% of the player base. For example im not a mercy player, but "who cares what the bronze silver gold players think" is a crazy statement to me that came off unironic when you said it
Imo Illari would be good if pylon was replaced by an entirely new ability. (For example something like a helix rocket that heals and allows for rocket jumps)
I really want to see what launch Sombra feels like. People understand her much better, and kit bloat makes hack more valuable. A timer on invis and translocator would probably work pretty well. The get out of jail part would come back, but with limits. With 1 less player she can get around without being spotted more easily.
sombra should have audible foot steps even in stealth. Just make her foot steps the lowest audio possible. Basically so u cant really hear her in the middle of a fight of a fight but if the sombra tries to spawn camp or stealth assassin, theres a chance u hear her coming.
Only way i can think of to fix hanzo is to give him several different utility arrows.. but then cc would prob be involved (freeze arrow to slow or a sling arrow to tri0 or a bleed effect or a rainin arrow aoe like in many fantasy games.. he needs to have arrows for different situations to make up for his dps without making him 1 shot..
I had this thought a little while ago that if you were to take mercy as she is now, change her rez to a slightly nerfed version of the mirrorwatch bomb rez and tweak her beam (for example make it so she can't stay on one target for too long) and then you made one simple change to valk where she gets a cd reset on her bomb rez to give valk more offensive capabilities, you've already got yourself a much more engaging character to play and play against with pretty simple and minimal changes
@@bentocodI mean yeah, because its a fun mode with no balance thought behind it. Doesn't mean it had no potentially great ideas to make characters better/more engaging/fun to play. Mercy corpse bomb was fun, so was Sombra being a "support" in making reins extra great. Doesn't mean we can't tweak the numbers down
I'd try giving rein the ability to Drop his shield, because so many tanks can multitask i.e. dealing damage while defending, it really sucks that he has an ultimatum for doing damage when he already has to get in close. Also, I'd make it so his barrier health gets converted into overhealth when he charges. It's make pin safer, but also give it a cost. It's essentially giving him the Zarya treatment.
If Symmetra gets 2 shot reducing her projectile size is a must. Because 2 shot with a squishy size hitbox is ridiculous Really like the Kiriko fire rate decrease and damage increase, came to the same thoughts a long time ago
I would love a soj with 1. No delay between rail and primary fire 2. Less rail damage to compensate for 1 and to remove burst potential 3. Faster rail charge during OC I know he said most of this but it would feel so fluid and fun imo. You keep the fun of slide and even the complication of the E, and youve created a fluid, mobile, hs(somewhat) dps. Without the frustration of rail being op.
I think maybe we can salvage Bastion the way I saw him in OW1 literally as a bastion turret form was obviously busted due to the pirate ship meta but if we simply made him not be pushed by the payload while in zurret form that would be mostly fixed. Turret form as a slow and cumbersome form easily flanked but hard to take on from the front with a movable but relatively weak normal form. So basically Position would be key if your out of position you are dead. I could see that concept work
Interesting how the Symmetra tier are all very fun to play and interesting heroes that just bend the rules too much and then you drop a tier and you find all the heroes that feel terrible for everyone involved.
I thought Illiari was a lost cause too, but what if we made it so her healing beam changed the prioritization on her healing pylon. So you place down pylon, but it doesn't start healing until you pick a target for it to heal with your beam. It'd mean she'd have to be more proactive about her healing, while still having the ability to make use of excess space to go offangle if the Illiari feels they can leave the turret on whoever it's healing. I'd give the turret more health, and slightly better heals if this were the case tho. Or the ability for Illiari to repair it with her heal beam. It'd be like a more mobile Zenyatta, that in turn has the range of their heals decreased. Second, and this is up for debate, but why not make her movement ability give her the ability to fly for 2 or 3 seconds, like she does with ult, so after the energy burst she can fly for a bit. I can't stress enough how limited the flight should be tho, we don't want her stepping on Mercy's coattails. This would also mean she can't be healed by her own Pylon, which her self sacrificing nature plays into, but beyond that it's make her movement/defensive ability a more divisive choice between taking an off angle with it or holding it as a defensive measure.
I think there is a world where Hanzo is good without a oneshot, and it's a world where you make his projectiles a bit faster, and give a trajectory indicator on his Storm arrows so you can more consistently use them to hit people around cover. Also give dragon more damage to compensate for the lost damage potential the speed buff gave. I think what makes it hard to envision a different Hanzo is that he has a weak Hero fantasy compared to the rest of the cast. He's an archer, but also an ex mob boss, but also on a path of self forgiveness and none of that is reflected in his kit besides the fact he doesn't use a sword, to atone for maiming his brother with one. You'd either have to justify his current kit, or come out with some cinematic showcasing a new one and how it plays into his lifestyle. He feels more like a fossil than Soldier 76, who's designed that way.
15:25 That is, if symm can even KEEP a buff for more than a season. Symm has the most reverted changes out of any hero in OW/OW2. Still waiting for that support rework blizzard.
This was recorded prior to Venture's release- where would you put Venture?
Fine
Fine or Needs Tweaks. Their abilities by concept can be strong, punishing but also very punishable. Not quite up there with Tracer but definitely nowhere as low as Needs Serious Changes
Fine or needs tweaks I love Venture they're one of my favorite heroes next to illari and Sombra
Needs serious changes they are basically dps doom but with boops instead of stuns
Needs tweaks probably. The drill dash knockback is extremely powerful. I don't know how it interacts with the new tank passive, but my experience with winston is that when I dive a venture, they just push me right into the middle of the enemy team.
Sym getting her 2-shot back... Gave me a thought. Right now, her quick taps send out small projectiles, and the charged shot is large. What if it's reversed? Quick firing is large orbs so it's fast, easier to hit poke damage, then charging to full damage allows the 2-shot, but the orb shrinks (focusing the hardlight down) making it more of a skill shot to hit that 2-shot kill
This is a sick idea ngl
You are maybe cooking
Im taking away your cooking license and promoting you to head chef, keep cooking.
This concept would fit better to her primary beam fire. Symmetra’s problem is consistent damage. Her beam should start at her current level 3 beam and ramp up to her current level 1 beam and switch the damage.
She also needs more health idk why she’s the only tank buster that doesn’t have 300 hp.
I agree about Illari. Pylon isn't engaging to use, isn't fun to use because if it gets broken, you become nearly useless as a healer.. and it's not fun to fight because turret hunting sucks. Outside of pylon she just shoots a gun. Her kit has no identity.
ngl i thought the same when i saw ppl unironically calling that healer turret sym rework "super good" done in that experimental for ow1.
it forces you to play in one place, its limiting and no additonal alternate method of healing makes it better
i feel like her heal should have been more like brig packs so she can dps while always being able to heal. but i also think she was designed to be a dps but people were begging for more characters in the support role i just feel she would fit that role better if you change pylon to another ability
Tbh I feel like out of all the supports illari is the least support oriented and where her support lies is basically obsolete and a skill check for turrets. As a support player unironically moving her to dps and having the pylon give an effect where you have extra attack speed or something else because having her healing the way it is fundamentally doesn’t work. She’s supposed to take off angles and shoot pylon gets destroyed constantly above diamond and her beam puts her into the fight away from where she wants to be and her ult is the only purely non defensive support ultimate which is what makes them in particular so powerful, I’m not arguing against off healers or supports it’s just illari is literally on paper an overwatch dps with a heal turret. I know these characters are made over months in advanced and she’s been worked on for possibly years at this point but holy hell as someone who’s played this game since release it really really really feels like they wanted a new dps but said “nah we need a support” so they slapped the turret and atrocious heal beam that’s not even really worth using half the time on her remove those and she’s actually a decent alternative to ashe if she gets a new ability in place of pylon. Overall genuinely the worst designed it’s like Moira but ranged and somehow even more counterable and out playable.
As a illari main I do agree that her kit doesn’t encourage doing a supports job at all. I’ve heard people say that her pylon can do the healing while ur away but the benefit of healing yourself defeats this.
@@Ultima_808 literally this it’s like an ashe with a constant heal station that can get destroyed with a fairly counterable flashy dps ult i don’t understand why she’s a support it’s like they saw every design flaw possible in the support role and said “nah we need more work to do” and it literally shows 99 percent of illari mains are dps mains who decide to play support but still function as a dps and refuse to even switch when countered or just not working well with the comp.
Kinda funny how out of all the new heroes that were released in Overwatch 2, only Junker Queen made it to "Fine" tier and the rest are either in "Serious Changes" or "Broken by concept".
Junker queen is the best designed hero since ow2 her entire kit flows well because they all rely on each other and don’t have a disparity of strength. Like look at sojourn the power of her other abilities in comparison to railgun is negligible making it so that railgun is the character, JQ plays around bleeds has great interactions with dmg increase as it buffs her passive healing her shout rewards smart play and enables her and her team her knife is a skillful thing unlike hog hook but also has a lot of counter player carnage rewards good play and good movement and ability usage and plays well on her other abilities. Then you have kirko who can do everything unconditionally
to be fair venture isn’t on this list unless i’m blind and i imagine they would go in the “needs tweaks” tier.
@@1lunareclipseeimo venture is the same as illiari in the fact that she has a one dimensional play style and it gets repetitive.
This was because until venture, all released characters had influence from Bobby and the old design team
@@1lunareclipseeHonestly, what they need is maybe a cooldown tweak or damage/range buff, but they’re good in concept imo. It’s just that on some maps it can be a pain to play them
torbjorn is perfect because of the surf n splash skin
🫦
Makes no sense to me why devs think perma invis wouldn't be an issue. It's so much free value and she can choose every single engagement. Hoping to God for another rework
Just a small theory craft that I haven't thought about too much: What if the perma invis had a much wider detection radius? Such that from any effective distance for her gun, the enemy can detect you - so, the assassination potential of it goes down - but, at a distance you can still move around undetected to position for flanks and what not.
Blizzard balance team value invis very low on a balance sheet for some reason. It’s not just OW. I played mmorpg for 20 years, and WoW is the only one where Rogue (or similar) class have access to perma invis. In other games invis is like 5 seconds. And guess what, Rogue is broken for 20 years straight
@@ilyakusenco8151At least in SC and SC2 invis is actually balanced, you will build detectors anyways, terrans have raven vs terran and missile turrets against protoss and zerg, all 3 detect stuff. Protoss will build observers, plant them around or have them scout into specific areas while invisible *very noticeable might I add, its not true invisible, there's a blurry blob*, zerg has no invis but has burrow and people can see the shadow if they pay attention and they'll make overseers anyways as the former 2 races have various ways to go invisible.
If Sombra is perma invis, your fight is 4v5 basically. Win that.
Most Sombras suck at uptime management. Perma invis is a curse for them
@@nurikkulanbaev3628 Those are really just every dps main who decided to lock sombra to counter the ball without an ounce of idea on how to do that. Any sombra player who has played sombra for what she provides around diamond has some level of actual uptime management and know when not to do that.
Plus 4v5 is somewhat incorrect. It depends on what that sombra is doing, is she setting up for a long flank or can she just literally walk up to your supports? That matters because the time for her to reenter the fight gets affected drastically by map geometry. So yes, she CAN be setting up health packs or setting up a flank and getting in position, or she can just choose not to do that and setup in a position where she can still actively disrupt the tank going in/backline by waiting for a bit.
5v5 did really fundamentally break the "tank busters" imo.
I disagree. They were just as bad in OW1, as one tank in OW2 increases the value of busting that tank, but removes one target you can focus down. Tank busters were meta more frequently in OW1 (Reaper/Mei often, Torb/Bastion had their metas, too despite having weaker kits in OW1), as many of the tank busters lack the mobility to control the space 5v5 gives.
In addition, while I do have serious issues with just slapping HP on one tank and making it a raid boss (think they should have instead kept the HP pool manageable and given more skillful counterplay), BUT... heroes like Cassidy/Echo/Hanzo made tank mains miserable in many metas, as one Fan the Hammer, Sticky/Beam Cycle, or Storm Arrow clip was enough to kill tanks instantly. Tank busting in general has ALWAYS been a problem.
And the concept of off-tanks
@@CoachSpilo I'd say being able to kill a tank in OW1 was actually good for the game, this stopped being true when losing the single tank means losing the fight.
@@CoachSpilo I didn't mean they weren't flawed in overwatch 1 (and I do agree with your points) it's just it's so much more flawed with one tank for the reasons you listed imo but I can see why it was equal.
The Overwatch 1 bias is peak brain rot.
Hot Symm' Take: *Symmetra felt better as a "Support" hero than a DPS*
Having a character that supports their team - not through healing - but with sheer utility like teleporter and shield generator made her more unique and rewarding to play as the pure gimmick character she is now.
Shield Gen and Teleporter should've been basic abilities that don't self-destruct.
If they don't want to do that, bring back two shot and revert the useless scan you get through walls when turrets hit enemies and buff their damage back to its original 40dps. 25 dps feels bad
@@waterrr6332 Scan is honestly fine since it give some extra utility in knowing where enemies are going.
Niche heroes were part of what made Overwatch so great. Symmetra, Torb and original Sombra were not always good but had their niches. It’s okay for a hero to be situational.
@@jaylus5694 The turrets already tell you that they are attacking or getting attacked. Also it lasts like 1 second
@@jaylus5694 The scan wouldve been fine if they fully went in on the utility dps thing for Symmetra. She doesn't need that utility imo.
I appreciate this discussion cause it's hard to talk about the balance of some of these characters without people getting lost in the weeds about their fundamental concepts
Sombra's rework completely ruined her as a somewhat balanced character and is total misdirection of her kit in general. She was never suppose to be an assassin hero.
In OW1 her playstyle was all about using hack at the right time to setup pushes. The devs balanced this by turning off invis' when hacking and gave it a somewhat long cast time.
In OW2 I'm genuinely not even sure what hack is suppose to do anymore besides setup Virus combo or shut down *some* ultimates. Yeah, it let's you see enemies through walls but it never *feels* useful. It's just there and you go, "Oh, cool I guess."
There's no synergy with OW2's hack. It feels like a setup for virus and nothing more.
I feel like the devs need to make Somvra a more (no pun intended) *technical* character than an outright invisible assassin.
Make Virus a "projectile hack" ability.
Revert EMP to how it was originally.
*Remove perma' invisibility*. There's literally no reason for it.
Making her hack by default a projectile would be so much better. Not sure if you meant that with your comment (I'm assuming you did), but would absolutely make it less frustrating. Love that idea.
Clearly, you haven't played against a good sombra.
Even if its 1 second of shutdown, that 1 second can be deadly for heroes that rely on their movements (and obviously tanks).
The OW1 hack was flawed because having your abilities deleted for a long period of time felt awful and if you try to punish her she tp'd across the map.
Sombra always struggled with three core issues regarding hack: it’s too valuable, it’s extremely unfun, and it requires heavy teamwork to work properly.
I don’t think there ever was a hero as consistently hated throughout their many iterations as her. And that says a lot since she’s the hero that got the most reworks
Hack was really bad for the receiving end of it, you would be locked out of your abilities for like 6 seconds which meant that once you were called as hacked, you died since you had no way to defend yourself. Without her hack locking down abilities, she is a mediocre Tracer. When her hack does lock down abilities, it becomes far too valuable and has little to no counterplay that works for both parties. It's either too long and Sombra gets knocked out of her hack, or it's too short and no one can react to cancel it in time.
Ok going be honest this whole comment tells me you never actually played sombra in OW1. I am a sombra main i have 20hours more on sombra then any other hero. Now I will say is you not 100% right sombra always had this play style but it was only really used by the top sombra players mostly since how strong hack and permanent self we lacked damage and we had to be very smart picking are fights not using trans as and get out free but using Simlar to how it is now but playing mind games if we tp to it or not. Just now withare damage being buff change to trance and hack being basically usless and emp being the same I mean it bad that the ttk with Hack, virus, and shoot is slower then ow1 hack and shoot when just virus shoot is faster. Only time I using hack is to stop an ignoring movement or defensive skill..
Also let not forget before the rework they devs let us hacked while invs I not sure who thought that was a good idea of a permanent invs skill negating sombra
Bastion is such a waste of a hero design, the idea of a robot that transforms into different forms is so cool but instead you have a hero who is "worse Soldier:76" 90% of the time and "better Soldier:76" 10% of the time. Couple that with an awful ultimate and a boring ability (which is basically Helix Rockets again) and you get a hero with no identity and really nothing interesting about him; the only reason people even play bastion is because he's the best at killing tanks, and that's it. Bastion could have been so much more: let him transform into more interesting things! Why does he have to be stuck as the team's turret-bot?
Here's a rework idea a friend and I came up with:
Reconfigure now has 3 Modes:
Recon: Bastion has a shotgun or SMG, and some kind of movement ability
Sentry: Bastion has (a weaker version of) his gatling gun as well as a weak barrier ability on a cooldown
Tank: Bastion has an explosive weapon (just his old ult basically) and an armor-piercing shell ability that knocks back enemies and deals extra damage to barriers, shields, armor, and deployables
New ultimate: Helicopter mode
Bastion gains the ability to fly and use two fast-firing guns. He also gains an air-strike ability that works similar to his current ultimate except activated by aiming at the ground and right-clicking
I think this rework (with a lot of number tweaks obviously) would make Bastion a much more skillful hero and give him the kind of skill expression that every hero needs. Bastion mains won't need to hold left click on the enemy tank anymore; they'll instead have three modes to choose from at any moment, swapping between them whenever the situation calls for it.
I just want mirrorwatch bastion again :( he was so gosh darn cool and i'd become a bastion main if he was permanent.
that would be kinda broken but really cool, maybe a lot of balancing
@@wanderer316 yeah i think of it kind of like pokemon trainer from smash bros where each individual pokemon is weaker than a regular fighter but the ability to switch between them gives you a lot more options which allows skilled players to combo them in interesting ways
Hot Take: For Zen's Discord, reduce the cooldown, but have it where in additon to the 2 second removal after LoS is out, it should be automatically removed after 4 seconds if not damage is done. For example, discord Rein and he puts up shield for 4 seconds, it should automatically be removed.
Most sombra players liked old translocator and hated perma invis, so it’s only natural that Bliz ignored that and gutts tp while leaning into perma invis with the new invis passive 💀
Absolutely. Hopefully they'll go back someday, but it'll take years if so. :/
Sometimes I just don't get the devs, what is engaging about perma invis for the player or the enemy team I don't get it
man if all characters were balanced by what their players want the game would be 10 times worse than it already is lmao. its about balancing heros based on their affect on the game
@@lemontonk perma invis is toxic for the game, this is basically accepted by everyone, even Sombra mains.
@@lemontonkbro are you living under a rock? More than half the character are just unplayable or broken in some way. Ball, ram, rein, junk, hanzo, mercy, etc., are all unbelievably terrible rn. I could keep going too. But hey let’s nerf venture cause a bunch of bronze players who didn’t know how to counter her on day 1 were complaining
i love how its turning into a 'how badly did 5v5 cook these heroes' tier list
I think that one way you could solve Hanzo's one-shot problem is by giving him a bleed effect. Only issue is that could create frustration if your supports don't save you from certain death.
Another thing you could do is rework Sonic Arrow so that enemies get a "Marked" effect that increases arrow damage.
Still less frustrating that being 1-shot.
Genji got completely skipped over. As a Genji main, this is the standard I am used to.
Me too 🥲👍
he is in fine. There was nothing to talk about
I mean thta means hes perfectly fine, nothin bad to really talk about with him.
He is arguably the best designed hero in the game there's nothing to add.
He's fine concept wise, a skilled based character with feast or famine if you land or miss, but has great burst potential, high skill ceiling and not a single ability of his is inherently unhealthy. So yes, nothing to change to him other than numbers to something like his ult.
Lifeweaver’s issue is that his abilities are all situational, but can’t be used in multiple ways.
In MOBAs, characters with situational abilities like Oracle in Dota work because all of their situational abilities can be used on either enemies or allies to do different things.
Life Grip and Petal need additional functions.
They could make petal heal allies if they’re standing on it and if any enemy stands on it maybe it just slows and doesn’t fly up or something. Maybe just get rid of the raising entirely. Idk with life grip maybe it can give damage resist afterwards
@@livid_spideri like that but think they should then give the petal a weak spot so it can be desteoyed more reliably
Life grip needs interaction from the enemy side
Everyday I thank the devs that they don't listen to the playerbase.
His healing is his biggest issue for me, it requires no skill to use and does big amounts of burst healing at long range. It basically takes the best parts of Ana and Mercy's healing and puts them together with barely any drawbacks.
Back in overwatch one there was an experimental patch that changed storm arrow to be an attack speed buff.
This was completely broken with one shot but now I wonder....
I remember back before overwatch 2 came out but was being hyped up and that we knew doomfist would be a tank I had this whole idea of mei being reworked into a support where her cryo blaster primary fire lost its damage but healed like a moira spray and maybe kept its slow/freeze. Healing in general and overwatch is kinda hard to describe and justify in a "sci fi" way and it wouldn't help that mei's snow is somehow healing people but considering this was a time where healers weren't as plentiful and mei lacked an identity outside of cheese strats it felt fun to me.
I think that hanzo is salvageable with just a minor rework. Increase primary fire damage to 130 on a full charge. Decrease crit hit multiplier to 1.5x. Get ride of the lung cool down and make it reset on landing like genji double jump. Give sonic arrow an effect that grants hanzo 2.5 times crit damage to targets within the area of effect call the effect hunters mark. Give an effect to his ult that anyone who takes damage from it is seen through walls and has a hunters mark 2.5x crits from hanzo.
There also should be a x mark over characters crit spot like the skulls for cass dead eye.
Possible sombra idea? Give hack to virus, replace the hack ability with stealth on a meter, and you hold it down to go in stealth, and it gives even more speed than current stealth. This isn’t a complete concept, but it’s just some stuff to think about
Making Hack a Skill Shot will cause it to be spammed on tanks.
@@Chorismos simply do what they did with sleep and make the hack less effective on tanks and your problem would be solved. Maybe less hack timeout or something
@@snowrobbins3117yeah I was just about to say that lol. Imo tanks just should have 30-50% reduction to all debuffs, then get rid of the headshot damage reduction and maybe make armor do a bit less damage resist
I feel like the main issue with Lifeweaver is that his kit is mostly reactive defensively and very very situational, providing very little offense in which most of the other characters provide
It’s a massive shame because I love his character concept and he’s super fun to play (one of my mains) but it’s harder to get value out of him compared to other heros.
Although the very lovely thing about his kit is that the utility of just his petal alone is amazing with countering ults
I'd just make so his weapon swap is insant like bap and kiri so using his damage doesn't feel as clunky also tighten up the spread, its crazy how big the spread is at a distance, this way Weaver would have to choose between damage dealing and healing support more effectively.
I think if brig could be solved any character could. Even their identities could be preserved
With Hanzo you could make his kit about having utility with different types of arrows. He already has a revealing arrow. There could be explosion, poison, knockback arrows or higher damage arrows that can oneshot or arrows with other effects.
Fire arrow and ice arrow are no brainers
@@cl4709ice arrow would ruin the game. Shuts down any movement based char, brawl char, and freezing a tank who was taking space would probably explode them.
No reason to have poison arrows when you could just put "bleed damage" on his arrows instead.
@@bigfudge2031 I think than rather trying to enhance his arrows and make his spam even more randomly opressive they should lower his damage and increase his draw speed and projective speed. I think making spam meta would be really dumb, and since bleed would prevent healing it would just be used to spam down a choke to get anyone peeking to hide until the effect ended
@@IZenI00 who said it prevents healing? All it does is do the same damage as it did previously without it being an instant 1 shot.
I love how this has around 80% similarity with the "The WORST (& Best) of OW2 (Hero Tier List!)" lmao
I love both of the videos, but i honestly don't think there is much of a difference in the concepts. Maybe I'm just confused.
On further thought, this video's ranking is a little more about how they are right now, and the hero design video doesn't take as much of the current(at the time of course) numbers into account.
Hanzo needs an arrow arsenal system and just make him a utility demon. Give one ability slot dedicated to 3 different utility arrows: sonic, and two others like anti, hinder whatever. Then the other slot is for damage arrows: storm, (scatter??), something else maybe an elemental thing like burn or aoe poison. Press the ability button to cycle through the different arrow options, and the abilities in each slot have a shared cooldown, maybe some have longer cooldowns than others to account for ability strength. Also decrease the draw time for arrows and allow him to keep an arrow drawn after wall climbing since there’s no one shot. Then just decrease the arrow size by a decent amount
With how much the devs care about hero fantasy, my personal way to see if a character is flawed is if you can have five to ten consistent, decent games and not be able to name a hero fantasy or anything close: than the kit doesn't match the characters intended portrayal. For Example: when I first started to play zen I truly could feel the movement of fights and reading where to place buffs and debuffs while maintaining fire upon my foes truly gave me the feeling of a battle monk. But when I tried roadhog, I just felt like the fantasy was to be a moving punching bag that on a 4 second cooldown (hook) will punch back. There are a few flaws with this method, but it definitely helps me find which characters in the roster just feel out of place or are needing of changes because as I stated, the devs care A LOT about keeping hero fantasy when reworking characters
blizzard would argue that our fundamental concepts of broken heroes are fundamentally broken
Hear me out on hanzo, remove storm arrow, decrease bow draw time, and lower lunge cooldown
yeah if he doesnt have his one shot then his primary fire needs to come out faster and he absolutely needs more mobility. maybe replace storm arrow with a second active movement ability. either way no amount of number changes will ever make him both good and fun to play against its always either one or the other so they might as well start trying big changes
Honestly if no one shot. Then full mobility/stealth rework with an emphasis on sonic might be very fun
Give Hanzo a fire arrow, an ice arrow, and an anti-healing arrow
Then he just becomes a spam character like Torb.
As a cass one trick since 2018, his M1 is just too strong in close range, combined with mag nade and fan the hammer, he just absolutely shreds tanks. They need to either nerf his m1 hitbox and compensate by giving him more range instead.
I never really realized this but kinda like what they did with doom they could just transfer illari to dps and it's funny how easy it would be like just remove her healing beam and Phylon give her one new ability and that's it like 😭 her gun and Ult are like kinda perfect for a dps
Let her have the pylon, just tweak it, then it's just Soldier station
@@MasterMemo time-limited pylon like soldier station would be cool actually, maybe max 20-30s deploy and it runs out of solar energy and dies
and then make symmetra a support (she flops as a dps)
@@lemonberry3242 sym was originally a support lol in early ow if u didnt know
Mercy has a problem where Rez and valkyrie also go against her mobility playstyle while being the *most powerful* part of her kit, so replacing those and making damage boost work better with short range heroes (like dealing damage to nearby enemies) would make her way more interesting as she would work better with dive
Honetly I still think she should have ripped tf2 medic off more and got uber as her ult instead of rezzing or valking. Fits her a lot more, bein able to uber in and fly with anyone to apply it to them too just feels more fitting.If her movement's good she can keep up with basically anyone, so mercys would be able to make a dive character invincible for a short time or save someone far away for example. Just fits her more and would make her kit far more interestin
Valkyrie is fine and its her ult its ok if it changes her playstyle for a few second that's how transformation ults work. Rez tho needed to be replaced years ago.
@@SirenRyan Valkyrie practically automates her gameplay for 15 seconds
@@bodacious12 Firstly, even if it did, who cares? Trancendence literally automates Zen's gameplay for several seconds of just standing still as a healing turret lmao. It's an Ultimate, you spend time earning it, it's nost supposed to be a chore to use. Secondly, I disagree with that statement. It makes her life *easier*, yes, as you get heightened survivability and AoE beams, but it's like a swiss army knife that you can use to accomplish a lot of things such as pulling off risky rezzes due to the regen and mobility, supporting very very spread out teammates with rapid fire beam swapping due to the huge beam range, and also it lets her be aggressive and get pistol kills she normally couldn't. Valkyrie is the least of her problems and shouldn't even be considered for changes until they replace rez and fix the rest of her kit.
this would actually make her way more engaging and fun whiile making her stronger for the players that take their time to get good with her movement to get as much value of it, since it would require her to tether fast between characters, in so rewarding and promoting good movement. Just delete REz and do this. They could make valkrye a nerfed habilite so uber = ult and the skill besides GA a nerfed valk.
2:34 sounds like current junkrat would be demoman but if he was a bad demoman
Skiesti is completely reasonable. I've spoken with her multiple times and everything she's suggested for Mercy are things that I don't think anyone would have issues with.
What changes does she suggest for Mercy?
Most Mercy players plat or above are very reasonable.
They want more skill expression for the character (yet Blizzard only lowers the ceiling), they don't want rez as an ability because they want something that is more versatile (yet Blizzard is intent on keeping it) and they hate the hard pocket play style (yet Blizzard haven't tried to change that either)
@@bigfudge2031 pretty much. It varies from Mercy to Mercy but I feel like most high elo Mercy players want a way to skillfully have more impact on the match.
What if Illaris' healing was tied to her damage. She could have a passive or ability, that (similar to zaryas' charge) would slowly decay but grant increased healing if she has done damage in the last few seconds.
Also (this could be op) she could have an ability that could do low splash dmg but burn enemies
Yeah, it's pretty clear they should just give Hanzo one-shots back, and nerf his tank-busting capability with Storm Arrow by nerfing its damage to 70 and dropping the count to 4.
Facts
Notice how alot of the characters on the lower end are the Defense characters from OW1. 🧐🧐🧐
Make Hanzo a medium range character, either a significant falloff and/or arc after 20-30m. Speed up his fire rate by a lot and make it a 2-shot. Give him a double jump.
He should be a deadly nuisance jumping around rooftops not a worse sniper.
He’d be too spammy. Dude’s supposed to be calculated and storm arrows already go against that
How do you balance his efficiency in game with his personality? That’s just as important.
Honestly I think they need to bring his one shot back, but add a little charge indicator where you have to hold it past 1-1.5 seconds for a 300dmg headshot arrow
A quick change Ramattra needs is to bring back his punishing aspect. His punches can’t flatline a mispositioned a squishy anymore after season 9.
Sombra turning off a hero’s kit with no real counterplay and no penalty for getting it cancelled is not balanced, fun, or fair
hear me out, you need to aim to hack people in less time
Virus can now hack people, but it travels slower.
Now hack takes some skill while not raising the skill floor.
And now that hack takes more time to land, people will opt to use virus to hack people
Zenyatta Taking away Tanks 30% hp with no skillshot is so fun for a tank. Wow. Cant wait to walk iut and get insta deleted
fr. what has always irritated me too is hammond (one of highest skill floor tanks that has been considered f tier by most for most his existence) is hard-countered with such ease by a quick switch to sombra. not so bad these days but i still notice every single time i play ball they go sombra and just makes the game feel like a chore even when i win
@@JaKeIsJCS As a ball player, they made him instantly less valuable when the game went from 6v6 to 5v5. Ive found him to be at his best in open match making. Why? You guessed it because there’s usually another tank another tank.
@@RogelioNava-t6r tbh i prefer it personally. in 2 tanks i would get flamed for picking ball 9/10 games since main tank always had to be a shield in most peoples eyes and off tank had to always have peel, 1 dimensional minds were incapable of acknowledging that a disruptive/space making tank can exist.. nowadays its only ever if we are losing that i get moaned at to change but i do think i generally get more value nowadays with him now rocking 55/60% w/r usually.... i just think sombra is a fkin terrible hero design lol and he actually has lots more counters that get ignored because they require actual skill.
That being said, when they did the dps passive change i found ball to be terrible but i saw him at top of most tier lists at that time. dunno how theyve changed that since then but it seems better and im able to actually confirm kills now whereas when the original patch went through my elims per 10 dropped by half whilst damage didnt change
I don't think Hanzo could work with his current weapon speed but I think he could have a one shot combo instead of a one shot with storm arrows. The could allow him to shoot each storm arrow individually with each arrow having a cool-down exactly how tracer's blink work.
I think it would feel like a projectile version of Ashe, Where you'd have to react hitting a headshot with your primary fire with a quick burst of damage to finish off the kill. It would reward Hanzo for being thoughtful and proactive with his shots and not be rewarded for spamming at a choke hoping to land a head shot
I've been having some ideas for a while for some characters, guess nothing better to do than just throw them out
Roadhog: what if you had to wind up hook for maximum range? In my mind it wood look like he kind of swings the hook above his head, and it's clear and loud so you know you have to get the f out and you have time to react? Might also throw in damage to anyone standing too close while he winds it up.
Also back in 2017 when they made him unable to oneshot i've thought about a passive for him that increases his damage as his health gets lower, so if he's above for example 50% or 40% he can't oneshot, but if he's below he can, you would know that he's more of a threat now when you see his health, but there's also the reward of somehow getting past hook and securing the kill since he's low. It kind of makes him more similar to zarya in a way.
Reaper: he just needs a new ability, obviously. His kit just doesn't do enough, and i don't see how an extra ability would hurt him or the game. I've thought about something less direct value like a projectile on a cooldown that applies slowing down effect for a couple of seconds. Would look like a bap secondary fire, as in it's an arching projectile and it explodes on impact and applies it's effect, but on a cooldown. Would play into both flanking and frontline playstyle, would complement his kit that wants to close the distance, while still allowing for some kind of counterplay of just shooting him and forcing wraith, and potentially could help deal with matchups where he's naturally weak like pharah. Could have an accuracy aspect by having direct hit apply stronger slow effect
And also some general thoughts
I don't think everyone needs mobility, idk i kind of like that different characters have to treat space differently, (and i swear that i'm not a tracer one trick that plays the game because that character practically has monopoly on mobility) Although, for the entire history of OW mobility has always been so strong devs thought they had to introduce brig, moira, bap, sig and practically break the game but only because mobility was (and is) always the king. But that's just my perspective.
I don't like the idea of giving zarya speed boost on bubble break too much because it's not a reward of something zarya does, it's compensation for something zarya doesn't do. Wasn't it you, spilo, who once said something like that? And there will be situations where the players do the correct decision of breaking bubble in because they counted them correctly but that just makes her sprint right into their team and eliminate everyone?
Lifeweaver gives Widow 2 grapples making her undiveable. Really fun combo to play against.
people think illari is bad yet they havent read those horrible reddit support symmetra reworks. they all have the same issue, but much worse
If the health increase wasnt to decrease ttk, would you support them bringing back Ana's 3 tap?
Just played a qp game where the mercy in my team got spawn camped by Sombra, this character is infurating and unfun and should actually be remiloved from the game
Hack Invis Emp should not be things in a moba shooter
If blizzard were trying to fix Hanzo and possible make him more engaging they would have to rework his bow from a slow, high damaging, and slow projectile to a faster firing, moderate damage, and faster projectile. To compensate for the faster projectile you would have to make the hitbox of the arrow smaller to make sure people aren’t just getting headshot with little effort. At that point I feel like storm arrow would need to change as well but it would move Hanzo from this weird state of either annoying one shot spam character or incredibly useless because he can’t one shot and he’s arrows are difficult to land consistently.
Breh. Just get rid of the grenade for McCree. He's a cowboy, western, gunslinger. Lean into that.
facts
Maybe they tried to be cinematic-accurate. I miss the flashbang though. But the grenade is ridiculous especially the way it proactively sticks.
Did anyone really complain about flashbang? Yes ppl complained about CC but FLASHBANG??? The .25 sec stun with 0 meter range that required the glass cannon character with a massive hit box to be point blank to use?
@@cl4709Usually, us tank mains since we had to suffer through fth meta, but since fth got nuked it's no longer as scary until we mirror Rein v rein and we didn't have a mc cree and they had one. (Similar reason as old brig with rein vs without). Stun was still inherently unhealthy, but they made a worse ability somehow
He doesn't sling guns. He slings bullets.
People talk about the "mercy mafia" but there's way too many people saying "lul, she takes no skill, she's braindead, she deserves to be F tier. fuck mercy players." That's not a balance take that's just ridiculous hatred
People hate on others, then get surprised when they try to defend themselves. C'est la vie.
It's only really low-rank players that hate on Mercy players like that. At higher ranks people actually complain because Mercy doesn't bring enough to the team.
@bigfudge2031 yeah she's terrible right now. Even if I mainly damage boost that's 5K extra damage and low healing. Moira accomplishes more.
Is it me or they got Sombra's design perfect at launch (I'm talking design not balance) and then they tried to so much to make her meta fast that they got rid both of what made fun, unic, and interactive. You can't convince me the perma stealth perma translocator isn't the worst rework we've got in this game. The problem now is that If they want to make stealth balanced they will have to get rid of virus, which I don't think is necessarily terrible but a lot of people liked the flexibility and decision making of having virus
Sombra inviz should be connected to her trans locator, letting her go into stealth .5-1 second after teleporting if not taking damage. And then go back to when she could only be inviz for a certain amount of time, maybe 3-4 seconds to make it a get out and run ability instead of a get out and wait 2 seconds and go back to what you were doing.
Lifeweaver should lean away from being an easy-aim to heal character, and lean into a character that can get his team to any position.
To do this, I think his petal needs some QOL, and his grip needs lower cooldown + counterplay.
Remove invulnerability on grip and swap it to a burst heal when the target gets to LW.
Increase the size of petal, and decrease the size of the ‘button’ that makes it go up. That would allow:
A) More teammates to get on.
B) Less accidental walking off Petal.
C) Easier coordination.
Also, I as a lifeweaver player, I think Ramattra should be able to punch through petal. Counterplay is good.
let me firestrike through the petal again
That rework of grip would mean you need to either play directly next to them or pull early in a way that will often whiff.
Very often getting pulled as a teammate doesn't actually feel good if it's in a fight and doesn't save you, so encouraging the lifeweaver to do exactly that form of pull doesn't sound very fun?
My choice to rework would be to have the pull not happen immediately so both your teammate and enemy fighting that teammate will know there's a window to push value from, either the teammate knowing to hide or go very aggressive, or the enemy needing to kill in the window, like a skill check.
Also make the petal go up faster.
@@nifdoowo i do agree, and the proposed solution isn’t optimal, but we have an ability now that is low skill requirement to execute, still frustrating for the ally, frustrating for the enemy, grants invulnerability, and rewards bad players. None of this is good.
With the proposed rework, we could approach lifeweaver as a support meant to reposition your allies to an advantage rather than be a last minute saving hero. You’d have to see the ability in a different light.
@@QRIO44The issue with trying to make LW a position-creating character is that it makes him even more niche and situational. Only so many maps have good high grounds and only so many heroes are able to utilize that high ground. As a Lifeweaver main, I only find his re-positioning abilities helpful when I’m playing with a hitscan character on a hybrid/payload map on defense. Far too situational and wouldn’t work without perfect communication.
For hanzo, i like the idea of speeding his entire kit up. Reduce arrow charge time, increase projectile speed, maybe even less movement reduction when drawing arrows, but in turn reducing the headshot multiplier and reducing the projectile size to reward consistency.
i think it would be cool to make sombra stealth into something like prop hunt, as in she fades into invis for short periods. You try to follow her around a corner but she turned invisible and you don't know which way she went. But she can't stay invis the entire time to ignore decisions about pathing.
Give her silent footsteps (permanent or an ability duration), a way to 3rd person peek, and short spurts of invisibility. Then she'd really feel like a spy, 3rd person peeking to see if enemies are looking in her direction and using her silent movement to get closer to them.
Soj’s identity should be more of a projectile solider rather than the better Ashe
The reason junkrat isnt broken is because hes based on demoman, who Id argue is one of the most well designed and nuanced characters in team fortress 2. Its more that every aspect junk changes makes him so much more awful to both play and deal with. The adition of bear trap makes him a much more annoying character to fight and adds a lot of CC demo never had. His mines kind of removed a lot of the skill ceiling stickybombs have both in terms of attack, utility AND movement, while also removing a lot of their glaring weaknesses that made them less annoying. Stickies in tf2 are bound to a slow fire, slow reloading weapon that caused self damage and requires a lot of set up for trapping. Junk meanwhile has little risk of just throwin mines at you and two tapping you in a way that peopl HATE dealing with. Even his bombs are much more annoying. The way they bounce makes them much spammier and more annoying for tanks and the lack of any real noticable self damage means he can run up to you and do his easy to hit, annoying combo. Even his mobility is much worse than demo since OW has so much air drag and because of how he always blast jumps in a very particular arc. Its legitiately weird how limited his movement is considering even stuff like bastion grenade exist.
Same for torb, he's kind of a much simpler, less dynamic, less interesting, much lower skill floor TF2 gunslinger engineer who also lacks most of engis buildings to boot. He removes most of the resource management engi has (and even he had early into OW1s life) and slowly became one of the least interesting characters of his sort of builder archetype. He doesnt compare a lick to engineer in skill expression, versitility, utility, power, BOTH skill floor and ceiling Id argue, and is overall just less fun to play. He doesnt even compare to barik from paladins in a lot of the same ways nor even the deep rock galactic engineer. He like lacks most of what makes this entire builder archetype so fun to play and hes sort of annoying to fight.
This. the more junkrat gets changed to be closer to demoman the healthier he is going to become. Just gotta make sure he does not have too many stickies to hard block control points like he does in TF2.
So true. Demoman is wayyyyy cooler than junkrat. Junkrat is just so hand-holdy and sterilized.
Demoman had pipes with full impact damage after bouncing and a bigger gl clip size before tf2's release, nerfed both because it was a stupid idea that let demo get undeserved kills, meanwhile junkrat with all the stuff that made demoman annoying cranked to 1000%
@@zezu1002 Yeah bouncers were a cut feature too from tf2, you can see it in the meet the demoman vid and I believe it was in beta tf2 I wanna say? They cut those for REASON and junk kind of shows why, they're very annoyin and overly extend his possible range honestly. Demoman himself is probably the most nerfed class or one of the most but he's still top tier pick on most levels of play which really says a lot. Like its fine on sigma since he has such little range and isnt constantly shooting, but a character like junk or demo really dont need it frankly, especially since junk can also throw his mines at the same tim too unlike demo.
"Like this TF2 character but more poorly designed" covers basically every OW character who can be compared in any way to a TF2 character.
Please note I am not a rabid TF2 fanboy, I haven't even booted up the game in years. It's just how I've felt about OW's hero design since it came out.
Playing lifeweaver is beijg the paranoid in the team waiting for hell to be let lose
Currently paused at 23:41 I Play Sombra. Never liked her until the rework. Love the pace of her gameplay now but I get how near-permanent invis can be a problem. I think Should should only get invis while within a certain distance from her team, or it runs out quick.
Hot take: Sym and Lifeweaver are just one good conceptual hero broken into 2 troublesome characters. My rework idea for Sym for the longest time when she was removed from Support was similar to that of Lifeweaver minus Life Grip.
as a mercy player i agree. i think most of us do enjoy her movement the most, it can be so fun and dynamic especially when you get to use it to escape and protect yourself. im fine with rez being replaced with something more interesting, i really wanna see what they can do with her because her current state is horrible.
I saw someone suggest swapping valk and rez.
What if Valk was a CD (nerfed a bit of course) with the new super jump removed (keep the ow1 tech). Then make her ult multiple charges of rez. With the meter removed you could then use a meter on damage boost and/or heal to discourage pocketing.
@@Chr0n0s38 i didn't play ow1 so idk how different sj was, but this sounds like a good idea honestly. idk about the multiple rez charges because i saw how broken mass rez was so they'll probably avoid that 😂 maybe just making rez ult charge very quickly and make rez itself quicker
@@Chr0n0s38 that’s just moth meta mercy with less steps. they should swap valk and rez but rez should remain single target but cast faster and have no movement penalty. we should move toward putting mercy’s power more into valkyrie
@@PurpleMoon799 Super jump was much harder to pull off (it was actually an engine bug). You had to crouch as you started GA, then jump at the end. If you timed it right you got a much stronger jump with any distance than the current one does. It technically still works but the new SJ mechanics make it harder since the same buttons are used. There are some good videos on it if you want to see what it looked like.
Multi-rez charge would still be different from mass rez. The problem with mass rez was one button could rez up to 5 people. I'm thinking normal rez but, say, 3 charges. Rez would work like it does now (can be interrupted) where as mass rez was almost always guaranteed.
@@-NoNo. That's basically what I suggested lmao.
3 charges of rez (or whatever), single target though. Basically just lock current rez behind ult charge, but give her multiple charges to compensate. The whole point behind reverting the movement changes from OW2 would be to make valk as a CD useful, and lets you nerf the pocked playstyle to encourage her to use her movement more.
I think you needed one more tier tbh, I'm not convinced that Ram/Soj/Bap/Kiri belong in the same tier as Orisa/Junk/Sym it just feels wrong to me.
The way you make hanzo work without 1 shot is you give him crazy utility and reward him for headshots in a different way. I've always been partial to giving him temp wallhacks on that person when you headshot them and it makes them low hp. (No free wallhacks on a full hp tank)
for kiriko's primary fire you could make her fire it less frequently but the projectile moves a little faster so it's like she's charging it up to go fast. she can still do long range damage but isn't firing as often and getting as many random headshot kills
I think if Hanzo had a passive where if he hits a Primary Fire, full charged headshot, he can press Secondary Fire to shoot a homing arrow that goes through walls, dealing 45 damage to the target he just hit, that could balance him. It allows supports/tanks to assist the headshot player if they react quick enough, but allows Hanzo to quickly follow-up on headshots in most situations.
There's also the "easy" solution of allowing Sonar Arrow headshots to deal 250.
Give Sym the two shot back or her extra 25 hp back, 3 charge up orbs is one too many for a poke hero and base health is too little for a brawl character.
She had no identity other than the TP.
JQ needs serious changes. How can you play her without a dance emote?
I really love to see just the level of understanding Spilo has of all the characters and their hero designs. I'm glad the devs at least know he's around. Let's hope they listen too
For Illari, I think that changing her weapon into an automatic rifle (can be hit scan or projectile like Souj) with low damage output and combining it with something like Orisa (heating up after continuous usage) while still having the same reload animation with maybe extracting the heat of the gun, looking like a red sun and then turning it into a yellow sun and reloading it. On top of that, her healing can be something like Ana (shooting allies = healing and shooting enemies = damage). Since it is an automatic rifle, it would heal around 13-15hp per hit, which gets rid of the healing distance problem. Get rid of the pylon and replace it with an AOE healing that only locks on allies in front of her in a specific range and heals like her secondary fire. For example, if you hold the ability for 3 seconds, the cooldown will be around 5 seconds; if you hold the ability for 5 seconds (hypothetical max), it will have a cooldown of about 8 seconds, but you heal more in that time. The animation for this ability will be something like lowering her weapon, using her left hand, and rays of sunlight coming out to allies (or something like that). Her movement ability should be more reliable by not having an arc on the jump, a more straight line and keep the knock back. Keep the ult.
With these changes, she still has her poke style (slightly more dependable), reliable healing that enforces her to play near the team (encouraged by the AOE healing ability), the agency on whether to shoot enemies or allies, and a semi-burst heal with the potential to help tank in front-line battles.
Is there anything you guys agree, disagree, or would change?
Mercy ress should be removed. It's not fun having to do a lot of work for an elimination and one press of a button can undo tons of hard work.. It feels awful when that happens. Especially tanks...
some things i’ve learned:
- give class the halo grenades (no fancy gimmicks, they are literally nades that can bounce around and pop)
- speed is one of the most insane mechanics in the game and then in combination with the rest of lucios kit makes him one of the most unique heroes in the game
I play a lot of Life Weaver and find him pretty fun (I am in metal ranks though lol). Though his kit can feel clunky and lacking a theme, I think he is salvageable.
In my mind, LW is meant to be the 'builder support' that people had sometimes asked for previously. Leaning into that identity more while giving better utility is something that would help. Here's some changes that I wouldn't mind seeing as a LW main:
-Make his healing not lock-on but a projectile similar to sym's. This would add to the skill of the character while still making him approachable.
-Give a pseudo deployable healing mechanic: landing a certain number of consecutive healing blossoms on a surface starts a healing biolight growth, which decays over time and has a set amount of HP it can give. This would need to be balanced so he can't place like 22 all over the map, but maybe three at a time and then when starting a fourth the others decay at a faster rate. This would keep the builder-support fantasy while also not being yet another deployable the enemy team has to break.
-Replace petal platform with a temporary jump pad: Petal platform is a great selfish ability but hard to use for the team outside of ult cancelling or coordinated moves like Sky Noon. The seed can sometimes bounce all over and not go where you want, or gets half stuck in a wall and the petal can't be used. Plus if a teammate stands on it too early or falls off it's useless until you get another 7 seconds later. Instead, a jump pad is more useful and intuitive for the team to use (as there's others on some maps), and can still have disruption potential like sending enemies into the air briefly.
-Make lifegrip breakable: I actually think this ability is somewhat fair, even if not fun to play against, because by saving a tank you can often make the mistake of exposing your other squishies, or giving up a good piece of cover. Making it breakable though adds more counterplay for the enemy team.
-Damage reduction thorns: I love the idea of combining necrotic orb with LW, since it fits his whole 'non-violence' shtick. Maybe reward players for mechanical skill by landing a number of consecutive thorns on an enemy to reduce their damage output for a short time (indicated by a pink aura). This would have to be carefully balanced or course, but it would mean LW's healing output could be reduced by a lot since less damage from enemy team means less healing needed. Because LW would be a better duelist against flankers etc. you could also probably remove his self healing with dash too.
Not sure how viable these ideas are but something along those lines I would enjoy.
An interesting idea I had is, I think "annoying characters, could have less overall impact, but be incredibly efficient at working towards their ult. So, they get to be annoying, and can make attempts to force their gameplan but if that's not working, they're sure to get their ult quicker than the rest to solidify their presence
25:28 that take right there basically kinda says you want a typical dps/pew pew characters. Not to mention that overwatch is a match up game where heroes counter other heroes thats the whole point of being able to switch characters in spawn it feels like your trying to make every character just person with gun.
I think for ramatra block they should have a balanced charge to deal damage on release of his block equal to a percentage of the damage taken (something small but noticeable ) but more importantly give ramatra a speed boost to either the weapon velocity or movement speed, or an extremely minor boost to both
re:lifeweaver if grip was implemented like thresh's lamp in league (u throw a leash and teammate interacts to go back to thresh), it could be more proactive
OW players: "Our cue times, are Horrible, we hate Double shield"
OW developers: "Ok we removed 1 tank and we're going to eventually rework every hero in the Game, several rimes"
Me: "Why didnt they just make it to where you can only pick 1 shield tank, and make more fun Tanks".
The fact that the only solution to fix thia game is to rework everybody
I just think the concept of having sigma at the front with a shield, while allowing roadhog to pick off the squishies on a different side of the map is a recipe for disaster. I mean could you imagine getting dva dived but also having to worry about getting hooked?
Why do you not work for the balancing team?
what if you could attach a "heal tether" to a teammate or two as illari and then you heal them based on damage you deal
Lifeweaver and Moira ruin my games. Moira on one hand, her skill ceiling is 3 inches off the floor. Lifeweaver, his skill ceiling is about 10 stories tall which you have to reach to MAYBE get value on him if your team is coordinated and that’s not a thing below gm. If you get both of them, garunteed L just leave the game. Had a game on Numbani the other day with those two, a junk, no main dps or support and the worst characters on top of that, YET SOMEHOW AT THE END THEY BLAME ME, THE TANK BECAUSE WHENEVER YOU LOSE ITS THE TANKS FAULT YOU DIMWITS.
If you think that's bad try getting bad mercy's and zens and having 0 healing and getting a horrible ressurection that staggers you by an additional 10-15 seconds behind your team.
27:25
Lol imagine deflecting as Genji but you get to keep everything thrown at you as ammo for later.
Bro finna have a junk jet from fallout
Im not lying when I say this, .65-1 second of cc immunity when adaptive barrier goes off and a small buff in damage to balls primary fire (he can barely get a kill against a lucio, kiri, or brig comp because they all just outheal his damage or make it take waaaay too long to kill) would be fine for ball. The adaptive barrier buff provides at least some counterplay to cc while not breaking him and the damage buff actually forces people to look at ball so their supp doesnt die instead of just being able to ignore him and dive his team.
Revert the fireball 60 dmg buff and maybe even the airtime buff on piledriver and he'd probably be more fun to play.
Why revert the buffs? Don't let Blizz's shitty balancing philosophy dupe you, compensatory nerfs/buffs are a terrible way to address balancing woes. Sometimes heroes can just be buffed/nerfed without the lost power being shifted to another part of their kit only for it to become another problem down the line.
Hanzo’s arrows could have utility instead one shotting. Make his rate of fire faster so he can two tap. And maybe his arrows do DoT. I think that matches with a bow (poison arrows). That’d make him better with the new DPS passive. Just a thought.
cass's ult is the main thing to fix about him imo, just doesnt work fundamentally in this game
Hot Take:
I think it would be a neat idea that if, while the same if firing together, Mauga had one chain gun that essentially added fuel to an enemy and the other as the spark to ignite them, but ends if not probably fueled. In addition, change his passive where it no longer heals on criticals, but instead on how long someone is on fire. And if that is still an issue for tanks, then instead, have it where upon eliminations, he gets burst heal (kinda like Genji's cooldown reset)
I agree with most of these, but it kinda seems like you dont consider lower ranks at all, which is fine, but you also cant expect ur opinions on stuff like this to be all that good when youre intentionally ignoring 80% of the player base. For example im not a mercy player, but "who cares what the bronze silver gold players think" is a crazy statement to me that came off unironic when you said it
Imo Illari would be good if pylon was replaced by an entirely new ability. (For example something like a helix rocket that heals and allows for rocket jumps)
9:45 then why not just nerf 1 shots? Why increase health in the 1st place?
I really want to see what launch Sombra feels like. People understand her much better, and kit bloat makes hack more valuable. A timer on invis and translocator would probably work pretty well. The get out of jail part would come back, but with limits. With 1 less player she can get around without being spotted more easily.
Yeah launch sombra looks really fun
sombra should have audible foot steps even in stealth. Just make her foot steps the lowest audio possible. Basically so u cant really hear her in the middle of a fight of a fight but if the sombra tries to spawn camp or stealth assassin, theres a chance u hear her coming.
Only way i can think of to fix hanzo is to give him several different utility arrows.. but then cc would prob be involved (freeze arrow to slow or a sling arrow to tri0 or a bleed effect or a rainin arrow aoe like in many fantasy games.. he needs to have arrows for different situations to make up for his dps without making him 1 shot..
I had this thought a little while ago that if you were to take mercy as she is now, change her rez to a slightly nerfed version of the mirrorwatch bomb rez and tweak her beam (for example make it so she can't stay on one target for too long) and then you made one simple change to valk where she gets a cd reset on her bomb rez to give valk more offensive capabilities, you've already got yourself a much more engaging character to play and play against with pretty simple and minimal changes
That shit was BUSTED my friend
@@bentocodI mean yeah, because its a fun mode with no balance thought behind it. Doesn't mean it had no potentially great ideas to make characters better/more engaging/fun to play. Mercy corpse bomb was fun, so was Sombra being a "support" in making reins extra great. Doesn't mean we can't tweak the numbers down
I'd try giving rein the ability to Drop his shield, because so many tanks can multitask i.e. dealing damage while defending, it really sucks that he has an ultimatum for doing damage when he already has to get in close. Also, I'd make it so his barrier health gets converted into overhealth when he charges. It's make pin safer, but also give it a cost. It's essentially giving him the Zarya treatment.
If Symmetra gets 2 shot reducing her projectile size is a must. Because 2 shot with a squishy size hitbox is ridiculous
Really like the Kiriko fire rate decrease and damage increase, came to the same thoughts a long time ago
I would love a soj with
1. No delay between rail and primary fire
2. Less rail damage to compensate for 1 and to remove burst potential
3. Faster rail charge during OC
I know he said most of this but it would feel so fluid and fun imo. You keep the fun of slide and even the complication of the E, and youve created a fluid, mobile, hs(somewhat) dps. Without the frustration of rail being op.
I think maybe we can salvage Bastion the way I saw him in OW1 literally as a bastion
turret form was obviously busted due to the pirate ship meta but if we simply made him not be pushed by the payload while in zurret form that would be mostly fixed.
Turret form as a slow and cumbersome form easily flanked but hard to take on from the front with a movable but relatively weak normal form. So basically Position would be key if your out of position you are dead.
I could see that concept work
Hog, Sombra, Old Mei. Brig came in broken but the concept of a support bodyguard is a good concept
Interesting how the Symmetra tier are all very fun to play and interesting heroes that just bend the rules too much and then you drop a tier and you find all the heroes that feel terrible for everyone involved.
I thought Illiari was a lost cause too, but what if we made it so her healing beam changed the prioritization on her healing pylon. So you place down pylon, but it doesn't start healing until you pick a target for it to heal with your beam. It'd mean she'd have to be more proactive about her healing, while still having the ability to make use of excess space to go offangle if the Illiari feels they can leave the turret on whoever it's healing. I'd give the turret more health, and slightly better heals if this were the case tho. Or the ability for Illiari to repair it with her heal beam. It'd be like a more mobile Zenyatta, that in turn has the range of their heals decreased. Second, and this is up for debate, but why not make her movement ability give her the ability to fly for 2 or 3 seconds, like she does with ult, so after the energy burst she can fly for a bit. I can't stress enough how limited the flight should be tho, we don't want her stepping on Mercy's coattails.
This would also mean she can't be healed by her own Pylon, which her self sacrificing nature plays into, but beyond that it's make her movement/defensive ability a more divisive choice between taking an off angle with it or holding it as a defensive measure.
I think there is a world where Hanzo is good without a oneshot, and it's a world where you make his projectiles a bit faster, and give a trajectory indicator on his Storm arrows so you can more consistently use them to hit people around cover. Also give dragon more damage to compensate for the lost damage potential the speed buff gave. I think what makes it hard to envision a different Hanzo is that he has a weak Hero fantasy compared to the rest of the cast. He's an archer, but also an ex mob boss, but also on a path of self forgiveness and none of that is reflected in his kit besides the fact he doesn't use a sword, to atone for maiming his brother with one. You'd either have to justify his current kit, or come out with some cinematic showcasing a new one and how it plays into his lifestyle. He feels more like a fossil than Soldier 76, who's designed that way.
15:25 That is, if symm can even KEEP a buff for more than a season. Symm has the most reverted changes out of any hero in OW/OW2.
Still waiting for that support rework blizzard.