I think Hog and Mauga will be a great Wake up call for the dev team to realise that a single ability (anti) shouldn't be so effective against a tank. a tank should never be heavily crippled by a single ability they cannot avoid
I second what mark said above - as a tank player, it’s not exactly fair to say there’s no counter play (Orisa spin and fortify, sig suck and shield, rein shield, Winston bubble, etc) but I absolutely agree that some heroes do not have counter play, and it can affect some tanks more than others
People seems to be confused between Cardial Overdrive and Mauga's passive. The last one ONLY gives him overhealth while dealing crit damage. The only ability that heals him is Cardial Overdrive lifesteal
They should do hero previews like they did with Mauga for every new hero. Seems like a great way to build hype but more importantly to get early feedback in order to fine tune the hero before the new season
I'd love to see Mauga's lefthanded firearm stay rapid fire, while the right one gets slowed down maybe 20-25% and gets given bonus range and damage per shot. Really would reward accuracy and encourage him to be "anti-air" as the developers have stated they wish him to be.
I feel like nerfing ana nade (making it reduce heals by 50 or 75%) would indirectly buff all the tanks and it is the biggest problem for mauga and hog. The dev team seem almost afraid to touch it. They said they discussed changes internally but it's hard to say whether or not they'll do anything.
^This! This! I type it out on every video that EVERYTHING revolves around Ana's nade and we need to look at anti-heals before more heroes have access to them. Then there is the fact that Discord is too powerful against tanks. These are my two favorite heroes to play, and I would rather less value be tied up into these abilities so they are less boom or bust.
Just make it so it’s healing REDUCTION and also revert some of the cd changes This way it still punishes overextending enemies but not so much that it would feel unfair
I was pleasantly surprised when I found out that the team did a weekend trial for Mauga. I personally would like to see them work this in to a standard practice for new heroes. It gives them the opportunity to sample some player data so they can get the new hero's balance closer to ideal at the hero's proper launch. It felt sort of like the PTR used to.
i believe the game director said they’d be trying it out more often since it was so well received and it was very helpful for them bc they got live data to tweak him for release
1:22 it was obvious just from the numbers that the original Hog heal just wont work. That's mostly because heal itself is kinda worthless, it was the damage mitigation ability that really mattered. Also, maybe it's time to change anti-heals into strong healing reductions (60-80%)?
I'd be scared if they did that and thought oh well now we can add more of those, now technicallyyyy it could be ok if they only do it for tanks, not supports or DPS or maybe if it were to be added for a dps it would be a low percentage like 20% and blended into an ult, and if another anti hits it would not STACK obviously rather hmmm take the higher of 2 ig, well what am trying to say is I hope not many are added xD
well, imo 80% flat for all antis is fair. I see no point on splitting it between characters. JQ's ult has so many more tools that there is absolutely no reason to treat her differently and give her full heal disable. Also, we're talking the whole 2 anti-healing abilities in the entire game, how hard can it be?
This may be a hot take, but sometimes the simplest change is the best. I feel like anti-heal should be the same percentage as the additional healing. 50% increased healing, 50% reduced healing. Best of both worlds, and it solves a lot of the problems that makes Ana seen as overpowered.
@@blackbird42it’s perfectly reasonable for jq’s ultimate, it’s a fucking ultimate. the fact that ana has the same anti heal with higher impact since its on a 12 second cooldown instead of an ultimate is fucking ridiculous.
They reworked how zens discord orb works and now it's time to re work ana nade. Crazy how how 1 character with a cooldown can gatekeep so many tanks. Jq ult anti last less than ana nade and ITS A ULT. a cool down is better than jk's ult.
@@VYNYL_Music I saw someone else say to do sum from wow where you have to heal a certain amount before it allows you to heal, I think that but make it last the whole duration and if you heal through the like 250 health to allow healing you do maybe 50% reduced healing?
I think in general cooldowns need to be shorter and less impactful. Maybe bap lamp is a 50% damage reduction instead of immortality, but has a 12 sec timer instead of nearly 30 seconds. Ana nade would reeduce heals instead of full anti, and cd could be like 8 to 10 seconds. Suzu would cleanse but not provide immortality, and could be reduced to 10 seconds. Discord could do a 10% damage buff on tanks, and wouldnt have the lockout cooldown. I think having players do huge things less often is way less fun than doing less impactful things but constantly. The game is getting so slow, and everything revolves around baiting cooldowns rather then getting in there and out mechanicing the enemy. I think heals overall need to be reduced, or damage buffed. Healing should give you an extra second or two, not make you nigh immortal.
Both healing and damage need nerfs, healing just needs it slightly more. Too much damage, and making a mistake for just one second without a source of heals means instant death. Too much healing, and with competent supports it's nearly impossible to actually get kills unless you're playing a oneshot hero.
Just another thought: what if the anti-heal was changed to healing absorbtion debuff, like straight from WoW? That way the uptime of it would mainly depend on how focused supports are to remove it. Let's say you'd have to heal 300 to remove it OR let it expire after the whatever the current timer on it is?
If Ana uses bio nade on herself or her team, they get an increase in healing received. If she uses it on an enemy, they aren't able to get healed. Why just make it so that they receive a lot less healing but still can receive some???
I have one thing to say about leaving QP matches... As a busy father of two who enjoys gaming whenever i can, sometimes i cannot help but leave matches early at times when duty calls. I know it sucks and you can hate me for it but if i had a choice i would never leave a game unfinished, its not fair on others, but I think QP should be a place where people can leave without significant penalties.
Something I thought they should do with the new hero is make it so the ability that heals his team, also heals him for X amount of health when an teammate does damage. So as the team heals themselves the new hero will also get a little bit of that healing too. It would encourage people to play around him more also.
That would either be insanely overpowered for just being an ability, or it would feel like it doesn't exist. If they make the amount of healing Mauga receives from teammates noticeable and useful, it means heroes like Bastion would be just batshit insane with him. Basically he would never die while the ability is active in a teamfight. Just stand in front of the bastion, let the bastion blast the tank with his shift, you win the war of attrition. Or, they make it so heroes like Bastion don't work so well with it by limiting the amount of healing they can do, and you end up really not getting much from the ability at all, and you probably don't even notice it.
Might be OP but what if hogs breather could bypass anti or at least do reduced healing while anti’d still so he’s CC’d less and can therefore have something special about him as a tank role Or, when his breather meter is emptied, he loads an extra shot in the mag that does bonus damage Or, when his breather meter is emptied, it puffs out a cloud of healing that heals teammates around him or buffs them in a certain way
Honestly if breather just straight up cleansed hog i think that’d be cool. He can get rid of anti and discord reliably while still being susceptible to cc.
The whole healing system is out of wack imo. Antinade is so powerful because healing is so powerful. I'd nerf healing by 30% or so across the board, making anti less valuable as a byproduct
You know healing is so high because damage is out of control right? Every tank that doesnt have a shield or a 100% mitigation ability will be unable to even peek around a corner
And this is why having a second tank makes the game way better, if your tank is dead the enemy pushes fast and it’s game over. 6v6 wasn’t a big issue, just people complaining without using all the options available to them and not putting any effort at all in order to turn the tide of battle. There were multiple ways of dealing with two shield tanks or the 4 shield meta with Reinhardt,sigma,brig and mei, there are a lot of high damage DPS which are good in either close and far combat effectiveness, not to mention characters who can cancel enemy abilities who are in the middle of using them or not, also characters who can trap enemies cutting them off completely from their teammates, also other characters who are able to move enemies from one area to another(displacement or area shifting),also the 2nd tank can either defend the supports in the backline or push for more firepower with the main tank while one of the enemy tanks is dead. People just like to complain instead of using all the available options at their disposal to deal with shield characters, why can’t other players just use simple common sense and logic instead, while also being open minded and think of a way to solve the problems by using another point of view or angle.
Mauga's passive lifesteal should probably be changed to ramp up as his hp % decreases, meaning he gains incredibly high sustain when hes sitting around 30% HP.
still genuinely think most if not all of the problems with tank balancing could be fixed if things were reworked back to 6v6, and i will happily debate this with anyone who won't be toxic about it.
This might be a weird thought but what if they made it so the tank passive gave a debuff resistance that made it so negative effects like anti heal and stuns are less effective on tanks. Kind of like how sleep last for 3 seconds on a tank instead of 5. I feel that a anti that only last for like 2 seconds on a tank would be way more manageable
I think a good way to fix the problem of antinade would be to make it decrease healing rather than prevent it similar to how when on a teammate it makes healing do more
The issue is all these buffs/reworks to tanks keep happening, but they still dont address the core issue of ana's nade and zen's discord being the big issue. Change nade to 50% less healing, not no healing allowed, and make zen's discord break right away with line of sight/barriers to allow some ways to counter it through positioning. This would make ALL tanks take space better...
And kiriko having answer to everything button. Like ok let her cleanse and give immortalitu but at least make target be succepteble to boops or something. Now it is god mode button
Suzu should only be a cleanse, DR, and maybe heal. Invulnerability and intangibilify are completely unnecessary for it to still be a really strong ability.
I'm still on dealing with Ana's nade (EVERYTHING in the game revolves around it) and changing how discord works against tanks. Those are my two favorite heroes, but even I can admit this needs to be addressed and we can't deal with the rock/paper/scissors problem with tanks until this is done.
5v5 is the biggest problem with OW. No one complained this much about a certain character’s ability like this in OW1. They changed the core of Overwatch and it has caused so many Balance problems. OW2 is and still was a good idea but 5v5 is the problem and sadly they will not go back.
You would think that they wouldn't have even bothered with a 12 second recharge anyways. That's way too long for your main staying alive mechanic as a tank lol
I really hate Blizzard's approach to community. They look at problems and disregard the human element of them. Forcing players to not leave matches or else they'll get banned is such an ass backwards way of handling "toxicity". Players get put into matches with throwers, toxic teammates, or just unbalanced matchups and then they're forced to have a miserable time for 10+ minutes otherwise they get banned from even playing the game. This is a breeding ground for more toxicity in the community. Players will turn on their teammates thru text/voice when, before, they would've just left the match. Blizzard should be asking why players are leaving matches and what they can change to make people have more fun and not leave matches, not holding players at gunpoint and telling them to just act like they're having fun. Same goes for the whole toxic/throwers tidbit. Why would you start eliminating your player base instead of figuring out why they're throwing or are toxic in their matches? These are players who clearly want to play the game. I think you'll find that most of these issues simply stem from horrendous matchmaking and yet Blizzard wants to punish their own community rather than taking accountability and improving the experience. I also proposed a clan system in the early days of OW1. The fact that it still doesn't exist is mind boggling to me as it would solve these issues for many players. Have clans people can join and promote the idea of always playing with your clan mates. Maybe even have a competitive ladder for clans as a sort of amateur version of the Overwatch League. Push people to choose who they play with so they don't have a reason to be toxic/throw/leave.
This might sound stupid but doesnt hogs take a breather being shorter meaning you get healed quick also mean that you have less time to use the damage reduction part against an ana?
idk if this was said in the video but isnt the reduction in duration a nerf because its less of a tanking ability shouldn't they increase the heals a larger chunk add more time so that the heals per second is the same but you also get more to actually use the 40% reduction?
Im hoping mauga will be added to the game again in a solid state and he’s not broken or dead on arrival. He’s definitely my favorite character they’ve added character-wise since sigma and i would hate for his gameplay to ruin that.
Anti Nade has been an issue for far to long. It should not be a full cancel incoming heals to reduced heals. I think it should mimic a mortal stroke from wow. Reduced healing by 30 to whatever %. Not literally cancel heals as it is currently.
I think that perhaps having a breath out effect that perhaps deals some small damage tick. the longer you breathe in, the longer the he exhales the noxious gas. You can play with the effect the gas has, but I think an armour eating gas, that perhaps more damage to any modified health besides base hp. naturally a hog cant affect another hog then. maybe it does a % based damage of current modified health value. could be a huge counter to lucio ult, zarya innate shield and tanks with lots of armour. Edit: i'm talking about a tweak to roadhog Edit2: perhaps the longer a player is exposed to the gas the higher the % damage increases
I used to be a massive OW fan and played a ton up until OW2 and haven't touched the game since season 2. If they really kill it with the battle pass and fix a lot of the issues OW2 had at launch I just might consider coming back but idk my passion for OW was really killed from OW2 launch so its gonna take a lot
I seriously think the solution for overwatch 2s balance is hero specific effects. Some character shouldn't be as affected by certain things as much as others. Example zens discord orb could do less to tanks like rein hog doom ECT while characters like orisa get the regular discord orb. When you have 50+ characters one effect fits all is just not viable
I dunno about his effectiveness, but man I really did enjoy hogs rework. I decided to get high and try him out. Had a blast hooking dudes into my trap. I forgot they reworked his heal because I didnt use it all game
I don't notice any change in the leavers. A time penalty doesn't deter leavers, because leavers have nothing to gain from staying in the game. Only thing that will stop leaving is the return of leveling up lootboxes with coins for duplicates.
That's a pretty solid heal buff for Roadhog. He went from 175 -> 150 in the rework, now to -> 200. That could help offset the damage reduction difference and feel better to use when tapping the heals (or misclicking lol) while still rewarding enemies with some ult charge (we don't want him to be unkillable either). I think the head box reduction is pretty good for Mauga, even supports were chomping away at my health. I'm not sure he needs armor or that much if they're doing reduction to charge and more health recovery. I do think instead of damage reduction for charge they could do a bit more damage on the knock back. Also, why make damage reduction abilities more universal and make it 40% as well instead of going all in to 50%? I think the Sombra change is good too. I think his guns were fine and spread was okay, but the effects they give just needs a bit more obvious effect, a little more burn and heal from it, maybe a bonus for using separately? Who knows.
The was issue I immediately had. I can’t punished Roadhog with Orisa javelin spear throw anymore or Stigma’s rock cuz Roadhog has no cooldown. It’ll stun for that brief but he can just continue healing regardless.
Overwatch originated from Titan. They tried PVE and failed....they did PVP and had success... so for them to try PVE again... well that's INSANE. You know the saying, "Insanity is doing the same thing over and over and expecting different results." BUT I BELIEVE THEY CAN DO IT... it's just cost too much and it takes too much time. They should do it with a very small team and experiment the moves in a special game mode.
Still think if they dont have damage mitigation they need a something else. Like give Hog a passive "thic skin" all debuffs 1/2 effective, Muaga probably "thic muscles" debuffs increase his damage by same debuff amount. And Queen "miss majesty" debuffs increase her movespeed by same debuff amount. Would probably break Muaga but give some dangerous counter play. These are brawlers so let them get increases when something decreases.
idk about queen I agree with hog and mauga, but queen doesn't really need more damage midigation. Queen has, and even to this day (despite her being worse) does work without a shield. The reason why she does and the other 2 tanks don't is because 1. she doesn't have a massive hitbox (if anything, I think she has the smallest tank hitbox) 2. Her self sustain is actually pretty good and can't be countered easily Hog and mauga unfortunately don't have either of these. Even if they have decent self-sustain, it's completely mitigated by the fact that their hitboxes are massive and can easily be shredded by hitscan or shotguns.
Since road has a gas mask, why not make TAKE A BREATHER be an ability where he inserts the gas ito a mask slot so he heals overtime for a duration of like 4 seconds where he keeps reduced damage and have a passive for breather where he cant be cc'd since hes one of the only tank without anti cc. Therefore since its healing over time he can still hook, shoot, reload etc. And when he activates TAKE A BREATHER his skins can have have a glowing nose for his Christmas skislns or a clown mask where the nose makes a honking sound
Sounds good, but it would also make him easily countered by anti unless you can cancel the healing just like the way it works rn I'm fine with reduced damage but dunno about anti cc, we don't really want a one shot self healing orisa
@bbc-_-5338 I should have mentioned it would make his personal healing impervious from anti. Better yet, he can get cc'd but his healing can't be negated. That way he can be stopped on certain occasions but he will retain healing
This may be dumb but what I was thinking, for however long take a breather is on, the damage reduction reduces… it starts at 70% that rapidly goes down to 20% let’s say.. It made you can attack while using take a breather
i really really hope they make mauga overrun work like rein charge, brig bash, and doom punch when it comes to hitting and interacting with another hero using a similar ability
Problem with hog is he needs a skill that improves instant survivality or escape (like other tanks like Dva Flying, Winston jumps, Zarya bubble, Junkerqueen battle scream, Sigma shield/hand black hole, etc.) The heal skill must let him run bit faster and/or giving him an armor, or when his heal skill is on top max heal capacity and take the first breath, clean al nerf effects like antiheal/hack/ etc. Today he is a big hitbox sandbag "dps" with weird gunshoot and devs are compensating the more damage he receives with more heal... that is not the way of a rework
I just hope that blizz adds a sensitivity slider for his turn sensitivity during charge. When I played him I often found myself lightly tapping the joystick and veering violently away from my targets.
I can only imagine what kind of damage cardiac overdrive will do especially if they are gonna up the life steal % value of it when put with characters that have life steal already as part of Their kit with reaper being a prime example. The life steal does stack with reapers life steal.
Reaper in current cardiac does 90% lifesteal, I think as an ability it doesn't really need any more buffs, just increase the performance of his neutral shooting and maybe overrun, which would both indirectly buff cardiac. With more damage/tankiness stacking with the lifesteal for more healing.
Dear viewers, here is Mike lead game designer for the last past 25 years for Overwatch. Our team did put an insane amount of work for the last two days. After running about 3 sim's, doing 5 test games, we figured out the source of the problems. Solving the anti nade of ana (reduces the incoming healing for 70%) we were actually able to fix all the surrounded problems. We have now way more flexibility in creating new tanks. our goal was players not feeling helpless after getting naded, and it also feels less frustrating in general. We will implement the new changes in 2025.
I think the Anti change I prefer, rather than making it only healing reduction, is halving its duration on tanks. I don't think Anti effect is a problem other than for tanks. Well, other than having A SECOND TANK. That would be the best solution
I feel like the Devs never even thought this through. I’m willing to bet what happened was Activision wanted to monetize OW and someone popped the Idea of OW2. The idea of monetization is what gave us what we have now but they had to change something to sell it as not a just a game monetization update (which it was just an update!). All they did was buff the Tanks health and didn’t even consider how other abilities worked with the new 5v5. All this is was a cash grab that no one thought of the consequences of and now we’re feeling it in game as unfair balancing
Maybe they could make it so overhealing with roadhogs vape gives him an actual overheal shield? Or perhaps give him something similiar to the doomfist self shielding while doing damage
I thought maybe they'll change take a breather into charges, like brigs heal pack, and make take a breather self cleanse, maybe that might be a little too powerful, though I would say the shotgun pattern, mainly the big pellets, doesnt match up with what the barrels of the gun looks like.
Would it be cool if Mauga's Overdrive would still let you get healed, just at a lower rate. Like look, he has two hearts, means one has to be artificial - it's going in overdrive mode to mitigate any health issues. Makes sense doesn't it?
I think Roadhog could get a new passive. Call it “Greedy” and it would increase healing received by 10% and make him steal ultimate charge from damage taken. This could be about 10% of enemy ult charge gain from damage to Roadhog is taken and given to him instead (could be 5% if too strong).
I’d like to see them to shorten the overrun slam animation/move camera FoV to first person sooner. As it was, you were effectively “cc’d” for just as long as your opponents were
All these comments make it seem like Ana is so oppressive and a must pick, yet no one in my games is playing her. Instead I’ve got zen Lucio combos and mercy’s that don’t pocket the pharrah.
I mean yeah, I'm glad they're adressing the glaring issues with Mauga and Roadhog, but as long as anti nade still exists, they won't be viable picks. What they need to do is to change it to a healing reduction (70% or smth like that) to at least allow some counterplay.
What they should do is change Ana’s anti grenade, instead of completely negating heals they should make it so it has a healing reduction by like 30 or 40 percent to anyone who was caught in the splash.
Actually that reload thing isn’t a bad idea, if he’s taking a breather for the time it would take to do a reload it should reload, like how mercy and lifeweaver does while weapon swapped and bastion used to do in turret form
Stylosa is the guy who is intelligent and knows what he's talking about, but I would rather throw game servers out of the window than let him cook with balance changes.
If the issue was controlling space maybe his ult should be a regular ability with some kind of nerf to compensate I feel like hogs ult should be a normal ability maybe with a charge meter for space creating. New ult though? I have no idea.
I know OW is changing its vision but still. Its crazy think how they released the game as "early access" because PvE was still on the way. Then they go and say theres only going to be 1 major balance patch(mid season patch) per season due to the current workings of PvE. Then everyone was complaining 3 seasons in, cause the game balance was all over the place. Then they go and cancel the PvE that appearently took all the time away from the current live service. And now theyre saying they're commiting to the PvP side with little PvE things on the side. Getting a little balance patch this early for hog is an early good sign of things, but still crazy to see how they went a full 180 from the release of OW2 to now.
high key, hog is easily the third best tank asides from sig (obviously) and rein. He has an amazing matchup vs every single dive tank (doom ball d.va etc) and can easily smoke a rammatra or queen if played right. His anti weekness is solves by slapping on a kiri and his weak rotates are fixed with lucio and sym, of which you would play anyways cuz he is a pokey brawl tank. Add a mei, bastion, sojourn, or even torb if you really wanna piss of dive players and suddenly all his weaknesses are covered. Enjoy playing your undiveable, unkillable, super dps that has perma speed and can teleport behind you and hook one shot your bap then tp back like nothing ever happened.
I still think Mauga’s stomp should be independent of his charge. Put it on his E ability it would also slightly buff his E as u can get healing from the damage the stomp does instantly.
You probably won’t read this and I say this with respect to you, but I get a bit miffed each time I hear you conflate the problems overwatch 2 has had and the “new” direction away from PvE. let’s rewind a moment and just remind ourselves it was the old Bobby era that scrapped PvE because it wasn’t going to make all the money, it was the old Bobby era that interrupted what the devs were passionate about to task them with things he’d later cancel and make them drop-wasting dev time, it was the old Bobby era that made PvP the focus because it was the best way to push greedy monetisation and forced overwatch 2 out early on false promises just to try and save the only thing he cared about, Overwatch League, which had itself been siphoning dev resources away from ow1 and away from the games health. so let’s not act like the devs now putting more focus on PvP is a result of realising PvE was a failed idea, the idea was sabotaged, under-resourced and undermined at every turn, and while the devs have to double down on the game overwatch 2 now is, hopefully with less decisions skewed towards squeezing every dime from their players, I’m not going to buy into the spin and propaganda that would have you believe the previous dreams and aspirations of the devs were over ambitious and were destined to fail, as if the same developers who gave us the sheer highs of ow1 weren’t capable of bringing forward the ow2 Jeff Kaplan talked about when the game was first announced, because those developers who left after struggling with corporate mismanagement haven’t been the ones to say such a thing, it’s the ones that were left and bent the knee and were prepared to do what they were told and yes, unfortunately lie (though I don’t hold them entirely at fault for that) that are the ones who have said these things, and I smell PR bullshit all over those statements, revisionist history written by those that drank the kool aid is not the most reliable narration on what really went down, much less what ow2 could have been had their plans not been derailed, had not so many developers left who were at the heart of ow1’s development and before ow2 had come out, they left in droves for a reason, it doesn’t take a genetically engineered space gorilla to work out why they left the game they were all so passionate about.
I think Hog and Mauga will be a great Wake up call for the dev team to realise that a single ability (anti) shouldn't be so effective against a tank. a tank should never be heavily crippled by a single ability they cannot avoid
Yeah Anti is aids but it’s mainly since 5v5 makes anti feel oppressive on shieldless tanks and makes kiriko feels necessary
I second what mark said above - as a tank player, it’s not exactly fair to say there’s no counter play (Orisa spin and fortify, sig suck and shield, rein shield, Winston bubble, etc) but I absolutely agree that some heroes do not have counter play, and it can affect some tanks more than others
How else do you kill tanks when they can go from 1 to max health in under a second?
@@BaxxyNutjust play quake live
@@BaxxyNutkill the Squishies first, pretty simple
People seems to be confused between Cardial Overdrive and Mauga's passive. The last one ONLY gives him overhealth while dealing crit damage. The only ability that heals him is Cardial Overdrive lifesteal
Nice Xenoblade X icon
@@griffionow1468 Thanks, goated but underestimated game imo
@@MrEron19 1 and X are tied as my 2nd fav game of all time. It NEEDS a remake on switch 2
It's cardiac. And his passive will heal him if he's not full health, cardiac over ride just give that to other people
They should do hero previews like they did with Mauga for every new hero. Seems like a great way to build hype but more importantly to get early feedback in order to fine tune the hero before the new season
PTR
They’ve been give opportunity to be way more open under Microsoft so it might be the new route they go
i think they said they’re hoping to continue that. it gave them a bunch of stats to work with and community feedback as well
I'd love to see Mauga's lefthanded firearm stay rapid fire, while the right one gets slowed down maybe 20-25% and gets given bonus range and damage per shot. Really would reward accuracy and encourage him to be "anti-air" as the developers have stated they wish him to be.
Honestly I liked playing a anti air gun just shooting both and hope I hit
I feel like nerfing ana nade (making it reduce heals by 50 or 75%) would indirectly buff all the tanks and it is the biggest problem for mauga and hog. The dev team seem almost afraid to touch it.
They said they discussed changes internally but it's hard to say whether or not they'll do anything.
^This! This! I type it out on every video that EVERYTHING revolves around Ana's nade and we need to look at anti-heals before more heroes have access to them. Then there is the fact that Discord is too powerful against tanks. These are my two favorite heroes to play, and I would rather less value be tied up into these abilities so they are less boom or bust.
Just make it so it’s healing REDUCTION and also revert some of the cd changes
This way it still punishes overextending enemies but not so much that it would feel unfair
Just even lowering the effect from 3.5 to 3 seconds would be sufficient without destroying Ana as a support
@@JagernaughtX I think junker queens ult should stay at 100 percent bc it’s an ult,
As both an Ana and Hog player, this is a personal conflict lol
I was pleasantly surprised when I found out that the team did a weekend trial for Mauga. I personally would like to see them work this in to a standard practice for new heroes. It gives them the opportunity to sample some player data so they can get the new hero's balance closer to ideal at the hero's proper launch. It felt sort of like the PTR used to.
i believe the game director said they’d be trying it out more often since it was so well received and it was very helpful for them bc they got live data to tweak him for release
It almost like there should be a ptb for new stuff to catch bugs before they go live
1:22 it was obvious just from the numbers that the original Hog heal just wont work. That's mostly because heal itself is kinda worthless, it was the damage mitigation ability that really mattered.
Also, maybe it's time to change anti-heals into strong healing reductions (60-80%)?
I'd be scared if they did that and thought oh well now we can add more of those, now technicallyyyy it could be ok if they only do it for tanks, not supports or DPS or maybe if it were to be added for a dps it would be a low percentage like 20% and blended into an ult, and if another anti hits it would not STACK obviously rather hmmm take the higher of 2 ig, well what am trying to say is I hope not many are added xD
They don't know how to do that, they've even admitted as such. Better to just make it an ult like with JQ.
well, imo 80% flat for all antis is fair. I see no point on splitting it between characters. JQ's ult has so many more tools that there is absolutely no reason to treat her differently and give her full heal disable. Also, we're talking the whole 2 anti-healing abilities in the entire game, how hard can it be?
This may be a hot take, but sometimes the simplest change is the best. I feel like anti-heal should be the same percentage as the additional healing. 50% increased healing, 50% reduced healing. Best of both worlds, and it solves a lot of the problems that makes Ana seen as overpowered.
@@blackbird42it’s perfectly reasonable for jq’s ultimate, it’s a fucking ultimate. the fact that ana has the same anti heal with higher impact since its on a 12 second cooldown instead of an ultimate is fucking ridiculous.
They reworked how zens discord orb works and now it's time to re work ana nade. Crazy how how 1 character with a cooldown can gatekeep so many tanks. Jq ult anti last less than ana nade and ITS A ULT. a cool down is better than jk's ult.
JQ anti lasts longer than Ana nade, it gives bleed, heals JQ and give her access to the enemy backline.
Instead of anti-nade blocking all healing, it should add a bar of negative HP that needs to be healed away before healing takes effect.
Good idea
Unironically you need to work at blizzard to get them to do that
Either that or it should simply have a healing reduction instead, itll give players a hard time still but at least they’ll have a chance to live.
@@VYNYL_Music I saw someone else say to do sum from wow where you have to heal a certain amount before it allows you to heal, I think that but make it last the whole duration and if you heal through the like 250 health to allow healing you do maybe 50% reduced healing?
😂 How is this different from just doing a bar of damage? 😂😂
How about Blizzard actually nerf anti nade effects so it’s not as oppressive 75% healing deduction on a 10 or 9 second cooldown should be fair
I think in general cooldowns need to be shorter and less impactful. Maybe bap lamp is a 50% damage reduction instead of immortality, but has a 12 sec timer instead of nearly 30 seconds. Ana nade would reeduce heals instead of full anti, and cd could be like 8 to 10 seconds. Suzu would cleanse but not provide immortality, and could be reduced to 10 seconds. Discord could do a 10% damage buff on tanks, and wouldnt have the lockout cooldown. I think having players do huge things less often is way less fun than doing less impactful things but constantly. The game is getting so slow, and everything revolves around baiting cooldowns rather then getting in there and out mechanicing the enemy. I think heals overall need to be reduced, or damage buffed. Healing should give you an extra second or two, not make you nigh immortal.
Both healing and damage need nerfs, healing just needs it slightly more. Too much damage, and making a mistake for just one second without a source of heals means instant death. Too much healing, and with competent supports it's nearly impossible to actually get kills unless you're playing a oneshot hero.
Just another thought: what if the anti-heal was changed to healing absorbtion debuff, like straight from WoW? That way the uptime of it would mainly depend on how focused supports are to remove it. Let's say you'd have to heal 300 to remove it OR let it expire after the whatever the current timer on it is?
That would require the ow dev team to be creative innovative and look to solve problems not work around them very little chance they touch it.
@@lyrch4803 innovation being ripping the mechanic off from another Blizzard game. And not for the first time if I recall correctly :D
@@blackbird42 lol. Hey it's a better idea then what we get.
that's actually such a cool idea
If Ana uses bio nade on herself or her team, they get an increase in healing received. If she uses it on an enemy, they aren't able to get healed. Why just make it so that they receive a lot less healing but still can receive some???
I have one thing to say about leaving QP matches...
As a busy father of two who enjoys gaming whenever i can, sometimes i cannot help but leave matches early at times when duty calls. I know it sucks and you can hate me for it but if i had a choice i would never leave a game unfinished, its not fair on others, but I think QP should be a place where people can leave without significant penalties.
Something I thought they should do with the new hero is make it so the ability that heals his team, also heals him for X amount of health when an teammate does damage. So as the team heals themselves the new hero will also get a little bit of that healing too. It would encourage people to play around him more also.
That would either be insanely overpowered for just being an ability, or it would feel like it doesn't exist. If they make the amount of healing Mauga receives from teammates noticeable and useful, it means heroes like Bastion would be just batshit insane with him. Basically he would never die while the ability is active in a teamfight. Just stand in front of the bastion, let the bastion blast the tank with his shift, you win the war of attrition. Or, they make it so heroes like Bastion don't work so well with it by limiting the amount of healing they can do, and you end up really not getting much from the ability at all, and you probably don't even notice it.
Might be OP but what if hogs breather could bypass anti or at least do reduced healing while anti’d still so he’s CC’d less and can therefore have something special about him as a tank role
Or, when his breather meter is emptied, he loads an extra shot in the mag that does bonus damage
Or, when his breather meter is emptied, it puffs out a cloud of healing that heals teammates around him or buffs them in a certain way
Ana nade should just reduce heal
Honestly if breather just straight up cleansed hog i think that’d be cool. He can get rid of anti and discord reliably while still being susceptible to cc.
The whole healing system is out of wack imo. Antinade is so powerful because healing is so powerful. I'd nerf healing by 30% or so across the board, making anti less valuable as a byproduct
You know healing is so high because damage is out of control right? Every tank that doesnt have a shield or a 100% mitigation ability will be unable to even peek around a corner
I’d be interested in seeing an increase to everyone’s overall health as well to see how it changes things
If you nerf heals by 30 then you also need to tune down the dps dmg across the board...
styl’s little david cameron joke made me subscribe 😂
The temporarily release of mauga was a great idea, they can make all these changes early.
And this is why having a second tank makes the game way better, if your tank is dead the enemy pushes fast and it’s game over. 6v6 wasn’t a big issue, just people complaining without using all the options available to them and not putting any effort at all in order to turn the tide of battle. There were multiple ways of dealing with two shield tanks or the 4 shield meta with Reinhardt,sigma,brig and mei, there are a lot of high damage DPS which are good in either close and far combat effectiveness, not to mention characters who can cancel enemy abilities who are in the middle of using them or not, also characters who can trap enemies cutting them off completely from their teammates, also other characters who are able to move enemies from one area to another(displacement or area shifting),also the 2nd tank can either defend the supports in the backline or push for more firepower with the main tank while one of the enemy tanks is dead. People just like to complain instead of using all the available options at their disposal to deal with shield characters, why can’t other players just use simple common sense and logic instead, while also being open minded and think of a way to solve the problems by using another point of view or angle.
Good thing Open Queue exists!
This was not the place I expected a piggate reference 2:07 😂😂😂
Mauga's passive lifesteal should probably be changed to ramp up as his hp % decreases, meaning he gains incredibly high sustain when hes sitting around 30% HP.
Mauga doesn't have passive lifesteal, he has passive temp health generation.
still genuinely think most if not all of the problems with tank balancing could be fixed if things were reworked back to 6v6, and i will happily debate this with anyone who won't be toxic about it.
This might be a weird thought but what if they made it so the tank passive gave a debuff resistance that made it so negative effects like anti heal and stuns are less effective on tanks. Kind of like how sleep last for 3 seconds on a tank instead of 5. I feel that a anti that only last for like 2 seconds on a tank would be way more manageable
Bro, that’s genius. But maybe the easier thing is to change only the ana anti, cause that would cause problems to junker queen ultimate.
I think a good way to fix the problem of antinade would be to make it decrease healing rather than prevent it similar to how when on a teammate it makes healing do more
Hopefully this will be the start of bringing tanks up to par as a role in comparison to support
What? No oiled-up skins for Roadhog and Mauga after these buffs? :(
The issue is all these buffs/reworks to tanks keep happening, but they still dont address the core issue of ana's nade and zen's discord being the big issue. Change nade to 50% less healing, not no healing allowed, and make zen's discord break right away with line of sight/barriers to allow some ways to counter it through positioning. This would make ALL tanks take space better...
And kiriko having answer to everything button. Like ok let her cleanse and give immortalitu but at least make target be succepteble to boops or something. Now it is god mode button
Suzu should only be a cleanse, DR, and maybe heal. Invulnerability and intangibilify are completely unnecessary for it to still be a really strong ability.
I'm still on dealing with Ana's nade (EVERYTHING in the game revolves around it) and changing how discord works against tanks. Those are my two favorite heroes, but even I can admit this needs to be addressed and we can't deal with the rock/paper/scissors problem with tanks until this is done.
5v5 is the biggest problem with OW. No one complained this much about a certain character’s ability like this in OW1. They changed the core of Overwatch and it has caused so many Balance problems. OW2 is and still was a good idea but 5v5 is the problem and sadly they will not go back.
The David Cameron joke 😭😭😭
You would think that they wouldn't have even bothered with a 12 second recharge anyways. That's way too long for your main staying alive mechanic as a tank lol
1:56 this came so out of nowhere, it made me laugh all the more. Cheers Sty, thanks for that.
I really hate Blizzard's approach to community. They look at problems and disregard the human element of them. Forcing players to not leave matches or else they'll get banned is such an ass backwards way of handling "toxicity". Players get put into matches with throwers, toxic teammates, or just unbalanced matchups and then they're forced to have a miserable time for 10+ minutes otherwise they get banned from even playing the game. This is a breeding ground for more toxicity in the community. Players will turn on their teammates thru text/voice when, before, they would've just left the match. Blizzard should be asking why players are leaving matches and what they can change to make people have more fun and not leave matches, not holding players at gunpoint and telling them to just act like they're having fun. Same goes for the whole toxic/throwers tidbit. Why would you start eliminating your player base instead of figuring out why they're throwing or are toxic in their matches? These are players who clearly want to play the game. I think you'll find that most of these issues simply stem from horrendous matchmaking and yet Blizzard wants to punish their own community rather than taking accountability and improving the experience.
I also proposed a clan system in the early days of OW1. The fact that it still doesn't exist is mind boggling to me as it would solve these issues for many players. Have clans people can join and promote the idea of always playing with your clan mates. Maybe even have a competitive ladder for clans as a sort of amateur version of the Overwatch League. Push people to choose who they play with so they don't have a reason to be toxic/throw/leave.
This might sound stupid but doesnt hogs take a breather being shorter meaning you get healed quick also mean that you have less time to use the damage reduction part against an ana?
idk if this was said in the video but isnt the reduction in duration a nerf because its less of a tanking ability shouldn't they increase the heals a larger chunk add more time so that the heals per second is the same but you also get more to actually use the 40% reduction?
As a fellow Brit, The David Cameron joke was hilarious 💀
Im hoping mauga will be added to the game again in a solid state and he’s not broken or dead on arrival. He’s definitely my favorite character they’ve added character-wise since sigma and i would hate for his gameplay to ruin that.
Anti Nade has been an issue for far to long. It should not be a full cancel incoming heals to reduced heals. I think it should mimic a mortal stroke from wow. Reduced healing by 30 to whatever %. Not literally cancel heals as it is currently.
I think that perhaps having a breath out effect that perhaps deals some small damage tick. the longer you breathe in, the longer the he exhales the noxious gas. You can play with the effect the gas has, but I think an armour eating gas, that perhaps more damage to any modified health besides base hp. naturally a hog cant affect another hog then. maybe it does a % based damage of current modified health value. could be a huge counter to lucio ult, zarya innate shield and tanks with lots of armour.
Edit: i'm talking about a tweak to roadhog
Edit2: perhaps the longer a player is exposed to the gas the higher the % damage increases
4:21 (sowecansellbattlepasses) 😂
I used to be a massive OW fan and played a ton up until OW2 and haven't touched the game since season 2. If they really kill it with the battle pass and fix a lot of the issues OW2 had at launch I just might consider coming back but idk my passion for OW was really killed from OW2 launch so its gonna take a lot
stylosa did you only play one game of mauga ive seen that clip of the zarya rolling you about ten times now
I seriously think the solution for overwatch 2s balance is hero specific effects. Some character shouldn't be as affected by certain things as much as others. Example zens discord orb could do less to tanks like rein hog doom ECT while characters like orisa get the regular discord orb. When you have 50+ characters one effect fits all is just not viable
"Dont bring back David Cameron" Lol
10:20 That neck and head while falling lol
I dunno about his effectiveness, but man I really did enjoy hogs rework. I decided to get high and try him out. Had a blast hooking dudes into my trap. I forgot they reworked his heal because I didnt use it all game
not the pig noise for david cameron hahahaha
I don't notice any change in the leavers. A time penalty doesn't deter leavers, because leavers have nothing to gain from staying in the game.
Only thing that will stop leaving is the return of leveling up lootboxes with coins for duplicates.
they should make a game mode like neutral assault/grifball from halo they could easily use it on any map that works for CTF
That's a pretty solid heal buff for Roadhog. He went from 175 -> 150 in the rework, now to -> 200. That could help offset the damage reduction difference and feel better to use when tapping the heals (or misclicking lol) while still rewarding enemies with some ult charge (we don't want him to be unkillable either).
I think the head box reduction is pretty good for Mauga, even supports were chomping away at my health. I'm not sure he needs armor or that much if they're doing reduction to charge and more health recovery. I do think instead of damage reduction for charge they could do a bit more damage on the knock back. Also, why make damage reduction abilities more universal and make it 40% as well instead of going all in to 50%? I think the Sombra change is good too. I think his guns were fine and spread was okay, but the effects they give just needs a bit more obvious effect, a little more burn and heal from it, maybe a bonus for using separately? Who knows.
The was issue I immediately had. I can’t punished Roadhog with Orisa javelin spear throw anymore or Stigma’s rock cuz Roadhog has no cooldown. It’ll stun for that brief but he can just continue healing regardless.
Overwatch originated from Titan. They tried PVE and failed....they did PVP and had success... so for them to try PVE again... well that's INSANE. You know the saying, "Insanity is doing the same thing over and over and expecting different results." BUT I BELIEVE THEY CAN DO IT... it's just cost too much and it takes too much time. They should do it with a very small team and experiment the moves in a special game mode.
Still think if they dont have damage mitigation they need a something else. Like give Hog a passive "thic skin" all debuffs 1/2 effective, Muaga probably "thic muscles" debuffs increase his damage by same debuff amount. And Queen "miss majesty" debuffs increase her movespeed by same debuff amount. Would probably break Muaga but give some dangerous counter play. These are brawlers so let them get increases when something decreases.
One of the only comments I've read recently that actually sounds really good tbh
idk about queen
I agree with hog and mauga, but queen doesn't really need more damage midigation. Queen has, and even to this day (despite her being worse) does work without a shield. The reason why she does and the other 2 tanks don't is because
1. she doesn't have a massive hitbox (if anything, I think she has the smallest tank hitbox)
2. Her self sustain is actually pretty good and can't be countered easily
Hog and mauga unfortunately don't have either of these. Even if they have decent self-sustain, it's completely mitigated by the fact that their hitboxes are massive and can easily be shredded by hitscan or shotguns.
Since road has a gas mask, why not make TAKE A BREATHER be an ability where he inserts the gas ito a mask slot so he heals overtime for a duration of like 4 seconds where he keeps reduced damage and have a passive for breather where he cant be cc'd since hes one of the only tank without anti cc. Therefore since its healing over time he can still hook, shoot, reload etc. And when he activates TAKE A BREATHER his skins can have have a glowing nose for his Christmas skislns or a clown mask where the nose makes a honking sound
Sounds good, but it would also make him easily countered by anti unless you can cancel the healing just like the way it works rn
I'm fine with reduced damage but dunno about anti cc, we don't really want a one shot self healing orisa
@bbc-_-5338 I should have mentioned it would make his personal healing impervious from anti. Better yet, he can get cc'd but his healing can't be negated. That way he can be stopped on certain occasions but he will retain healing
LMAO those David Cameron jabs were quality
This may be dumb but what I was thinking, for however long take a breather is on, the damage reduction reduces… it starts at 70% that rapidly goes down to 20% let’s say.. It made you can attack while using take a breather
but they nerf Doomfist.
i really really hope they make mauga overrun work like rein charge, brig bash, and doom punch when it comes to hitting and interacting with another hero using a similar ability
Problem with hog is he needs a skill that improves instant survivality or escape (like other tanks like Dva Flying, Winston jumps, Zarya bubble, Junkerqueen battle scream, Sigma shield/hand black hole, etc.)
The heal skill must let him run bit faster and/or giving him an armor, or when his heal skill is on top max heal capacity and take the first breath, clean al nerf effects like antiheal/hack/ etc.
Today he is a big hitbox sandbag "dps" with weird gunshoot and devs are compensating the more damage he receives with more heal... that is not the way of a rework
I just hope that blizz adds a sensitivity slider for his turn sensitivity during charge. When I played him I often found myself lightly tapping the joystick and veering violently away from my targets.
Pretty sure it already has a camera sensitivity option, but whether you can change it individually I don't remember.
I can only imagine what kind of damage cardiac overdrive will do especially if they are gonna up the life steal % value of it when put with characters that have life steal already as part of
Their kit with reaper being a prime example. The life steal does stack with reapers life steal.
Reaper in current cardiac does 90% lifesteal, I think as an ability it doesn't really need any more buffs, just increase the performance of his neutral shooting and maybe overrun, which would both indirectly buff cardiac. With more damage/tankiness stacking with the lifesteal for more healing.
Dear viewers, here is Mike lead game designer for the last past 25 years for Overwatch. Our team did put an insane amount of work for the last two days. After running about 3 sim's, doing 5 test games, we figured out the source of the problems. Solving the anti nade of ana (reduces the incoming healing for 70%) we were actually able to fix all the surrounded problems. We have now way more flexibility in creating new tanks. our goal was players not feeling helpless after getting naded, and it also feels less frustrating in general. We will implement the new changes in 2025.
I think the Anti change I prefer, rather than making it only healing reduction, is halving its duration on tanks. I don't think Anti effect is a problem other than for tanks.
Well, other than having A SECOND TANK. That would be the best solution
I feel like the Devs never even thought this through. I’m willing to bet what happened was Activision wanted to monetize OW and someone popped the Idea of OW2. The idea of monetization is what gave us what we have now but they had to change something to sell it as not a just a game monetization update (which it was just an update!). All they did was buff the Tanks health and didn’t even consider how other abilities worked with the new 5v5. All this is was a cash grab that no one thought of the consequences of and now we’re feeling it in game as unfair balancing
Maybe they could make it so overhealing with roadhogs vape gives him an actual overheal shield? Or perhaps give him something similiar to the doomfist self shielding while doing damage
I thought maybe they'll change take a breather into charges, like brigs heal pack, and make take a breather self cleanse, maybe that might be a little too powerful, though I would say the shotgun pattern, mainly the big pellets, doesnt match up with what the barrels of the gun looks like.
god damn the windows noise at 15:55 gave me a heart attack lmao
Loving the mention about david I saw that coming from a mile away!!!
Would it be cool if Mauga's Overdrive would still let you get healed, just at a lower rate. Like look, he has two hearts, means one has to be artificial - it's going in overdrive mode to mitigate any health issues. Makes sense doesn't it?
I think Roadhog could get a new passive. Call it “Greedy” and it would increase healing received by 10% and make him steal ultimate charge from damage taken. This could be about 10% of enemy ult charge gain from damage to Roadhog is taken and given to him instead (could be 5% if too strong).
The david Cameron comment had me absolutely howling 🤣🤣 it was so out of nowhere and so perfect
People might not say it that much but man, I like your energy. Feels after a long day and you're finally taking a break.
It’s almost like they should bring experimental back to test changes to see what sticks or miss
I’d like to see them to shorten the overrun slam animation/move camera FoV to first person sooner. As it was, you were effectively “cc’d” for just as long as your opponents were
Honestly if anti just significantly decreased healing or capped healing ps instead of just disabling it, it could still be fine on a shorter cool down
Im not a huge fan of the heal going from 3 to 2.5 seconds
Since its damage reduction was my "main" use of it
All these comments make it seem like Ana is so oppressive and a must pick, yet no one in my games is playing her.
Instead I’ve got zen Lucio combos and mercy’s that don’t pocket the pharrah.
When does this take effect?
1:56 - fellow brit here and you had me howling at that reference holy shit 😂
I still personally think the charge for mauga needs a sensor to make it work or have it on a button press for easier connects, it feels too messy.
I mean yeah, I'm glad they're adressing the glaring issues with Mauga and Roadhog, but as long as anti nade still exists, they won't be viable picks. What they need to do is to change it to a healing reduction (70% or smth like that) to at least allow some counterplay.
90% of the problems with tanks since the launch if Overwatch 2 would be completely alleviated if there were just two of them
What they should do is change Ana’s anti grenade, instead of completely negating heals they should make it so it has a healing reduction by like 30 or 40 percent to anyone who was caught in the splash.
Actually that reload thing isn’t a bad idea, if he’s taking a breather for the time it would take to do a reload it should reload, like how mercy and lifeweaver does while weapon swapped and bastion used to do in turret form
Stylosa is the guy who is intelligent and knows what he's talking about, but I would rather throw game servers out of the window than let him cook with balance changes.
If the issue was controlling space maybe his ult should be a regular ability with some kind of nerf to compensate I feel like hogs ult should be a normal ability maybe with a charge meter for space creating. New ult though? I have no idea.
1:44 What time?!?
4:19 This is why I watch Sty even thought I haven't played in nearly a year.
I think maugas range needs to be upped a tad and maybe they could slow down the fire rate of his left click
I enjoy ana but her anti simply cant be working on tanks unless it gets some crazy cooldown like baps immortality field.
I know OW is changing its vision but still. Its crazy think how they released the game as "early access" because PvE was still on the way. Then they go and say theres only going to be 1 major balance patch(mid season patch) per season due to the current workings of PvE. Then everyone was complaining 3 seasons in, cause the game balance was all over the place. Then they go and cancel the PvE that appearently took all the time away from the current live service. And now theyre saying they're commiting to the PvP side with little PvE things on the side. Getting a little balance patch this early for hog is an early good sign of things, but still crazy to see how they went a full 180 from the release of OW2 to now.
I know what you're talking about, David Cameron being home secretary instead of suella, replacing bad with worse, I'm not even British.
high key, hog is easily the third best tank asides from sig (obviously) and rein. He has an amazing matchup vs every single dive tank (doom ball d.va etc) and can easily smoke a rammatra or queen if played right. His anti weekness is solves by slapping on a kiri and his weak rotates are fixed with lucio and sym, of which you would play anyways cuz he is a pokey brawl tank. Add a mei, bastion, sojourn, or even torb if you really wanna piss of dive players and suddenly all his weaknesses are covered. Enjoy playing your undiveable, unkillable, super dps that has perma speed and can teleport behind you and hook one shot your bap then tp back like nothing ever happened.
Looool I like the pig snorting with David Cameron
Roadhog...David Cameron... The irony!!! 😅 Don't stop being you Sty!
"it prevents a limp launch" -stylosa
Whenever I hear blizzard say PvE… I get PTSD
What about when u pop ult and is out of ammo, shouldnt have to reload then since u get unlimited ammo during ult.
I still think Mauga’s stomp should be independent of his charge. Put it on his E ability it would also slightly buff his E as u can get healing from the damage the stomp does instantly.
10:11 lmao
You probably won’t read this and I say this with respect to you, but I get a bit miffed each time I hear you conflate the problems overwatch 2 has had and the “new” direction away from PvE. let’s rewind a moment and just remind ourselves it was the old Bobby era that scrapped PvE because it wasn’t going to make all the money, it was the old Bobby era that interrupted what the devs were passionate about to task them with things he’d later cancel and make them drop-wasting dev time, it was the old Bobby era that made PvP the focus because it was the best way to push greedy monetisation and forced overwatch 2 out early on false promises just to try and save the only thing he cared about, Overwatch League, which had itself been siphoning dev resources away from ow1 and away from the games health.
so let’s not act like the devs now putting more focus on PvP is a result of realising PvE was a failed idea, the idea was sabotaged, under-resourced and undermined at every turn, and while the devs have to double down on the game overwatch 2 now is, hopefully with less decisions skewed towards squeezing every dime from their players, I’m not going to buy into the spin and propaganda that would have you believe the previous dreams and aspirations of the devs were over ambitious and were destined to fail, as if the same developers who gave us the sheer highs of ow1 weren’t capable of bringing forward the ow2 Jeff Kaplan talked about when the game was first announced, because those developers who left after struggling with corporate mismanagement haven’t been the ones to say such a thing, it’s the ones that were left and bent the knee and were prepared to do what they were told and yes, unfortunately lie (though I don’t hold them entirely at fault for that) that are the ones who have said these things, and I smell PR bullshit all over those statements, revisionist history written by those that drank the kool aid is not the most reliable narration on what really went down, much less what ow2 could have been had their plans not been derailed, had not so many developers left who were at the heart of ow1’s development and before ow2 had come out, they left in droves for a reason, it doesn’t take a genetically engineered space gorilla to work out why they left the game they were all so passionate about.
It would be interesting if they developed an ability for a tank that can counter Anna's nade....