@Switch_X_Back3884 it's because you have a character who's skill ceiling is not much higher than Genjis skill floor. She also just counters him a lot of the time because he cannot reflect her, her grasp has so much range, she can orb herself or him, and fade gets her far out of range
One thing that the game has turned into a nasty habit is turning a specialist into a generalist by just buffing numbers up. Kiriko feels like a mobility and damage flex support that was buffed up in healing and utility to make her more fun.
Yep. That was the entire problem with Mauga. Specialist character they forced to be meta by buffing raw numbers instead of giving him a kit that is more generally usable. Incredible stupid balancing decision.
YES I hate how we're dumbing characters down and making them less unique, this has been happening since ow2 at least it feels like, hard to pinpoint exactly when
@@bambampewpew32I'd say it was when ram was giga buffed and he became hard meta, we didn't know it then but the super sustain characters would always be meta. Tbh this shit has been going on since brigs release
IO think for supports I don't mind as much. Supports already have very distinct play styles and so I wouldn't mind getting rid of the reliance on burst heals
Yeah, Pharah Weaver is a better combo than Pharah Mercy now after Pharah’s rework. LW can also even pull Pharah to safety during barrage. Although this combo is super duper situational and map dependent.
The problem with at least a majority of character designs in this game is that the "hero identity" isnt about who the hero is, they make characters to counter or fix whatever theyre most flagrant issues in balance, so the farther they go down the harder it is to fix the whole and to redesign old heroes to make them more viable for todays changes because thats what they really mean by the characters identity, so were always gonna have one shot widow and hog, were always gonna have anti-nade and suzu and lamp, were gonna keep getting maugas and soujourns and all the like
I think venture has been th3 first hero in a while that truly exists to have their own identity, unrelated to the rest of the roster, they give vibes like they wanted a character that dug underground cuz it was cool, and then they made a solid character surrounding that.
@@bambampewpew32 Venture is truly the best character they've made in the long long while that came out well. Junkerqueen is definitely the best tho. Shame that she came out in the beta nerfed.
what if junkrat’s steel trap could be placed on walls, and could be retriggered to launch the trap into the air, and on hit would apply some sort of hinder/chained effect
Maura’s damage being linked to his sustain is what forces him to brain off shoot tank. He needs a shield or health increase that doesn’t require doing damage so he at least has the option to shoot a squishy. If he was a poke tank he’d be so fun. Make him viable at range and kinda bad up close. Rein in his spread and reduce his sustain.
Definitely agree. However - and this is a semantic point - there’s no such thing as a poke tank. I think it’s better to call them midrange tanks, like sigma. The idea of the tank role conflicts with the idea of a specifically long range hero.
@@abudgie6909 I mean semantic for sure. Point is, make him create space by doing good damage a little further than sigma. Let him actually contest a Pharah like in the trailer. Make his cooldowns defensive and make him play corners. They’ve forced him to stand in the open and mash his mouse buttons at the fattest enemy. Go the complete opposite direction. Make him squishy and rangy.
hogs rework was the worst rework ever, they gave him his one shot back and vape changes make it hard to punish him. Personally, i think they should have leaned into him becoming a disruptor tank that grabs you and pushes you away, make him a CC monster, tanks should be the ones to have the most CC.
I personally wanted him to get some sort of shitty scrap barricade like a weaker ice wall so he could use it as temporary cover or to follow up a hook to make it harder to get away, but give him less point blank damage to compensate
@@wellplayed6061 like bro, all these cool ideas and all they did was put a trap in the game so he could one shot again. LIKE BRO, SUCH A WASTE OF POTENTIAL!
@@moleedaboi at least they made her a lot more punishable. The old TP disengage was super frustrating. But now we have 3 second EMP again and it sucks.
this discussion feels so weird to me because the comp tf2 community has been having tbis discussion for over a decade at this point. since 6v6 is a community gamemode the community has actually banned certain weapons to stop classes like engineer sniper or heavy from being generalists because they inherently slow the game down and having those classes be viable full time would make the game way less fun. as a result a class like sniper or spy is still useful for breaking stalemates and engineer heavy and pyro are only good for defending last. specialists absolutely belong in hero shooters they're just hard to balance and because they usually have really good abilities at the cost of crippling downsides if players find ways to mitigate the downsides then it becomes a nightmare for everyone else. a lot of heroes that constantly bounce back and forth from either bottom of the barrel or meta defining must-picks are specialists
i think it also does a good job of showing the difference between the 2 games because in tf2 the specialists are balanced around the fact that NOBODY will run them full time. they're actually forced with the weapon whitelist to be caricatures. when you're on last, one of your scouts swaps to engi. as soon as the gun goes down they immediately go back to spawn and swap back. if you need to kill the medic in a stalemate you go spy, trade for the medic, and respawn scout. because theres a sort of "default" class selection of demo, medic, 2 scouts, and 2 soldiers specialists don't need to have counterplay to be viable outside of their specifc niche because nobody would even dream of playing them outside of their specific niche
@@boinqity4621 Sixes though is a very different game mode from regular TF2 experience and it's pretty much designed contrary to what the TF2 design team was trying to do when they still were designing the game. Highlander format offers a completely different perspective in terms of generalists and heroes being viable all the time, and since neither are official game mode, people would just play whatever they enjoy more. So I don't know where it fits in the context of overwatch which essentially only has one format for both casual and competitive. Actually this is maybe one advantage that TF2 has over Overwatch - because competitive game mode is a different beast. A player could look at all that and decide that it's for tryhards, and continue playing Hightower without even touching the objective, just to DM and get kills. Overwatch has nothing similar to offer, it's either full competitive game mode or slightly less competitive game mode.
I would define a specialist as a character that works very fundamentally different from the rest of the cast. Someone like Winston isn't really a specialist because he is the dive archetype. If you play Winston, there's a chance you can also probably play D.Va or Ball to some degree because you know how to dive. You can probably play Reinhardt cause you know the tools of engagement. Meanwhile. Widowmaker is so much different. Playing Widowmaker will not make you good at Hanzo or Ashe or anyone else. If you play Widow, you are basically only boosting your Widowmaker skills. That's the difference between a generalist and a specialist.
@@adambryant4149true, but to an extent you can transfer hitscan skills over much easier than projectile heroes. You may not be good at Ashe, but given enough practice like with your Widow, you could relatively easily play Ashe. I'm ok with Soldier and not very good at using Sojourn, but that doesn't mean I can't transfer my skills from Soldier over to hero to play her to an extent. Then we have the projectile heroes, who i'd argue require being a specialist more than the hitscans. All the projectile heroes behave differently from eachother. You can't exactly transfer your aim skills from Mei over to Pharah, or your Echo skills over to Junkrat. Speaking of Junkrat, the very nature of his frag grenades makes him require you to be a specialist or even just an OTP with him; since actually knowing how to land those shots in Grandmaster and above or even pro play (in the rare few instances where he was played), takes a lot of time and commitment playing him. My point being that while I am terrible at most hitscans besides Soldier, I can simply practice for a bit and get to an ok or decent level at hitting my shots with them. Not widow though, I hit more shots on ashe than widow and i'm a bad ashe.
@@soIzec Mei and Junkrat are two examples of specialists. In fact, they're so specialist that OWL teams that had good Meis were only good at Mei (Backbone) and everyone else wasn't very good at Mei at all. It's not really about aiming, rather ability usage and how you want to engage
Life grip is used to save the enemy team from dying after 15 seconds of my trying to get positioning to win a fight, right? It’s used to wipe away all my effort because I’m down to 2/3 hp?
That’s strictly up to your lifeweaver. If you want them to wait till you’re absolutely going to die then find a duo or communicate it. Easier said than done ik but still.
They could just change the ability by giving the ally receiving the ability a prompt and a special screen effect just for the ability if they want to be pulled or not, I think this solves most of the issues
I think cass can benefit a lot more from a smoke grenade than with his current nade He may stay out in the open for longer with that added survivability (where he is strongest), he can have space to use his primary and secondary fires more effectively, he could pull off more highnoons depending on how potent the nade is, can fight more enemies at once like in the cinematic, and his teammates will notice his presence more with something as characteristic as a supportive ability. Something that really comes to mind when dueling a cass as a genji is that Cassidy's have a camera advantage over the other characters and he can get realllly far with just his primary pew pew. Facilitating this trait or in other words; providing cass with more agency in his ability to shoot, can only end up as a significant buff for him, and he has the power budget (or dynamic budget) for the nade cooldown to be more unique. - So that it doesn't merely ensure that he secures a kill as something like a railgun, and he can still play dynamically; a rework is best implemented through something supportive like a smoke grenade that lets him cook in his own. He already has dps There would be more uptime in his kit-provided-advantageous state that he always gets, and I'd like to see him fight more brazenly with it sometimes as well. If it's too weak maybe it can mask sounds, or it can nullify tracking abilities, and maybe it can favourably shift around with movement abilities like Cassidy's rolls for even more space control.
Kirigrip would actually be insanely OP considering wall climb and TP, being able to follow your Genji in the backline and then pull your Winston into the middle of the enemy team with immortality until he gets there.
I think this dynamic portion should have 2 sub descriptors. Rein shield is not DEEP but it is EXPRESSIVE. It is extremely simple in that the way you hit the button is the same, but the when and how and why you use it is what makes it dynamic and deep. You could probably replace the terms but I think those sub descriptors add a lot to what makes certain things dynamic.
I have stumbled down the rabbit hole of OW2 content again and as somebody who played since beta, when I tried to transition to OW2 I lost ALL of my stats from years of PS4 play, then login errors. Left the game, then season 5 or some maybe 3? There was a similar resurgence, I came back again, and tank was awful, balance was awful, ranked was broken etc. Come back for season 10 cause there was marketing push/hype again, and the game still feels unfun. I was a quickplay andy for most of OW1 and played tank/support, now if I play at all I just que dps because the game just doesnt feel fun anymore. I respect swap/counters in higher elo etc, but I just want to hop into quickplay and drill shit with Venture and that hop in and have fun just doesnt exist for this game and hasnt for me since release.
the only real problem with overwatch 2 is its match maker blizzard have even admitted in last patch that they were going to help bad players climb which is essentually forcing 50/50 so if you win a few games without fail it will be followed with loses from no fault of your own because you will get a dps or a healer who will be one of the players that are on a lose streak or just terrible at the game.
i tgink hook is also kinda flawed rn. i like to think manually reeling in with hog would definitely make the character feel better to play against and for the love of christ bring back no movement while vaping pls
Deadass this blew my mind. The abilities on different hereos specifically. Imagine swapping life grip with suzu. Wouldn't both kits immediately make more sense. Kiriko a true offangle hero and Lifeweaver a true denier of offense. Maybe it wouldn't be fun (especially weaver who wouldn't die), but conceptually, they both work way better as heroes because both go all in on one idea.
This whole thing of mobility "covering" for specialized kits by giving chars tools to deal with bad situations and outplay stuff got me thinking: What would be a good "mobility" for immobile specialists? Range comes to mind but a lot of the times the range IS the specialized aspect. Survivability is a way to deal with immobility in the face of a bad situation but 1- it often doesn't help you out of the situation, leading to no real new options and 2- the way overwatch usually does it it's "automatic", unengaging and frustrating to play against. I think healthier ways for characters to have low mobility but still be flexible and skill expressive are: area denial, setup and resource dumping. Junkrat is pretty mobile, but if he wasn't, the super active bouncing mines still give some flexibility. Weird line ups to force people out of position or shoot without LOS can help vs range or something. If widow spider mine was really strong but it was AOE and you're fine if you instantly disengage, widow could be balanced around being weaker at clicking heads but more flexible through protecting herself with setup. Stuff like metered resources or transformations like ram/bastion could be a way to play around bad situations by using the power spikes of the kit with good timing. Zarya bubble type of dynamic but you bait it so you don't die instead of bait it so you can kill her.
Putting lifegrip on kiri would make staggering less of a thing bc you could tp to whose ahead of you & grip whoevers behind you. Its combination with tp on kiri would make it crazy in certain situaions, but personally i like the idea of lifegrip getting more of a versatile use. But i would also change it to where you could destroy the bubble around the grip to give room to counterplay & to keep it from being overpowered. In that same breathe id lower the cooldown to 15 sec instead of 17. & As for the hp of grip, maybe something like 100? You should be able to burst thru but still give it some room to be useful. Bc if you can still pop the bubble immediatly & kill the target the support was trying to save then whats the point?
So I have an idea for bap. What if we made a stronger version of immortality and made it his ult and made window a smaller weaker version as an ability with a cooldown. I think that would be a very interesting way to change the character because then window isn’t gonna be used 90% of the time for just the bap to get a 5k cuz it could be used to enable a team mate or it could be used to amplify healing for a defensive play. I always thought immortality was just not very well suited for an ability outside of an ult. @Spilo
i wanna see some light editing over the commentary. Doesnt need to be fancy but images of characters, green arrows and red arrows, crossing stuff out, etc. Good thoughts.
40:30 To this point, I feel like the way Life Grip currently works it would be better on characters who have close-range healing options. Illari could actually make great use of Life Grip since her healing rifle requires you to be close to her to theres an actual reason for her to pull you closer. Same goes for Moira or even Brig/Lúcio to an extent but Kiri can heal you from long and short ranges, and her TP is based on her teammates position so it would be kind of redundant.
I always like to form my own opinion. Thats what i tell ppl. I dont agree with any Hero having any healing abilities at all. Thats what health packs and Support are for. And whats funny is. Players wanted less reliability on Support. So DPS passive was introduced. And players still yell at me for not healing so much. Make up your mind.
He a made good point. I’m a Cass main and if I’m not getting dived I have no purpose for hinder outside of just throwing it to throw it. I played cass when he was bad and now that he’s viable because of a bad ability is sad. I’d like to brawl in that 30m and up range and have a reason to play him but sojourn and Ashe exists.
@@MetroBreezyy yeah cass's strength is supposed to be his consistency. But nade pushes him way past just being consistent and makes him a hard counter to multiple characters
I think specializing is generally bad, and were just tmable to tolerate it to an extent. Because the more something is specialized the more it detracgs from everyone elses potential to play the way they want. I generalizing is better because you can still have interesting conversations about what a hero cant do, in order to care out an identity. Case n point, Ashe and Cassidy both hold down midrange, but ash cant spam as well as Cassidy; Its not that Cassidy particularly reloads quickly so much as Ashe reloads slowly. In turn Ashe can deal a lot of burst damage and build a lot of ult charge, but its not like Cassidy builds ult slower more so Ashe just builds it exponentially while cassidy does gradually.
I don’t think widow mains understand they problem with their character’s design because they always say just “counter her” having to send a tank or dps just to distract her from being the server admin is so fucking tiring and gets so boring for both roles. 1. She shouldn’t get value just from existing, snipers in fps have been problematic forever. If you can one shot someone at any range…why play any other character/weapon. “Just hit your shots…” that’s exactly what I’m doing and what other sniper players are doing. She forces the other the team to not play an entire line of sight, or having to switch to a dive tank/tracer,sombra just to deal with her. 2. In all honestly I deal with widow by playing sojourn and trying to duel her with full rail. I feel like widows existence is why rail does so much damage and range capabilities. 3. Sombra being one of her counters is soooo problematic for the game. Once either one of them kill each other, they become such a hazard for the other team it’s ridiculous. Widow shouldn’t exists if Ashe is supposed to be a mid-long range poke.
The match just completely changes ones a good widow is hitting her shots. You literally cannot do a thing and having to be in cover 99% of the match isn't fun in anyway. She just slows down the match and makes it unbearable to play in. One character shouldn't be able to make an entire team play around them like Widow does.
Time To Kill Sucks Now: Why did they make it so no one that 's awesome can carry anymore. That is a feeling every competitive game should have. Now everyone could be saved from 3 mei shots to the head if there is a healer near buy. This game is now broken.....If feels like I'm pumping shots into mark mellows
Hero locks (no switch), bans can save overwatch. More room for balance, less rock paper scissors gameplay. Drafts are good and healthy for any "hero based" competitive game. It works cus it works.
I love that analogy of overwatch being like a toxic ex you've had because it's so true, people hold onto these heros identities as if they still feel overwhelming joy from them, meanwhile they're making them miserable, overwatch needs to evolve so we can have more fun experiences with it. Also I've been saying this about sombra forever that the invis isnt the issue, people keep saying it's only invis but its sombras kit that makes the invis miserable, because if you stop and think for a second, tracer also can hide and appear outra no where but she requires skill to than derive any form of value out of her push creating risk to reward, but sombra just appears outra nowhere and than proceeds to hit you with auto aim that removes your abilities and with just abit of timing can secure you a kill and all you did was hold a button at an obvious time where it would get you value and the invis just enables you to do that much easier so people get mad at the invis as if whatever they replace invis with isnt just gonna make her even better at popping out of now where with tp to hack you and kill you because removing invis would require one hell of a good buff, and if you dont make it permanent than all you do is make the sombra have to kinda plan their attacks abit but really itll change very little and we all know theyll giga buff the sht outta sombra if they removed the permanent invis, so in my opinion since invis is in almost every shooter now, I say it's fine and it's just onna hero who can abuse it a little to easily. Like put perma invis on tracer at the cost of 1 of her blinks or her recall and suddenly tracers even worse or put it on cass, hows he gonna use it? Or put it on genji, is genji gonna farm supports better? Prob not because you still gotta engage with him which will remove the invis anyway and than you're just genji but with nerfs since you would need to nerf his current kit if you want a balanced example, so it's the combination of being invis with an auto aim ability that gets instant value for you that is the issue. Plus i would also argue that if you had to boil sombra down into a playstyle, I would say shes the invis ability option in most other games but idk if you can boil a hero down to being an auto aim cc hacker, that doesnt seem like a playstyle and seems more like just an ability, bascially if you removed invis from sombra she would not feel anything like her old self but you remove hack and sombra would feel almost the same unless you're trying to counter pick a doomfist or ball, which I hope we can all agree here that we need less hard counters in counterwatch anyway so it can go back to being overwatch 😂
There's also a back and forth of survivability during fights. If Sombra doesn't burst, she has to leave. Especially since hack doesn't last very long. Tracer has increased movement speed, blinks, and a rewind that lets her survive in a fight longer. Genji has the ability to double jump, climb, and dash, which make hitting him harder, as well as deflect. Not saying he's good, he just has options to stay in a fight. Sombras design was probably peak when she had easier escape and less lethality. Her hack was more supportive in that way, and while yes she could come out of nowhere to hack you and her team would follow up, it would basically be a 6v5.5 in a lot of ways
@@MasterMemo what does any of this mean? Echo and tracer also gotta burst or dip out, tracer can sometimes stick around but unlike sombra, she has no vertical so smart players will track where your recall will take you if you stay in fights to long without resetting, sombra can actually hold high grounds against teams with low vertical movement. And even than her cd is almost as low as d.va, especially considering you can just toss the tp upwards and by the time you fall onna roof or something you'll be invis again and can juke. And yea genji has no burst so hes left with mediocre vertical and has to fight tooth and nail for his kills, and pray the enemy doesnt go something that just hacks or hits him through his deflect. Yes tracer and genji have higher skill ceilings if that's what you mean, sombra caps at a certain point when peoples reflexes become top teir, and than that's when you hear everyone say sombra requires teamwork and you gotta do all this other stuff to make her work but in most of ranked shes just an easier tracer that has multiple fights she just straight up insta wins.
Idk, I think a consistently healthier way to implement invisibility is using their sub-archetype, smokes. If you think about it, instead of practically, potentially being everywhere, you're in a certain amount of area your opponent can see, they have visual on the area you could be in and now because of that they can have agency in what they do about it, do they go in knowing full well you're 9 times out of 10 gonna be in there? Do they fire at the smoke sacrificing ammo hoping you could at least get her low? Or do you just avoid the smoke entirely and find another route to reposition? So many conscious counterplay options, plus designing smokes is much more malleable, can the smoke user see through the smoke? How big is the area? Is there a duration? How much? Can your team see through the smoke? How good is the visibility? Hell you could really get creative with it and enable or disable the visibility of environments and your own allies. But yeah, her kit might need a bit of a rework
Spilo claiming everyone needs dynamics to their kit to be good heroes... then forgets Symm exists and is universally treated as the worst hero in the game, besides almost all of her abilities have massively dynamic functions.
@@leonzchannelz Is so inherently. I think they mean that it has little comp integrity which is a complicated matter. OW players,generally, overvalue the aim-shooter value (outside of widows in Dia-t500, map dependent). Ability/kit mechanics should be the cake, cross hair aim is icing. You can still see the impact of good aim, but abilities+kit must also provide value (widow has little ability value and that is swiftly skill-capped and her ult is passive. An extreme case).
the game was still miserable in 6v6 it's just a desperate big shakeup that people think will take the game in a complete different direction when i genuinly do not see how the game would improve if we switched back
@@darkcat6530it's primarily praised as an idea because it was extremely obvious that double shield was not balanced and we went to 5v5 instead of making those heroes correctly
@darkcat6530 I think the issues in 6v6 were way more simple in 6v6 the game had to much cc and aoe sustained healing was to strong. I think it's way easier to nerf/reduce cc and aoe healing than to fix counterswapping in the tank role for 5v5
@@darkcat6530 6v6 was not miserable, the devs releasing updates every other 6 months was what was miserable, if we would’ve had the regular updates that ow2 gets we would’ve never gone for so long w goats or double shield. If we had this treatment from the devs maybe even role q wouldn’t have become a thing because brig would never have been as oppressive as she was for so long.
The problem with OW2 is they have fired all of the experienced people that understand the game balance. Many games, not just video games, but also TTRPGs need people that understand the game balance. In the example of TTRPGs, that is why you get books (and entries in books) that vary widely in game balance for character choices. Back to Overwatch, all of your character design choices are made for you, but in many ways that is easier to balance. Numbers and statistics are the best way to balance. Most people tend to judge based on their own anecdotal experience. That is normal and natural, but someone that has a better grasp of overall game balance is being objective rather than subjective.
For an example of imbalance in TTRPGs, I will use D&D for example. Some subclasses are way better than others. Similarly, in Overwatch, that is why we get people ranking S, A, B. C, D, and F tiers. Most of those tiers are subjective, but at least in the case of D&D subclasses, you can easily be more objective when looking at what each level gives you compared to others.
An argument could be made that the original 1 devs made decisions with the open unlimited-hero format which is more like its cousin Team Fortress. Overwatch players increasingly sought more organized formatting and would often pressure teammates, sometimes to toxic extremes to conform to an equal distribution of roles. With the dissolution of unlimited and open queue, respectively, players didn't have to worry about what number of a particular role(or how many Tracers per team) was optimal. These were very severe formatting issues because OW didn't feel like playing like team fortress. Arguably, 2-2-2 role lock was the real 1.0 of the game and dismissed(almost, in terms if format) all the TF2 comparisons.
I appreciate you going deep on the balance of the game, but it feels slightly silly to spend hours opining when the obvious cause of this chaos is the format change. It's not a waste of time to push for a return to 6v6.
But that’s not just the flat truth, the game has balance issue in 6v6 it feels like you’re ignoring that just because you want another tank so tank can feel more oppressive to the other roles.
@@Qwmp- what evidence suggest 6v6 could be balanced? Think for a second if you switch the timelines of ow1 and ow2 you end up in the same predicament and the whole community is in shambles. Just accept the current change and suggests ways to balance it. The amount of visual clutter in the screen now would only get worse. There’s no facts that show 6v6 double shield is fixable. The only role that wants another tank is tank. Do you really want to play against mauga hog in comp? With only 1 Ana nade on top of kiri cleanse. Hero balancing is going to be apart of the game regardless of format it’s a HERO shooter . Every one that suggests 6v6 has no in depth reasoning for why they want another tank other than to receive less cc and take pressure off of them. Unfortunately that is what a tank is for.
@@MetroBreezyy I play exclusively DPS and still want two tanks back. I am happy to explain many in depth reasons that the shift to 5v5 is over all bad for the game if you'd be willing to listen. I'm curious though, when did you start playing the game, what role or heroes do you mainly play, and around what rank are you? (No shade just genuinely trying to see from your perspective).
while i love these type of conversations for personal growth / a brain exercise, but this is just leaning into what a "meta" is so hard that you are just hammering the finishing into the mold via over thinking it. If people consider this type of conversations when creating they are putting themselves in a box. You're encouraging more pretentious public opinions that drive games like this into echo chambers of whining lol. I surprised people care this much about this game still, it's been dead to me since they paused updates for the engine upgrade instead of the promised Skill tree's / PVE.
Update it was a bug i closed and opened the game now no worries. My jade points disappeared. Idk wtf happened but I had 2600 points and suddenly it’s only 10. I fucking hate blizzard. I checked if I didn’t accidents buy a jade weapon but no I didn’t. There is no hero of mine with green weapon
I reckon its just teamplay games in general. Cant balance players afterall. Idk tho. Barely played ow1. But every teamplayer game annoys me 😅 its the common factor. Hence why i mostly play tft. Ow2 still pretty fun though. Even if its a toxic and terrible experience half the time
I genuienly believe the problem is Overwatch's game modes. No other Team based PvP game has single objective game modes, specifically because it causes the problems overwatch has.
@@343ishill All the games you listed have multiple objectives... CS has two bombs (and you can win by killing the enemy before that), League/dota has two nexuses, Halo (dependent on the game mode) Has open objectives. I'm not saying to change payload, since it fundamentally is a one objective game mode... I'm saying remove it, and add multiple objective game modes.
Things that will fix Overwatch 2: - Nerf + Rework Genji, Sombra, Roadhog, Moira (too much value/power for effort etc) -Nerf tanks to the ground, make is so every hero are capable of 1v1'ing each other, no more giga buffed dps heroes aka tanks. -Design everything to be equal to Tracer/Lucio, where skill is proportional to value. -Remove hard counters, counterswapping is boring af. -Bring back old 2CP maps
The only thing that can save ow now is a collection of naked oiled up skins for rein, winton, torb and ramattra
ram always oiled up dummy
Who let u cook?😂😂
Can we add a speedo skin for hog?
You forgot hog too
Maybe if Spilo oiled up it would encourage the devs to create those skins after they see how positive the reaction would be
I think the only thing that can save Overwatch 2 is a nerf to Genji.
I recently witnessed a Genji get a kill with blade, was really upsetting to me and I'm hoping for some nerfs ASAP
@Qwmp- I saw a Genji make it out of spawn alive. Not a big fan. Blizzard needs to do a better job at balancing their game.
@@PamijayLmAO????
Moira is a hard counter for him. And since I'm a Moira player. He's never a problem for me.
@Switch_X_Back3884 it's because you have a character who's skill ceiling is not much higher than Genjis skill floor. She also just counters him a lot of the time because he cannot reflect her, her grasp has so much range, she can orb herself or him, and fade gets her far out of range
One thing that the game has turned into a nasty habit is turning a specialist into a generalist by just buffing numbers up. Kiriko feels like a mobility and damage flex support that was buffed up in healing and utility to make her more fun.
Yep. That was the entire problem with Mauga. Specialist character they forced to be meta by buffing raw numbers instead of giving him a kit that is more generally usable. Incredible stupid balancing decision.
@@Pamijay difference with that is they just buffed what made him a specialist to an absurd degree
YES I hate how we're dumbing characters down and making them less unique, this has been happening since ow2 at least it feels like, hard to pinpoint exactly when
@@bambampewpew32I'd say it was when ram was giga buffed and he became hard meta, we didn't know it then but the super sustain characters would always be meta. Tbh this shit has been going on since brigs release
IO think for supports I don't mind as much. Supports already have very distinct play styles and so I wouldn't mind getting rid of the reliance on burst heals
Lifegrip is used to grief Winston, Ball and Doom players.
Not griefing, just low level life weavers that panic when they see someone take any amount of damage lol
I tell my friends who don't play lifeweaver, "the minimum health you need to pull someone at is 1."
Chiyo was using Petal platform for Pharah
That was such a cool thing to watch!
Yeah, Pharah Weaver is a better combo than Pharah Mercy now after Pharah’s rework. LW can also even pull Pharah to safety during barrage. Although this combo is super duper situational and map dependent.
The problem with at least a majority of character designs in this game is that the "hero identity" isnt about who the hero is, they make characters to counter or fix whatever theyre most flagrant issues in balance, so the farther they go down the harder it is to fix the whole and to redesign old heroes to make them more viable for todays changes because thats what they really mean by the characters identity, so were always gonna have one shot widow and hog, were always gonna have anti-nade and suzu and lamp, were gonna keep getting maugas and soujourns and all the like
Yeah they used to make characters cause they were fun imo, now they just make characters to counter other characters (brig also in ow1) like Kiri man
I think venture has been th3 first hero in a while that truly exists to have their own identity, unrelated to the rest of the roster, they give vibes like they wanted a character that dug underground cuz it was cool, and then they made a solid character surrounding that.
@@crogdan6796 FOR REAL DUDE I think venture has been the 2nd character from ow2 that is truly very good (Junker Queen too)
The solution is to shut down the servers
@@bambampewpew32 Venture is truly the best character they've made in the long long while that came out well. Junkerqueen is definitely the best tho. Shame that she came out in the beta nerfed.
what if junkrat’s steel trap could be placed on walls, and could be retriggered to launch the trap into the air, and on hit would apply some sort of hinder/chained effect
Maura’s damage being linked to his sustain is what forces him to brain off shoot tank. He needs a shield or health increase that doesn’t require doing damage so he at least has the option to shoot a squishy. If he was a poke tank he’d be so fun. Make him viable at range and kinda bad up close. Rein in his spread and reduce his sustain.
Definitely agree. However - and this is a semantic point - there’s no such thing as a poke tank. I think it’s better to call them midrange tanks, like sigma. The idea of the tank role conflicts with the idea of a specifically long range hero.
@@abudgie6909 I mean semantic for sure. Point is, make him create space by doing good damage a little further than sigma. Let him actually contest a Pharah like in the trailer. Make his cooldowns defensive and make him play corners. They’ve forced him to stand in the open and mash his mouse buttons at the fattest enemy. Go the complete opposite direction. Make him squishy and rangy.
Wait Moira is a boy????
@@organicallyhannah Mauga. Auto correct got me.
hogs rework was the worst rework ever, they gave him his one shot back and vape changes make it hard to punish him. Personally, i think they should have leaned into him becoming a disruptor tank that grabs you and pushes you away, make him a CC monster, tanks should be the ones to have the most CC.
I personally wanted him to get some sort of shitty scrap barricade like a weaker ice wall so he could use it as temporary cover or to follow up a hook to make it harder to get away, but give him less point blank damage to compensate
@@wellplayed6061 like bro, all these cool ideas and all they did was put a trap in the game so he could one shot again. LIKE BRO, SUCH A WASTE OF POTENTIAL!
Sombra's rework is also really terrible imo.
@@moleedaboi at least they made her a lot more punishable. The old TP disengage was super frustrating. But now we have 3 second EMP again and it sucks.
Easily the most tone deaf change they've made to any hero
20:30 why wasn't this cut out?
The last part of the talk was super good.
this discussion feels so weird to me because the comp tf2 community has been having tbis discussion for over a decade at this point. since 6v6 is a community gamemode the community has actually banned certain weapons to stop classes like engineer sniper or heavy from being generalists because they inherently slow the game down and having those classes be viable full time would make the game way less fun. as a result a class like sniper or spy is still useful for breaking stalemates and engineer heavy and pyro are only good for defending last. specialists absolutely belong in hero shooters they're just hard to balance and because they usually have really good abilities at the cost of crippling downsides if players find ways to mitigate the downsides then it becomes a nightmare for everyone else. a lot of heroes that constantly bounce back and forth from either bottom of the barrel or meta defining must-picks are specialists
i think it also does a good job of showing the difference between the 2 games because in tf2 the specialists are balanced around the fact that NOBODY will run them full time. they're actually forced with the weapon whitelist to be caricatures. when you're on last, one of your scouts swaps to engi. as soon as the gun goes down they immediately go back to spawn and swap back. if you need to kill the medic in a stalemate you go spy, trade for the medic, and respawn scout. because theres a sort of "default" class selection of demo, medic, 2 scouts, and 2 soldiers specialists don't need to have counterplay to be viable outside of their specifc niche because nobody would even dream of playing them outside of their specific niche
@@boinqity4621 Sixes though is a very different game mode from regular TF2 experience and it's pretty much designed contrary to what the TF2 design team was trying to do when they still were designing the game. Highlander format offers a completely different perspective in terms of generalists and heroes being viable all the time, and since neither are official game mode, people would just play whatever they enjoy more. So I don't know where it fits in the context of overwatch which essentially only has one format for both casual and competitive.
Actually this is maybe one advantage that TF2 has over Overwatch - because competitive game mode is a different beast. A player could look at all that and decide that it's for tryhards, and continue playing Hightower without even touching the objective, just to DM and get kills. Overwatch has nothing similar to offer, it's either full competitive game mode or slightly less competitive game mode.
I would define a specialist as a character that works very fundamentally different from the rest of the cast. Someone like Winston isn't really a specialist because he is the dive archetype. If you play Winston, there's a chance you can also probably play D.Va or Ball to some degree because you know how to dive. You can probably play Reinhardt cause you know the tools of engagement. Meanwhile. Widowmaker is so much different. Playing Widowmaker will not make you good at Hanzo or Ashe or anyone else. If you play Widow, you are basically only boosting your Widowmaker skills. That's the difference between a generalist and a specialist.
I don't think anyone is good on widow and bad on ashe. All the hitscans are some variation of "click on head"
@@lukasg4807 I know I am good at widow and bad at ashe and I'm sure countless others are as well.
@@adambryant4149true, but to an extent you can transfer hitscan skills over much easier than projectile heroes. You may not be good at Ashe, but given enough practice like with your Widow, you could relatively easily play Ashe. I'm ok with Soldier and not very good at using Sojourn, but that doesn't mean I can't transfer my skills from Soldier over to hero to play her to an extent.
Then we have the projectile heroes, who i'd argue require being a specialist more than the hitscans. All the projectile heroes behave differently from eachother. You can't exactly transfer your aim skills from Mei over to Pharah, or your Echo skills over to Junkrat. Speaking of Junkrat, the very nature of his frag grenades makes him require you to be a specialist or even just an OTP with him; since actually knowing how to land those shots in Grandmaster and above or even pro play (in the rare few instances where he was played), takes a lot of time and commitment playing him.
My point being that while I am terrible at most hitscans besides Soldier, I can simply practice for a bit and get to an ok or decent level at hitting my shots with them. Not widow though, I hit more shots on ashe than widow and i'm a bad ashe.
@@soIzec Mei and Junkrat are two examples of specialists. In fact, they're so specialist that OWL teams that had good Meis were only good at Mei (Backbone) and everyone else wasn't very good at Mei at all. It's not really about aiming, rather ability usage and how you want to engage
@@adambryant4149 yeah... shame Mei fell off after season 9. See more junkrats than Meis in my matches, and that's not including me being on DPS.
Life grip is used to save the enemy team from dying after 15 seconds of my trying to get positioning to win a fight, right? It’s used to wipe away all my effort because I’m down to 2/3 hp?
That’s strictly up to your lifeweaver. If you want them to wait till you’re absolutely going to die then find a duo or communicate it. Easier said than done ik but still.
They could just change the ability by giving the ally receiving the ability a prompt and a special screen effect just for the ability if they want to be pulled or not, I think this solves most of the issues
I think cass can benefit a lot more from a smoke grenade than with his current nade
He may stay out in the open for longer with that added survivability (where he is strongest), he can have space to use his primary and secondary fires more effectively, he could pull off more highnoons depending on how potent the nade is, can fight more enemies at once like in the cinematic, and his teammates will notice his presence more with something as characteristic as a supportive ability.
Something that really comes to mind when dueling a cass as a genji is that Cassidy's have a camera advantage over the other characters and he can get realllly far with just his primary pew pew.
Facilitating this trait or in other words; providing cass with more agency in his ability to shoot, can only end up as a significant buff for him, and he has the power budget (or dynamic budget) for the nade cooldown to be more unique.
-
So that it doesn't merely ensure that he secures a kill as something like a railgun, and he can still play dynamically; a rework is best implemented through something supportive like a smoke grenade that lets him cook in his own. He already has dps
There would be more uptime in his kit-provided-advantageous state that he always gets, and I'd like to see him fight more brazenly with it sometimes as well.
If it's too weak maybe it can mask sounds, or it can nullify tracking abilities, and maybe it can favourably shift around with movement abilities like Cassidy's rolls for even more space control.
Kirigrip would actually be insanely OP considering wall climb and TP, being able to follow your Genji in the backline and then pull your Winston into the middle of the enemy team with immortality until he gets there.
I think this dynamic portion should have 2 sub descriptors. Rein shield is not DEEP but it is EXPRESSIVE. It is extremely simple in that the way you hit the button is the same, but the when and how and why you use it is what makes it dynamic and deep. You could probably replace the terms but I think those sub descriptors add a lot to what makes certain things dynamic.
I have stumbled down the rabbit hole of OW2 content again and as somebody who played since beta, when I tried to transition to OW2 I lost ALL of my stats from years of PS4 play, then login errors. Left the game, then season 5 or some maybe 3? There was a similar resurgence, I came back again, and tank was awful, balance was awful, ranked was broken etc. Come back for season 10 cause there was marketing push/hype again, and the game still feels unfun. I was a quickplay andy for most of OW1 and played tank/support, now if I play at all I just que dps because the game just doesnt feel fun anymore. I respect swap/counters in higher elo etc, but I just want to hop into quickplay and drill shit with Venture and that hop in and have fun just doesnt exist for this game and hasnt for me since release.
I would love more long form and deep thought provoking videos on ow2 even though that’s seems like a hard right now
"you can't escape my combo heh"
first
Season 10 got me to consider other games again, including single player games I’ve ignored for years. And for that, I thank season 10.
the only real problem with overwatch 2 is its match maker blizzard have even admitted in last patch that they were going to help bad players climb which is essentually forcing 50/50 so if you win a few games without fail it will be followed with loses from no fault of your own because you will get a dps or a healer who will be one of the players that are on a lose streak or just terrible at the game.
Getting rid of immortalities and one-shots, and removing Sombra, or a massive rework, would be a good start.
i tgink hook is also kinda flawed rn. i like to think manually reeling in with hog would definitely make the character feel better to play against and for the love of christ bring back no movement while vaping pls
Deadass this blew my mind. The abilities on different hereos specifically. Imagine swapping life grip with suzu. Wouldn't both kits immediately make more sense. Kiriko a true offangle hero and Lifeweaver a true denier of offense. Maybe it wouldn't be fun (especially weaver who wouldn't die), but conceptually, they both work way better as heroes because both go all in on one idea.
Only thing that can save this game is seeing tracer and phara bang it out
This whole thing of mobility "covering" for specialized kits by giving chars tools to deal with bad situations and outplay stuff got me thinking:
What would be a good "mobility" for immobile specialists? Range comes to mind but a lot of the times the range IS the specialized aspect. Survivability is a way to deal with immobility in the face of a bad situation but 1- it often doesn't help you out of the situation, leading to no real new options and 2- the way overwatch usually does it it's "automatic", unengaging and frustrating to play against.
I think healthier ways for characters to have low mobility but still be flexible and skill expressive are: area denial, setup and resource dumping. Junkrat is pretty mobile, but if he wasn't, the super active bouncing mines still give some flexibility. Weird line ups to force people out of position or shoot without LOS can help vs range or something. If widow spider mine was really strong but it was AOE and you're fine if you instantly disengage, widow could be balanced around being weaker at clicking heads but more flexible through protecting herself with setup. Stuff like metered resources or transformations like ram/bastion could be a way to play around bad situations by using the power spikes of the kit with good timing. Zarya bubble type of dynamic but you bait it so you don't die instead of bait it so you can kill her.
Putting lifegrip on kiri would make staggering less of a thing bc you could tp to whose ahead of you & grip whoevers behind you. Its combination with tp on kiri would make it crazy in certain situaions, but personally i like the idea of lifegrip getting more of a versatile use. But i would also change it to where you could destroy the bubble around the grip to give room to counterplay & to keep it from being overpowered. In that same breathe id lower the cooldown to 15 sec instead of 17. & As for the hp of grip, maybe something like 100? You should be able to burst thru but still give it some room to be useful. Bc if you can still pop the bubble immediatly & kill the target the support was trying to save then whats the point?
40:00 its funny because they tried to put in on a hero with positional choices. just not the right ones
Again the fatal flaw here is spilo's hair
Nah he pulls it off
Nah he's gonna dive u in Winton now😂
Yeah gg reported. Wig diff.
Ive never thought it looked that bad just a bit of bed head, which some people go for on purpose
So I have an idea for bap. What if we made a stronger version of immortality and made it his ult and made window a smaller weaker version as an ability with a cooldown. I think that would be a very interesting way to change the character because then window isn’t gonna be used 90% of the time for just the bap to get a 5k cuz it could be used to enable a team mate or it could be used to amplify healing for a defensive play. I always thought immortality was just not very well suited for an ability outside of an ult. @Spilo
i wanna see some light editing over the commentary. Doesnt need to be fancy but images of characters, green arrows and red arrows, crossing stuff out, etc. Good thoughts.
I enjoy just purely talk, no flashy shit etc... :D
40:30 To this point, I feel like the way Life Grip currently works it would be better on characters who have close-range healing options.
Illari could actually make great use of Life Grip since her healing rifle requires you to be close to her to theres an actual reason for her to pull you closer.
Same goes for Moira or even Brig/Lúcio to an extent but Kiri can heal you from long and short ranges, and her TP is based on her teammates position so it would be kind of redundant.
I always like to form my own opinion. Thats what i tell ppl. I dont agree with any Hero having any healing abilities at all. Thats what health packs and Support are for. And whats funny is. Players wanted less reliability on Support. So DPS passive was introduced. And players still yell at me for not healing so much. Make up your mind.
I loved ow1 bc I could play ball into hog/DVA/Cree/sombra/mercy,Ana and still win
I stopped enjoying hog after they removed right click
Thank god someone is talking about hinder more and how it is just a terrible ability all around
He a made good point. I’m a Cass main and if I’m not getting dived I have no purpose for hinder outside of just throwing it to throw it. I played cass when he was bad and now that he’s viable because of a bad ability is sad. I’d like to brawl in that 30m and up range and have a reason to play him but sojourn and Ashe exists.
@@MetroBreezyy yeah cass's strength is supposed to be his consistency. But nade pushes him way past just being consistent and makes him a hard counter to multiple characters
Mauga on Lijang tower is bad? Not when I’m playing I guess 😭 The Mauga pick is just “I counter Hammond”
I think specializing is generally bad, and were just tmable to tolerate it to an extent. Because the more something is specialized the more it detracgs from everyone elses potential to play the way they want.
I generalizing is better because you can still have interesting conversations about what a hero cant do, in order to care out an identity. Case n point, Ashe and Cassidy both hold down midrange, but ash cant spam as well as Cassidy; Its not that Cassidy particularly reloads quickly so much as Ashe reloads slowly. In turn Ashe can deal a lot of burst damage and build a lot of ult charge, but its not like Cassidy builds ult slower more so Ashe just builds it exponentially while cassidy does gradually.
I don’t think widow mains understand they problem with their character’s design because they always say just “counter her” having to send a tank or dps just to distract her from being the server admin is so fucking tiring and gets so boring for both roles.
1. She shouldn’t get value just from existing, snipers in fps have been problematic forever. If you can one shot someone at any range…why play any other character/weapon. “Just hit your shots…” that’s exactly what I’m doing and what other sniper players are doing. She forces the other the team to not play an entire line of sight, or having to switch to a dive tank/tracer,sombra just to deal with her.
2. In all honestly I deal with widow by playing sojourn and trying to duel her with full rail. I feel like widows existence is why rail does so much damage and range capabilities.
3. Sombra being one of her counters is soooo problematic for the game. Once either one of them kill each other, they become such a hazard for the other team it’s ridiculous.
Widow shouldn’t exists if Ashe is supposed to be a mid-long range poke.
The match just completely changes ones a good widow is hitting her shots. You literally cannot do a thing and having to be in cover 99% of the match isn't fun in anyway. She just slows down the match and makes it unbearable to play in. One character shouldn't be able to make an entire team play around them like Widow does.
Time To Kill Sucks Now: Why did they make it so no one that 's awesome can carry anymore. That is a feeling every competitive game should have. Now everyone could be saved from 3 mei shots to the head if there is a healer near buy. This game is now broken.....If feels like I'm pumping shots into mark mellows
Spilo can you talk about the east coast server being removed a year ago
Hero locks (no switch), bans can save overwatch. More room for balance, less rock paper scissors gameplay. Drafts are good and healthy for any "hero based" competitive game. It works cus it works.
Fr. I think it's just the simplest solution
bros got a phd in yapping
Make every character like Genji and Winston. They are the perfect characters.
They should have just had hog shoot scrap cannonballs with his gun. Give them huge falloff though
this guy is so handsome
I think it could be possible with more editing on your videos you could be the vsauce of overwatch lmao
The only thing that can save overwatch is a Reinhardt nerf.
Shut your mouth
So...what, are we just waiting for Overwatch 3 or Overwatch Classic??
I love that analogy of overwatch being like a toxic ex you've had because it's so true, people hold onto these heros identities as if they still feel overwhelming joy from them, meanwhile they're making them miserable, overwatch needs to evolve so we can have more fun experiences with it.
Also I've been saying this about sombra forever that the invis isnt the issue, people keep saying it's only invis but its sombras kit that makes the invis miserable, because if you stop and think for a second, tracer also can hide and appear outra no where but she requires skill to than derive any form of value out of her push creating risk to reward, but sombra just appears outra nowhere and than proceeds to hit you with auto aim that removes your abilities and with just abit of timing can secure you a kill and all you did was hold a button at an obvious time where it would get you value and the invis just enables you to do that much easier so people get mad at the invis as if whatever they replace invis with isnt just gonna make her even better at popping out of now where with tp to hack you and kill you because removing invis would require one hell of a good buff, and if you dont make it permanent than all you do is make the sombra have to kinda plan their attacks abit but really itll change very little and we all know theyll giga buff the sht outta sombra if they removed the permanent invis, so in my opinion since invis is in almost every shooter now, I say it's fine and it's just onna hero who can abuse it a little to easily.
Like put perma invis on tracer at the cost of 1 of her blinks or her recall and suddenly tracers even worse or put it on cass, hows he gonna use it? Or put it on genji, is genji gonna farm supports better? Prob not because you still gotta engage with him which will remove the invis anyway and than you're just genji but with nerfs since you would need to nerf his current kit if you want a balanced example, so it's the combination of being invis with an auto aim ability that gets instant value for you that is the issue. Plus i would also argue that if you had to boil sombra down into a playstyle, I would say shes the invis ability option in most other games but idk if you can boil a hero down to being an auto aim cc hacker, that doesnt seem like a playstyle and seems more like just an ability, bascially if you removed invis from sombra she would not feel anything like her old self but you remove hack and sombra would feel almost the same unless you're trying to counter pick a doomfist or ball, which I hope we can all agree here that we need less hard counters in counterwatch anyway so it can go back to being overwatch 😂
Ez fix, make sombra players type binary code every time they want to hack someone
There's also a back and forth of survivability during fights. If Sombra doesn't burst, she has to leave. Especially since hack doesn't last very long. Tracer has increased movement speed, blinks, and a rewind that lets her survive in a fight longer. Genji has the ability to double jump, climb, and dash, which make hitting him harder, as well as deflect. Not saying he's good, he just has options to stay in a fight. Sombras design was probably peak when she had easier escape and less lethality. Her hack was more supportive in that way, and while yes she could come out of nowhere to hack you and her team would follow up, it would basically be a 6v5.5 in a lot of ways
@@MasterMemo what does any of this mean? Echo and tracer also gotta burst or dip out, tracer can sometimes stick around but unlike sombra, she has no vertical so smart players will track where your recall will take you if you stay in fights to long without resetting, sombra can actually hold high grounds against teams with low vertical movement. And even than her cd is almost as low as d.va, especially considering you can just toss the tp upwards and by the time you fall onna roof or something you'll be invis again and can juke.
And yea genji has no burst so hes left with mediocre vertical and has to fight tooth and nail for his kills, and pray the enemy doesnt go something that just hacks or hits him through his deflect.
Yes tracer and genji have higher skill ceilings if that's what you mean, sombra caps at a certain point when peoples reflexes become top teir, and than that's when you hear everyone say sombra requires teamwork and you gotta do all this other stuff to make her work but in most of ranked shes just an easier tracer that has multiple fights she just straight up insta wins.
Idk, I think a consistently healthier way to implement invisibility is using their sub-archetype, smokes. If you think about it, instead of practically, potentially being everywhere, you're in a certain amount of area your opponent can see, they have visual on the area you could be in and now because of that they can have agency in what they do about it, do they go in knowing full well you're 9 times out of 10 gonna be in there? Do they fire at the smoke sacrificing ammo hoping you could at least get her low? Or do you just avoid the smoke entirely and find another route to reposition? So many conscious counterplay options, plus designing smokes is much more malleable, can the smoke user see through the smoke? How big is the area? Is there a duration? How much? Can your team see through the smoke? How good is the visibility? Hell you could really get creative with it and enable or disable the visibility of environments and your own allies. But yeah, her kit might need a bit of a rework
Spilo claiming everyone needs dynamics to their kit to be good heroes... then forgets Symm exists and is universally treated as the worst hero in the game, besides almost all of her abilities have massively dynamic functions.
LET HIM COOK!
Just lost 9 straight ranked games, the 9th one, my mercy had 2 heals.... overwatch is certainly flawed.
My question to people and the community do you think the maps are an issue in this game ? I think the new modes are terrible
Overwatch is fundamentally by it's natue not suitable to being a competetive game. Comp was a mistake.
I wholeheartedly agree, but why do you say that?
I don't see how it's not a competitive game
You couldn't be more wrong.....
@@leonzchannelz Is so inherently. I think they mean that it has little comp integrity which is a complicated matter. OW players,generally, overvalue the aim-shooter value (outside of widows in Dia-t500, map dependent). Ability/kit mechanics should be the cake, cross hair aim is icing. You can still see the impact of good aim, but abilities+kit must also provide value (widow has little ability value and that is swiftly skill-capped and her ult is passive. An extreme case).
Dumbest take I have heard. It is one of the most competitive games there is out there.
I can't get passed 6v6. It just seems to be the only answer.
the game was still miserable in 6v6 it's just a desperate big shakeup that people think will take the game in a complete different direction when i genuinly do not see how the game would improve if we switched back
@@darkcat6530it's primarily praised as an idea because it was extremely obvious that double shield was not balanced and we went to 5v5 instead of making those heroes correctly
@darkcat6530 I think the issues in 6v6 were way more simple in 6v6 the game had to much cc and aoe sustained healing was to strong. I think it's way easier to nerf/reduce cc and aoe healing than to fix counterswapping in the tank role for 5v5
Ow1 was so much more fun and enjoyable even with goats and double shield. That just hasn't been the case for OW2 imo.
@@darkcat6530 6v6 was not miserable, the devs releasing updates every other 6 months was what was miserable, if we would’ve had the regular updates that ow2 gets we would’ve never gone for so long w goats or double shield. If we had this treatment from the devs maybe even role q wouldn’t have become a thing because brig would never have been as oppressive as she was for so long.
Who tf is this guy? I was here for the tomato content
reupload?
Part 2
The problem with OW2 is they have fired all of the experienced people that understand the game balance. Many games, not just video games, but also TTRPGs need people that understand the game balance. In the example of TTRPGs, that is why you get books (and entries in books) that vary widely in game balance for character choices. Back to Overwatch, all of your character design choices are made for you, but in many ways that is easier to balance. Numbers and statistics are the best way to balance. Most people tend to judge based on their own anecdotal experience. That is normal and natural, but someone that has a better grasp of overall game balance is being objective rather than subjective.
For an example of imbalance in TTRPGs, I will use D&D for example. Some subclasses are way better than others. Similarly, in Overwatch, that is why we get people ranking S, A, B. C, D, and F tiers. Most of those tiers are subjective, but at least in the case of D&D subclasses, you can easily be more objective when looking at what each level gives you compared to others.
An argument could be made that the original 1 devs made decisions with the open unlimited-hero format which is more like its cousin Team Fortress. Overwatch players increasingly sought more organized formatting and would often pressure teammates, sometimes to toxic extremes to conform to an equal distribution of roles. With the dissolution of unlimited and open queue, respectively, players didn't have to worry about what number of a particular role(or how many Tracers per team) was optimal.
These were very severe formatting issues because OW didn't feel like playing like team fortress. Arguably, 2-2-2 role lock was the real 1.0 of the game and dismissed(almost, in terms if format) all the TF2 comparisons.
35:03
No. A shield by definition is the opposite of dynamic in OW... no shields move fluidly.
I appreciate you going deep on the balance of the game, but it feels slightly silly to spend hours opining when the obvious cause of this chaos is the format change. It's not a waste of time to push for a return to 6v6.
Never stop saying this
But that’s not just the flat truth, the game has balance issue in 6v6 it feels like you’re ignoring that just because you want another tank so tank can feel more oppressive to the other roles.
@@MetroBreezyy 6v6 had issues surrounding hero balance, not game format. Double shield and excessive CC were problematic but can be easily adjusted.
@@Qwmp- what evidence suggest 6v6 could be balanced? Think for a second if you switch the timelines of ow1 and ow2 you end up in the same predicament and the whole community is in shambles. Just accept the current change and suggests ways to balance it. The amount of visual clutter in the screen now would only get worse. There’s no facts that show 6v6 double shield is fixable. The only role that wants another tank is tank. Do you really want to play against mauga hog in comp? With only 1 Ana nade on top of kiri cleanse. Hero balancing is going to be apart of the game regardless of format it’s a HERO shooter . Every one that suggests 6v6 has no in depth reasoning for why they want another tank other than to receive less cc and take pressure off of them. Unfortunately that is what a tank is for.
@@MetroBreezyy I play exclusively DPS and still want two tanks back. I am happy to explain many in depth reasons that the shift to 5v5 is over all bad for the game if you'd be willing to listen.
I'm curious though, when did you start playing the game, what role or heroes do you mainly play, and around what rank are you? (No shade just genuinely trying to see from your perspective).
Can you fit a full VOD review of SSG vs M80 on Havana into a UA-cam short?
while i love these type of conversations for personal growth / a brain exercise, but this is just leaning into what a "meta" is so hard that you are just hammering the finishing into the mold via over thinking it. If people consider this type of conversations when creating they are putting themselves in a box. You're encouraging more pretentious public opinions that drive games like this into echo chambers of whining lol. I surprised people care this much about this game still, it's been dead to me since they paused updates for the engine upgrade instead of the promised Skill tree's / PVE.
Update it was a bug i closed and opened the game now no worries. My jade points disappeared. Idk wtf happened but I had 2600 points and suddenly it’s only 10. I fucking hate blizzard. I checked if I didn’t accidents buy a jade weapon but no I didn’t. There is no hero of mine with green weapon
i can fix spilo
I reckon its just teamplay games in general. Cant balance players afterall. Idk tho. Barely played ow1. But every teamplayer game annoys me 😅 its the common factor. Hence why i mostly play tft. Ow2 still pretty fun though. Even if its a toxic and terrible experience half the time
"we" COULD fix it, they WONT fix it. if you get what im saying
Blizzard ain’t fixing shit
The only thing that can save Overwatch is Sombra’s feet
Huge assumption calling realtors professionals
You’re not cooking, I want to be the specialist not my character Ana
I genuienly believe the problem is Overwatch's game modes. No other Team based PvP game has single objective game modes, specifically because it causes the problems overwatch has.
Csgo, Dota, League, Halo, Splatoon etc.
Or are you saying OW should have multiple objectives like 2 payloads?
@@343ishill dota style games have multiple objectives across the map which is the opposite of ow
@@343ishill All the games you listed have multiple objectives...
CS has two bombs (and you can win by killing the enemy before that), League/dota has two nexuses, Halo (dependent on the game mode) Has open objectives.
I'm not saying to change payload, since it fundamentally is a one objective game mode... I'm saying remove it, and add multiple objective game modes.
tf2 has very similar gamemodes, and I don’t feel like tf2 has nearly as many problems (gameplay wise) as overwatch
@@YourBlackLocal there's only one bomb in cs
Marvel Rivals ;3
Lifegrip may not be a healthy ability, but the lower rank you go, the more players deserve it.
Things that will fix Overwatch 2:
- Nerf + Rework Genji, Sombra, Roadhog, Moira (too much value/power for effort etc)
-Nerf tanks to the ground, make is so every hero are capable of 1v1'ing each other, no more giga buffed dps heroes aka tanks.
-Design everything to be equal to Tracer/Lucio, where skill is proportional to value.
-Remove hard counters, counterswapping is boring af.
-Bring back old 2CP maps
Dont let bro cook
he said the nerf genji meme unironically
Please never say this shit again
@@Qwmp- I don't think you know what a meme is.