Intent doesn’t automatically mean it shouldn’t be kept. Super Jump from mercy is a good example. There are plenty of ways you could address frustration points on ball without reducing the potential fun upside of applying yourself to a hero. I agree that there is nuance to this, but I think in this case, it’s not an appropriate change.
Mobility, especially higher skill mobility, is fun. Some of the most mobile heroes (Ball, Genji, Tracer, Winston) have been part of Overwatch from the beginning. This is a particularly concerning update considering how palpably it affects how Ball feels.
Wrecking Ball Update in #Overwatch 🐹
Speaking to @emonggtv and @Flats_OW, Alec Dawson said the team has no plans to revert the recent movement changes, but apologized for the lack of communication.
The team is looking at a wider pass on mobility.
I have a really bad habit of checking Twitter after patch days, and I am always amused how everyone always agrees that it was a bad patch, but nobody seems to agree on what made it bad.
Lethality is not inherent to the DPS role, and confusion about strict role responsibility would explain about 25% of the bad takes I see on this site. Tank lethality is generally more spiky and situational, which is what we call “Tempo,” whereas DPS has more consistent/ranged pressure that is compensated by the inability (usually) to absorb pressure like tanks. Doomfist is an annoying hero, and empowered lunch is an obnoxiously inconsistent lethality mechanic, but the problem is not the lethality on the tank role, it’s the execution of the design of the lethality (see primal rage, rein pin, jq knife, etc).
Maybe there’s some naivety from me here, but I really don’t think it’s unreasonable to expect players to not literally be robbed, and that orgs that enable this culture shouldn’t be allowed to compete.
I think it’s time for @OW_Esports to take responsibility for the travesty of EMEA thievery. Literally almost every coach or player (myself included) who has taken part in EMEA pro Overwatch has gotten scammed or regularly gets scammed out of their contracted money, to the point to where it’s to be expected. This often includes prize money directly paid from Blizzard. There is essentially zero recourse for the player, and that mean these orgs are motivated to continue to lie and cheat their way into continued relevance in the region. This is not sustainable for an esport that has any ethical or professional aspirations, but it is also a travesty of missed opportunities. Enabling actively toxic and incompetent orgs is directly making it impossible for smaller, more competent, and more honest orgs from taking their place. At some point there’s has to be a line in the sand drawn, where I don’t care how few people are working on esports for Overwatch. This is not something you can allow long term if we ever want this esport to succeed. There should be zero tolerance, and if you don’t pay, you don’t play. You either bite the bullet now or wallow in mediocre irrelevance forever, because what you tolerate IS THE STANDARD. This can’t be the future of esports if esports wants a future.
Deathballing is such a large issue in the lower ranks of deadlock, you will sit there screaming at people to stop fighting in the middle of the map over nothing and they will just say "chill out bro" before dying and giving away the midboss or entire walkers
I empathize with people who hate her and are happy with her being gutter tier, but I also empathize with the balance team who is caught between the horns, so to speak. It is unreasonable to have a hero maintain a 40% win rate, even if you factor various statistical influencing factors. Both pick and win rates and every other statistical nuance should be considered, and most importantly how the game feels. Kiriko needs a change to reduce her agency but increase her impact in a way that doesn’t hurt the fun aspect that keeps the hero popular. I know Twitter isn’t a good spot for this discourse, but these kind of changes always provoke some pretty dumb responses from the Overwatch community, even from folks who should know better.
Kiri 250 HP is a good balance idea for a hero that has limited to no balance knobs that won’t make the game play loop worse. She’s the poster girl of hero design that falsely equates agency with value, and the state of discourse around her proves it. She needs a rework of her kit nearly as much of some of the most egregious old designs.
@Greenpig117 Yeah fair point- the shot at dawn ckmment is just a goofy phrase I use in general, but given how crazy some folks were, it’s easy to misconstrue. Take care and disagreement aside, I do hope you enjoy the support sombra (I hope I do as well, lol)