tbh i get why they made this change in the first place, but they probably should readd this in some way that isn't directly reducing the velocity because that's unsatisfying, heroes with easier ways to get value on should also have easier ways to get value against them.
@MsViviValentine@DailyKiriko_OW literally 0 aggressive playmaking was lost from this change its just no longer nearly as lenient and that's a good thing
@MsViviValentine@DailyKiriko_OW fun fact: you were actually meant to use suzu to avoid AGGRESSION (high bursts of damage) and not RESTORE damage taken! Hope this helps!
@salmoona_ i mean his entire strength is that he can kinda just get a target and if they aren’t a support it’s a garunteed kill, good for solo dive and also your average anti dive
@salmoona_ he’s been butchered to be as slop as mag in terms of skill expression
shift made easier, risk (awakening) removed, agency reduced (give me back old thor force hp please), and also can get thor force back easier since throw does now too
it’s sad
@iDavey the unfortunate reality is that every opinion is true at once, because every type of player exists, simply that person is expressing only THEIR existence. The goalpost is just different for every person you meet.
@JapanCurrry shes a utility focused support in a game where everyone thinks the way to win is walk 6 down main and outsustain the enemy (AND THE DEVS ENABLE THIS)
@Cellowphane The biggest reason is that a supports win condition in rivals is 99% “don’t let you or your team die” unlike overwatch (still exists but not as prevalent), which means the skill floor on support is so much lower so they get most of the blame, deserved or not.
@Cellowphane Fundamentally healers/sups in games are generally easier because on paper it makes it more fun for everyone in casual play (ex. easier to get healing because it is easier for them to do so.) This is just so extreme in MR that it makes it super vital and a pretty boosted role imo.