The worst is when some dumb fuck shoots a sleeping ulting enemy that's been sleeping for 1-2 seconds so it clearly isn't one of those "I didn't realize he was sleeping because I started shooting a split second after he got hit by the dart" situations. Like, what's the thought process behind that decision? "I'm a 200hp character, I'm totally gonna shut down this sleeping ulting Bastion before he can wipe the team."Man I wish it wasn't so easy to break sleep, I just darted 3 Ults and they were all back on their feet instantly pretty much, lol. I know it's hard to refrain from shooting.
Hopefully the wait between Season 2 and 3 is only like a week or less next time.
I got spoiled with the way they did StarCraft II seasons.
LOL. I just had a thought. Remember that stupid ass Soldier animated short with the girl? What if... she's Sombra. After being inspired by Soldier 76, we get a new hero, teenage hacker!!!!
Learning that Winston does 50dmg for landing near an enemy for his rocket jump helps a lot. while raging his cooldown drops to like 3 seconds or something, so make sure you keep jumping.
Mainly though, his Ult is to break up momentum of the other team. The idea is to create chaos while the rest of your team is picking things off. Unless you have a ledge and can knock someone to death, don't expect to get any kills from it.
Also, another pro tip about Winston bubble is that hanzo scatter shot will ricochet around inside an enemy winstons shield, which really fucks up any enemies inside of it.
Learning that Winston does 50dmg for landing near an enemy for his rocket jump helps a lot. while raging his cooldown drops to like 3 seconds or something, so make sure you keep jumping.
Mainly though, his Ult is to break up momentum of the other team. The idea is to create chaos while the rest of your team is picking things off. Unless you have a ledge and can knock someone to death, don't expect to get any kills from it.
I got a quadra kill in Kings Row with his ult last night, it all depends where you pop it. Enclosed location? Smash people to death. If it is a wider area, go for disrupt. I mainly push away tanks so they can't cover their team.
Like I said, Don't go in expecting kills. Do they happen? Sure. But that's not the point of the Ult.
i hanjo
I got a quadra kill in Kings Row with his ult last night, it all depends where you pop it. Enclosed location? Smash people to death. If it is a wider area, go for disrupt. I mainly push away tanks so they can't cover their team.
Patch on PTR
Seems to be nothing, but the countdown is almost over.
173 mbHow big is the patch?
Got bored, wrote some opinions about the support stuff we talked about earlier. Give it a read and hit me up if you feel like it.
http://www.twitlonger.com/show/n_1sp1l4u
Why does no one like to give their thoughts on my ideasOk, so after getting some opinions on my character idea for a support tank, I decided that it might not work well and i thought of something else.
So you have a tank with, say, 400 or 500 health. The weapon is a Glaive that deals 75 damage like Rein. The first ability is an AOE heal that heals surrounding teammates and gives some other buff to them so that it isnt a worse version of Lucios heal. This would also heal yourself, but maybe not give you the extra buff. The other ability will surround your character with fire, damaging nearby enemies. This ability gives you a 100 health shield and this ability ends when you deactivate it yourself or someone destroys the shield, so it has to do a lot of damage, otherwise it would be pretty weak with the shield thing. Then the ult would be an AOE knockback that would be great for screwing with formations.
Basically this would be a hero that is all about being in the middle of everything while supporting your team and still dealing solid damage. Basically it would look something like this:http://vignette4.wikia.nocookie.net...ial_Art.png/revision/latest?cb=20160523053120
1 more hour.sooo... itsfuckingnothing.gif ?
1 more hour.
sooo... itsfuckingnothing.gif ?
No, people just misunderstood the countdown timer.So someone messed up the time?
I've got some thoughts/questions if you'll oblige me.
First off, you say that ideally 2/2/2 wouldn't be the meta forever. But you don't seem to take take issue with two DPS or two tanks, mainly just the two supports. Assuming I'm right, is that because: The two supports are so much more important than the other four (I'm not even sure if that's true?), the two supports are exclusively Lucio and Zenyatta, or because you think that the non healing factor of supports would be better in toned down forms on other classes? I'm guessing that most people think that ideally the team comps would be 1/1/1/1 with two wildcards depending on map, play style, etc. But are you saying since that's unrealistic give us a hybrid that makes 2 supports not always required?
The other question is about speed boost. You always say it's far and away the best ability in the game, and I believe you. Yesterday me and 5 gaffers decided to just speed right onto Hanamura point A to see if it would work. We ended up capping both points in about 3 minutes or so. The other team was woefully unprepared. Things like that, or boosting from spawn to get people into the fight, or even just passive speed boost seem great. What I don't really understand (and this is considered the BIG thing for why speed boost is so OP) why does every fight have to starts with an amped up speed boost? And how helpful is it outside of the pro scene?
For example, if I'm playing with 5 gaffers, or even solo queuing in competitive with a reasonably coordinated team and we are about to start an attack on the point in KOTH I really don't see why I should start that fight by amping up speed boost. The obvious reason is that people aren't ready for it and overshoot their targets horribly, and even if I said
"get ready to go fast"
I feel like the response would be
"OK, why?
Why not start the fight with passive speed boost so my team is just a bit faster than theirs which could make all the difference and because they are used to moving at that speed they can still fight effectively. Then when health becomes a factor, I amp up the heals? That seems way better to me, but I know i'm wrong so please explain. I watch the pro games, but they rarely focus on the Lucio and it's hard to know exactly how they are utilizing that boost.
Been playing this lately and I love the gameplay in this game, but something just really feels off.
Doesn't feel like a Blizzard game and I think it comes down to the world building.
I love the graphics, art style, etc, but something about the game world/universe just feels off to me. Like some big piece is missing. Not sure if it's because it was supposed to be a huge MMO and it's now a competitive shooter and so it just feels disconnected...I don't know, something just doesn't stick.
I have this weird feeling when I launch the game that something is amiss and I don't get that in all other blizzard games. Just feels incomplete for some reason.
Think I was in the hanamura game yesterday. Normally that wouldn't work as it was still 6 v 6. Speed boost is used to engage when you have an advantage such as positional, ults or number of players alive. It allows you to get into favourable positions or focus on a player who is out of position. It isn't just for choke points.
story mode would be real nice. if only.
I am confident that at some point in the future, they will either release a different Overwatch game with a full story mode, or they will start releasing single-player and/or co-op story "episodes" to the game.
I am confident that at some point in the future, they will either release a different Overwatch game with a full story mode, or they will start releasing single-player and/or co-op story "episodes" to the game.
I know I've kind of been spamming this, but can some people please give their opinions on my design for a new character up above before it gets totally consumed by the possible Sombra hype?
I'll use reaper as an example. He benefits from being up close near the enemy team. You can speed boost him towards their tanks or speed boost his ultimate. Can also help your team retreat if they overextend. Not sure about specific example for koth but I'm general it's best to get control of high ground and to surround the enemy. I would say speed boost is more high level team play/pro level due to high coordination needed by the team.What does that mean though? Just assume we are attacking a KOTH point, what is a more favorable position in that square? Especially if you know that the other team is about to get the same boost? How would you decide what a favorable position is?
If someone told me that it only works better with pro teams I would accept that answer. But if you want me to change my Lucio playstyle with randoms or just non pro teams that couldn't immediately pick out an 'out of position' player or exactly what position on the point they want to take. Then I need to know why.
I know I've kind of been spamming this, but can some people please give their opinions on my design for a new character up above before it gets totally consumed by the possible Sombra hype?
Ok, so after getting some opinions on my character idea for a support tank, I decided that it might not work well and i thought of something else.
So you have a tank with, say, 400 or 500 health. The weapon is a Glaive that deals 75 damage like Rein. The first ability is an AOE heal that heals surrounding teammates and gives some other buff to them so that it isnt a worse version of Lucios heal. This would also heal yourself, but maybe not give you the extra buff. The other ability will surround your character with fire, damaging nearby enemies. This ability gives you a 100 health shield and this ability ends when you deactivate it yourself or someone destroys the shield, so it has to do a lot of damage, otherwise it would be pretty weak with the shield thing. Then the ult would be an AOE knockback that would be great for screwing with formations.
Basically this would be a hero that is all about being in the middle of everything while supporting your team and still dealing solid damage. Basically it would look something like this:http://vignette4.wikia.nocookie.net...ial_Art.png/revision/latest?cb=20160523053120
I've got some thoughts/questions if you'll oblige me.
First off, you say that ideally 2/2/2 wouldn't be the meta forever. But you don't seem to take take issue with two DPS or two tanks, mainly just the two supports. Assuming I'm right, is that because: The two supports are so much more important than the other four (I'm not even sure if that's true?), the two supports are exclusively Lucio and Zenyatta, or because you think that the non healing factor of supports would be better in toned down forms on other classes? I'm guessing that most people think that ideally the team comps would be 1/1/1/1 with two wildcards depending on map, play style, etc. But are you saying since that's unrealistic give us a hybrid that makes 2 supports not always required?
The other question is about speed boost. You always say it's far and away the best ability in the game, and I believe you. Yesterday me and 5 gaffers decided to just speed right onto Hanamura point A to see if it would work. We ended up capping both points in about 3 minutes or so. The other team was woefully unprepared. Things like that, or boosting from spawn to get people into the fight, or even just passive speed boost seem great. What I don't really understand (and this is considered the BIG thing for why speed boost is so OP) why does every fight have to starts with an amped up speed boost? And how helpful is it outside of the pro scene?
For example, if I'm playing with 5 gaffers, or even solo queuing in competitive with a reasonably coordinated team and we are about to start an attack on the point in KOTH I really don't see why I should start that fight by amping up speed boost. The obvious reason is that people aren't ready for it and overshoot their targets horribly, and even if I said
"get ready to go fast"
I feel like the response would be
"OK, why?
Why not start the fight with passive speed boost so my team is just a bit faster than theirs which could make all the difference and because they are used to moving at that speed they can still fight effectively. Then when health becomes a factor, I amp up the heals? That seems way better to me, but I know i'm wrong so please explain. I watch the pro games, but they rarely focus on the Lucio and it's hard to know exactly how they are utilizing that boost.
I don't like the concept of a tank-class character being able to heal a group because that defeats the purpose of the tank/support synergy. If you have a tank who can heal a whole group and buff the group, and also have 100 shields on a cooldown ability that also does AOE damage, why would anyone play Reinhardt?
Also, I think the BIGGEST problem with bleeding healing skills out to other classes is that it would not solve the "problem" of dual supports, but will instead introduce the meta of dual supports stacking WITH a "support" tank or "support DPS. As it is, a team with Lucio/Zen/Soldier working together well on KotH is already a huge pain to damage. Now imagine Lucio/Zen/Soldier/HealingTank grouped together holding a chokepoint with 2 other characters adding pure DPS and benefiting from 4x healing. That makes the problem worse, not better!
I mean, basically characters with range will excel against this character, but she will dominate in close quarters, while supporting her team.Flesh it out some more. It's looks like a couple of ideas thrown together. Consider the characters natural balances and counters. Who is this hero good against, who is good against it. That kind of thing.