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@@otsu3011 yeah because it’s qp and it’s the first time but wait till it’s dissected and a meta is formed. As cyx stated, wrecking ball can basically wipe his counters with the new passive and he just destroyed the pocketed zarya with last stand. I’m not saying fun is bad but to balance a game around fun never works for fps because there will always be something “fun” to abuse
I think if you give each hero a set of three passives, or have a large pool of passives and give each hero access to three out of that large pool, this would be a massive benefit to the game. Some of the ones available here are way too busted or just cannot work with certain characters, but would be fine for others. If each hero had a carefully selected three passives to access that could lean towards different playstyles it could be a much safer way to mitigate hard counters than direct nerfs/buffs and could also make heroes more versatile for different maps and comps. All without worrying so much about how strong a character is because of how they work into one or two heroes. Ana, for example, could get her 3.5 or more second sleep dart back on tanks, but ones like Hog would have a passive like 40% shorter debuffs available, and could choose that to partially mitigate her counter without swapping. Meanwhile, heroes like Winston and Dva who absolutely don't need sleep dart to last for less time on them wouldn't have access to the shorter debuffs, but would have a different set of passives available suited to their different playstyles/hard counters. I think it would improve the playability of each hero and longevity of the game immensely
I’ve been talking about swappable loadouts. I feel like they have every possible concept for characters almost. Why not give them different move sets almost EXACTLY like that mirror watch update. Like imagine a diving hog kit or a Winston with a RPG. Would get rid of counter swapping and open more opportunities for some crazy ability builds
i mean we are overcomplicating the game so much, just add back that second tank brov. I like the experimentation and this is a bit of fun, but even brig & moira were fun to me on release, now i wish they were never added
@@storm___ Think about it in a different way. The passives we have right here wouldn't be the final product. If they had specific passives for different heroes, and didn't offer certain passives to heroes that would be op with them, then they would become a much better form of balancing what are currently skill-less hard counters. If Reinhardt could select a passive that mitigates CC to an extent, it could allow him to not be completely bullied by characters like Orisa who currently take no skill to beat him. It wouldn't completely get rid of hard counters, but would offer players a chance to outplay them by making the matchup less hopeless. And, at the same time, it would prevent grander nerfs or buffs that cause unfortunate domino effects. For example, if Hog and similar tanks could choose a passive that makes sleep dart and anti-nade a bit less powerful against them, then Ana could get back her 3.5 second or longer sleep dart on tanks as a whole. If a Hog wants to lessen the danger of those abilities, that's what he uses his passive for, but heroes like Winston or Dva who have no business having a shorter debuffs duration because of their already strong tools for avoiding that stuff would not have access to said passive, and would instead have to outplay sleep and nade at their normal strengths. It would lessen how essential counter-swapping is. If Hog is running a debuff reduction passive, then suddenly Kiriko becomes less essential. Ana would still be strong into him, but not a guaranteed win.
@@storm___that's more of an issue with their character design philosophy more than anything. a paladins 2 like system honestly would be very fun for the game
At 11:12 cyx talks about changing his passive and at that very moment he gets slept and I think because he was focusing on talking he didn’t realize he got slept because it was so quick and then he Said “I think I’m getting value from the passive I’m not sure though” not realizing he already would’ve been dead before the anti nade even hit lol!
To regain his ultimate charge, they were also down temates so why not let the rez go if it’s a free kill, low iq people sometimes comment on stupid things that don’t make sense, this is one of them
10:05 - That was only three months total between Brig's introduction and the Sym rework that removed shield generator entirely. Also, shield generator was her ult - it's not like every fight went off like that.
Ahhhh yes, famous Volskaya Shield Generator spot in the stairs of the building by the right of attackers spawn which radius could reach throught walls to point B and almost no defender in the world would dedicate themselves to walk the whole way behind the current attackers spawn to go break it, because it could lead to a 5 normal health vs 6 buffed health, except MAYBE a Sombra with her old translocator. « I’m getting the feeling they have a Shieeeeld Generator! », Good old time. (Fun fact: apparently in the code, Sojourn herself has a Shield Generator voice line, go figure)
honestly, if they reverted all the tank buffs, and gave us THIS, i think tank would feel good enough to play while adding more dynamic gameplay. this just needs to be an arcade mode asap though,
The passives were a lot of fun imo but I only got to try it for a single day before it was gone. Weird that it replaced quickplay, but why can't some of these game modes stick around longer? Also 13:30 that wall was crazy lol
If they added this permanently they could probably remove the basic role passive and use them as pickable options. That way things like the anti heal, and the knockback resistance would not be getting faced nearly as often
Doesn’t the dps passive only last for 2 seconds after they stop attacking you? So 40% reduction on 2 seconds might be a little hard to notice but I think it would be there right? 🤷🏾♂️ or does it actually not count as a debuff
With how big the health pools are for tanks and how often they spend not full hp, I don’t think 100 does much unless you already have like 200 armor like Dva, Wreaking Ball, Rein, Orisa
Bringing up the point you kind of made with switching passives depending on who they’re playing. I think that could be a way to avoid counterpicks. Like if characters had selective passives that would benefit them from their normal counters. Like Widow can see stealthed enemies from a larger distance. Roadhog clears status faster. Rein is stunned shorter. I can’t think of more
No no no no. I don't want this. It makes picking counters a useless strat. Some heroes are becoming unkillable because their major counters aren't effective anymore.
Congrats on enjoying the next cash grab attempt preview! Feel free to level your Tank Imbuements at the Biolight Engine UI in the next season! You’ll get separate Imbuement XP per match, but you can always drop a dime and get Imbuement XP +100! The first one comes with a buff to all Imbuement XP from all sources (including ones purchased from the shop) for the whole season! This will also stop your weapon from making farting noises per shot, which will be introduced in the same patch.
That's how they depict deflecting an ultimate now; if it's a primary/secondary fire then it shows the deflect icon, if it's a normal ability, it shows the ability's icon, and if it's an ultimate, it shows deflect with the ultimate lightning/effect
They've just added a new element of the game that they will need to balance, and we all know how bad they are at balancing... As well as adding another element to Counterwatch!!
It gives flexibility. Hog n junk n ball really benefit from lowering de buffs. Rein with more health n shield you can pick the armor and your mitigation shield dancing is nuts.
My question is why NA supports never play ana zen against hog? because my hog 99% face ana zen even in quick match so its almost unplayable cyx is really good hog player but he plays on easy mod