I’d like it if you could check how dragonblade stacks against Mercy’s new healing, healing more at lower health. It seems I can land every single hit on one target and Mercy outheals it all.
Sombra is able to hack and cancel rush for a small period as she [kirko] does the wind up to her animation; ive done it once and I know fitzy does it in a video
@@braxbro6674 hence my explanation as to why the circumstances lining up for it to be used "practically" are rare. really boils down to what your definition of practical is lol
@@nebulous9280 it simply increases the tick rate, which means it speeds up EVERYTHING. they may set a max tick rate cap tho, like they did for zen's primary fire
You can still just drop your own turrets under the Torb Turret! This one is actually really strong since the Torb Turret will naturally body block the Sym Turrets. If you ever have a Torb on your team, coordinating a full Turret bomb is really fun (albeit impractical)
Re: Does Ana have a different animation for sleep timeout wakeup vs damage wakeup - she used to, but they removed it in an OW1 patch because it allowed Ana to one-combo tracer in more situations.
i am still salty about it if you manage to land a long cooldown and hard to hit skill on a hard to hit character, and then you spend the time in the mist of chaos to wait for her to wake up, and time the wake up animation correctly, you should deserve the kill
8:55 That opens up more mythbusting. What other abilities can "work" through walls if a part of their body clips? - Roadhog hook - Ashe dynamite - Cass grenade - Echo stickies - Sojourn disruptor - Sombra hack - Tracer ult - Ana ult - Brig repair pack - Kiriko suzu - Mercy beam/GA - Zen orbs
It isn't i-frames that allow sojourn to avoid the deadeye. It's just that deadeye sometimes misses. The reasons are pretty complicated but there's a Marblr video that goes more in-depth.
As a Brig's main, the health pack getting 25 instant healing has been a game changer and she's now often able to at the very least keep up numbers with most other healers if played by a similar rank. Historically, I found what would happen is you'd throw a pack at someone, only for the other supp to heal them immediately after and the pack gets wasted. Made your numbers look fairly weak compared to other support. It's not uncommon now though for healing to reach 12-14k or more, while still maintaining damage output. Must admit, I really like the new change for her.
@@yunusemrebuyukguler4441 brig is almost entirely about your positioning. You want to use the distance of her flail to its best effect. Play around cover rather than charging into the fray until you know you can get the picks. Also, make sure you use bash as primarily an escape rather than an attack. Should only attack with it to secure a kill. Lastly would be to know who to take on and when to run. She can take on most dps and supp 1v1, but cass' bomb will destroy you, as well bastions turret, so always be wary engaging them. Anyone else, use her abilities attack animation cancelling to devastate their health in less than a second and either force then to run or die etc.
@@Grigeral you explained in detail, thank you. We know that after the last buff, medkits give 25 health points directly. So how many health does 1 medkit plant? Grants 50 health per second, total. Does it give 125 or 100 health points? It would be great if I know the answer to this too.
@@yunusemrebuyukguler4441 so iirc, packs used to do 120 over 2 secs, now it's 25+100 over 2. This is actually a bigger buff than some realise, because it helps prevent wasted packs. Previously, if you throw a pack at someone, then the other supp heals them, the pack is wasted. Now, it's visibly obvious they are getting healed already and if you throw 2 packs at a critical person, it's 50+200 over 2, so will get anyone bar tank back to full almost immediately. One thing that you HAVE to know though, is when to switch off or avoid brig entirely. Brig and Zen, Brig and Lucio for example are awful compositions, so avoid them. She also works best when the team mostly group together, so if you are finding your team are all over the show, Brig gets minimal value. Also worth noting is things like Ana's anti. If that's playing hell on your team, you're probably gonna need to switch off Brig to Kiriko of the other support isn't already, or if the tank is carrying, switch out to Zen for discord etc.
@@yunusemrebuyukguler4441 Just FYI, I'm by no means an expert, so take my advice as it comes. I'm gold 4 support, tend to end the majority of my games since her buff with around 30-40 K/A and around 10-14k healing, so when people say she sucks, it's definitely wrong, but she 'is' a niche character. Just less of one since her buff.
Kitsune Rush CAN be cancelled by stun. I’ve done this once or twice with Roadhog. I hooked her at the right timing and her ult didn’t come out. (the ult voiceline was heard, though) The window is super tight, however. You have to get lucky realistically.
starting at 7:00 debating whether ana's sleep dart wake up animation changes depending on whether the target naturally wakes up (right side, we'll call this animation 1) or if the sleep is interrupted (left side, animation 2). Going into .25 speed we can see that the Z's last longer on animation 1 even though he starts his wake up animation slightly before the other. This could indicate that the stun takes longer to dissapear while letting them wake up naturally than if you forcefully wake them up. Maybe i'm wrong, maybe KarQ is wrong. I'd like your guys's input
Viewing @.25 speed the woken rein with the zzz’s wearing off faster also begins moving before the other rein. The natural wake one still has those zzz’s on him and the other one is able to take a step. The comparison stops once the zz’s fade, so can’t tell if he was trying to move or not during that tiny zz animation diff So it is possible. But then also: KarQ cut time, and lined up the two scenarios. Lining up the exact moment a “team mate wakes them up” alongside the exact moment they “naturally wake up” means it’s possible the videos are just slightly out of sync. Given how tiny the difference between the two is, it’s possible this is why there’s a slight discrepancy. I’d do it in reverse myself: line up perfectly when they can first move after waking up, put that side by side and play the comparison but going from wake to origin of wake and see if that slight discrepancy remains or not. Having said all that: there’s not much in the difference between the two so it’s almost negligible. Big picture also - if you were waiting for natural wake for a longer animation, doesn’t mean it is then always better to wait for it to tick down. An ulting genji? Sure haha. A tracer that just used loads of cds? If I am close and got my cds, I’m better off (with my skill level ofc) killing them before they have a chance to cds to wear off. In sum: yeah there’s a slight diff in the timings in this vid between the two, but it’s not a large enough amount that it matters or even exists given editing, plus there are other things that happen so even if slightly factually incorrect ultimately the take away is the same: treat as if no wake animation diff between the two.
Little detail about the sigma flux, the damage and effect doesnt apply for the second olayer BUT! The animation does play and it makes sigma able to float longer even tho he basicaly doesnt have anyone with his ult
How i see the current armor in ow2 is not a 30% less damage, but instead armor health is 30% more in density. So for a quick example of what I mean: if you have 100 armor health that would mean you effectively have 130 health. Since armor only applies the damage resistance when the armor itself is taking damage. This is both a buff and a major nerf compared to armor in ow1. with single shot weapons armor is more effective since it's overall reduction is more, but against small damage shots it is less effective. Not to mention not stacking through shields anymore is a huge change. If Wreckingball got that 150 shields that was also treated like armor, it would have been the start of an even more unkillable ball with the amount of hp he would have. Especially with his adaptive shields giving overhealth too.
I'm in top 500 Asia rn and everyone was surprised when the kiriko died and it didn't come out. A lot of people thought it did because of the stun it doesn't. Very hard to time mostly luck
Do sym or torb turrets gain any buffs from kitsune rush? Do sym or torb turrets gain extra damage through amp matrix? Does damage boost from amp matrix or mercy make deadeye take less time to instakill? (Either making it to the skull quicker for making this you can pre-fire before the skull appears and still get the kill)
In OW1 there was a limit on how much damage reduction you could get, capped at 50%. Is this still the case with new armor health and stuff like Ramattra’s block?
Btw I'm pretty sure (idk don't quote me) they actually meant an arrow already stuck in Genji. Aka, because they arrow falls through him, does it stay airborne long enough to hit the deflect hitbox?
About the kiriko ult cancelling, I'm fairly certain I had a game where I hacked kiriko cancelling the ult, I heard the voiceline but the ult wasn't there
The kiriko ult definitely can be canceled without killing her but it's very hard. Sombra emp can cancel it but you have to emp before she casts as the window is very small
You can try it yourself by high nooning in a workshop aim training map, I think it goes to sextuple but I'm not sure, I did it recently but I can't remember
You can actually cancel Kitsune Rush with Hack, the timing has to be incredibly precise though. (Unless this was changed particularly in Season 3, I've done it multiple times accidentally in Season 2)
Does sigma ult still do 50% of a targets max hp is they have armour or are nano’d? Does Moira heal the same hp when sucking a blocking doom or ram? Does jq bleed heal her less if it does damage to armour? If you place a tracer pulse or Ashe tnt on top of a Mei wall and then wall breaks will it blow up in the air or does it have to hit the ground again?
Yes, Fluz does a flat 50% regardless of damage reduction Moira self healing isn't tied to damage but rather a set amount per tick. I think bleed it's affected by armor and she heals by damage dealt. Pulse bomb, dynamite, knife, sticky bomb, sonic arrow will all fall down if the wall/barrier/player they are stuck to disappears/fases out for any reason
@@lyzder7298 the last was mean that pulse bomb can only detonate when stuck on some one or on the ground, if you throw it on a Mei wall it will start to detonate but the wall breaks will the bomb blow up when falling
I think that they should revert ga cooldown, her ult get constant heal, she self heal more around teammate even they are max or give the regen passive back with the new. Her dam boost should be increase attack speed, reload speed and unload/charge speed (idea from a youtuber), zen orb should reduc the damage that enemy can do
Ok so less a myth and more a numbers question. If, as Moira, your healing energy is empty and all enemies are outside her M2 range do you output more healing by throwing a yellow orb or a purple one and using M1 since the purple orb refills heal energy when it damages enemies now?
The game needs more legitimate ability synergies. Not just the two were used at the same time, but literal hard coded interactions between set abilities. Like how in Warframe, as a Limbo, I can Banish a friendly Mesa to put her in the Rift, allowing her to go around massacre everything in Peacemaker while being completely invincible to damage while within the Rift.
I was wondering about gravitic flux and rammatras gravity well thing. Like if you use flux can you then use rammatras gravity well thing to pull them down.
Somthing annoying i found out, if echo clones say a baptise, and uses his ability before time runs out than stucky gernade as the clone bap ability times out, it will delete the sticky nades
Does "Kiriko's ulti make you respawn quicker" in any vids? Because I die alot when Kiriko teammate used ulti then I jump to that point without watching my HP.
Myth: Does a falling sonic arrow have full power as a fully pulled back arrow when it falls even though the initial sonic arrow was fired at low power (just a small tap).?
Hey everyone! I want to ask: has anybody else noticed the new *bell* sound after reloading with Ramattra's stick? Why is that? [There's also a quite noise played by the stick when you check Ramattra out in the hero gallery - is it a new code thing, like as it happened by Sombra's appearance back in Overwatch 1?] Also: there's a bug (?) with Mercy, when equipping a new skin the weapon charm only applies it self onto the gun AFTER you've used the ultimate once, then it works fine. (Or it was just some kind of render problem by me); you can't see the "+" icon while using her stick, but can see the damage boost icon (down right) - is it a bug or a purposeful design?
Mercy could technically get ult charge from healing bob, as long mercy is missing health then by healing bob she would also heal herself, as such, generate ult charge.
Yeah, they’re destroyed, duh? You still get turrets back even if you have all three deployed, and it will just replace the oldest turret if there are any still on the map
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@@Waxwell1 nope. you have to switch heroes. they become bugged and you can't deploy any other new turrets at all. watch not muda's latest video.
Do sym turrets go away forever if put in a place where they can be destroyed by the map? Like junkertown, I was playing sym and realized I couldn’t place my turrets anymore.
As a kiriko main with over 40 hours, I've had situation where I've lost kitsune rush due to dying but it is very rare so I assume it's frame perfect, it only happened twice I think
MERCY myth: Does Mercys Passive stack with Ana Nade? (Does she get more Heal if target is under Anas Nade effect and does ist stack even higher if Mercy is effected too?)
Ana nade doesn’t affect Mercy’s regen when only mercy is under the effect. If she heals a friendly naded target, her regen will increase. Mercy regen is directly tied to her healing output.
Which ults will not be hacked/emp-ed out of? I think there was the whole transformation ult vs not, but im not sure about some like hog in ow2 or soujurn.
Afaik only channeled ults (Reaper, Moira, Pharah, etc) are cancelled by Hack. Ults in which the characters are locked into animations and cannot use their other abilities. Transform ults (Roadhog, Soldier, Genji, etc) basically just give the character a buff while letting them use all their previous utility so they're unaffected by Hack. The only exception I can think of is Sigma can lose his ult if he's hacked at any time while it's placed or lifting up enemies. Doomfist is also immune because he's Doomfist and untargetable in ult. Echo I believe is also immune but her ultimate in ultimate rules are the same as the duplicated character. Any ult that has a windup (like Earthshatter or Sound Barrier) can be cancelled but only during the windup animation. Any ult that creates a projectile (Blizzard etc) can only be cancelled in the windup, the projectile cannot be destroyed. BOB can be hacked for about half the duration of the ultimate. He's disabled like a torb turret for that time. His charge is also interrupted if hacked in it. Pretty sure he still contests objectives though. And of course ultimates that make deployables are either destroyed or disabled. (Mines, Sym Shield, Bap Window, etc) [Not Riptire]