only thing i noticed about the healing passive as a dps is whenever i say i need healing my hp is full before the support heals me and makes me seem like a liar lol
20:35 As a Zen main, its true that his ult gets way less utility due to the 20% reduction. However, its still incredibly useful in lower ranks (where I'm at) where the enemy DPS dont know how to focus targets lolol. Often the other team will see the Zen ult and stop shooting cause they're like "aaaa not worth it" even though they could potentially shoot right through it with high damage heroes. The best way to utilize Zen's ult is to give a huge amount of healing to multiple members of your team at once.. more than 2 crit? Bam.. drop that and they'll survive a bit. Or tbqh... use it as a self immunity or for a speed boost to get back from spawn to a close fight in Overtime lololol
Also as a Zen main... YA'LL NEED TO LEARN HIS KIT ISTG Those who are playing him for the first time just cause he's popular for being "OP" doesn't mean you know how to actually use him in an OP way. YOU'RE NOT A TANK- STOP STANDING STILL IN FRONT lmao thank you
I've played overwatch for so long it has become a habit to not even bother when zen ult, I low-key forget that we can potentially kill stuff now cause of the DPS passive. There's been so many changes it's hard to keep up.
Not going to lie before the changes I could consistently hit headshots with kiriko but now all I get is body shots LOL. The projectile change actually messed up my aiming LOL.
Yup I also just watched the flats video. Personally I prefer emongs long style as it sometimes seems with flats videos he will react to 3-4 and then the video is over
Imma throw my 2 cents in here. Supps were the dive and kill targets for the longest time. DPS kind of became that because supps got OP survivability abilities. I’m fine with being the pressure target on tank I just want to be impactful. Why should I have to struggle when Kiri can look at the ground? It’s not like tank can’t dominate and I have my issues with the role, but I just want the enemies to have to actually out play me.
I don't get it. Every streamer and content creator and player I've heard was screaming that they think 1-shots are bad for the game, then when the devs removed 1-shots, now everyone is complaining they can't 1-shot people. Like, do ya'll even know what ya'll want?
19:44 Emongg: "I'm so accurate, at aiming that's why I don't get headshots. 31:56 "My headshots are too accurate" 16:40 Also, Emongg: "I throw my right click and i miss by a mile" 😂😂😂
What about giving tanks a passive that reduces the dps passive by 10% so tanks can actually stay up in team fights without blowing up. Plus it will still remain effective against other dps/supports
thatd be a good way to balance it i guess...but otherwise just nerf it incrementally in small percentages until its in a good spot...but blizzard isnt known for fine tuning anything...i dont understand why they always go all or nothing instead of just tweaking the numbers a little...like back in OW1 when hog hook+shot combo was just wrecked instead of just tuning it down a bit
24:45 as a mercy player I been winning on mercy alot more than I thought this season and you are kind of right, the main value I am finding is in damage boost I can't really be the annoying fly that keeps everyone alive anymore
as hog/zarya player i can confirm i am on life support for half a game every game, i am required to push making me required to somehow kill on 200HP whille every kinda damaged being pumped into me.
One of the main reasons 6-man dive (or zombie dive as it was better known as in the East) was basically taking a new look at how traditional dive would usually sacrifice at least one support and simply let them be a casualty of the enemy team to go in on when your team dove them. Oftentimes this support being a Zen (picked for discord and burst potential on the primary dive target), Zen would often sit back and be at risk of an enemy dive or flankers picking him off easily - so here 6-man dive does away with this weakness and sacrifice peak damage potential, but instead ensure there is no one left behind. At the same time every single person on the dive has survivability, so you're not dependent on a Brig to protect your other main support (typically Zen), so with 6-man you can stack more bodies on a target and then maintain that space you've claimed comfortably, with fewer variables to consider since you're all in one spot rather than being split across the map. Another main benefit of 6-man dive, is that you can basically come at the enemy "like zombies" no matter where they are, because you don't have to consider LOS to your own supports. This makes pathing and setting up dives much easier, because you can be very liberal with the space you utilize. It doesn't matter if you dive position A, B, or C - because those positions don't hold any value related to your backline, your sight lines, your team being split, etc. You just go where you want to go, and set up your dive efficiently with minimal downtime. The main issue with 6-man dive is mostly the lack of ultra high burst damage that comes from discord (and Zen's general offensive presence as a 3rd dps basically to deny sight lines from range), so vs certain comps 6-man is just less potent. However in the age of burst-sustain with immos and grip etc, high burst isn't nearly as useful as it used to be, and it's now more preferable to have higher sustain post-dive, to outvalue those burst sustain abilities and "brawl out the fight", rather than set up for a new dive while you replenish resources. Dive has so many nuances and intricacies, and it is truly the ultimate way of skill expression in Overwatch, as a general comp style. When played well it can work against any other comp, because it linearly rewards skill and application of the highest tier strategy and tactical playmaking. It's also the easiest to punish by less coordinated teams that run other comps with lower base skill floor value. Like GOATS "could" be beaten by dive, but to play dive at that level that consistently -even the Asian teams at the time weren't good enough. They tried to begin with, but soon learned that consistency of GOATS was simply more reliable. It's also why they always keep going back to playing Dive in Korea, because it's the comp style that most directly rewards core skill and time spent on coordination ability, something Asian teams and players have always nurtured in their OW competitive culture. "If you're gonna play this game a lot, you have to learn dive, because that is the style of comp that will keep rewarding you indefinitely".
49:15 (the clip before this time stamp) I know this guy was memeing but holy shit was that so real, I've actually had tanks that unironically do this, and are just like yep support problem.
10:50 out of all the things to be mad about in season 9… he chose this? the barbie blaster size? i get was a bit stupid but also really? has he seen that many battle mercy clips that it tilted him that much?😭
Heya, gold Mercy player here. To respond to the conversation about Mercy's state in S9, as much as damage boost is an incredibly valuable resource for the team, the mindset of dps has changed so drastically that the idea of damage boost has started to lose it's value. A Tracer can do 10 damage to a target and apply the passive. Changing that value from 10 to 12, while it's good if she can use it to secure a kill, is oftentimes not something I see in my games. It's easier to spray the enemy team with the passive and then use that to go in with your team with an advantage than to go on an adventure with your mercy pocket to get some kills, putting a lot of stress on your other support to keep the tank, another dps, and themselves alive. Not to mention that Mercy can't heal herself or her team-mates as fast as before, which means that if a dps shoots the mercy and the pocket, and then Winston goes for a zappy zap, it's pretty much a death sentence. Feels especially bad if you're in gold and your dps pocket thinks it's your fault because you didn't heal them. There's also the fact that because there's less heals, you can't damage boost as often because the breakpoints are so high up in the healthbar that you can't risk boosting someone once they are anywhere below 70% hp, which leads to much higher heals in ratio to damage boost just to compete with other supports. On top of all this, the original pocket heroes that would go with Mercy can no longer find the same value with her as before and can even hinder them to an extent. Pharah, Ashe and Sojourn can all do their own things right now without a pocket and get much more value and can even escape freely without worrying about peeling for a Mercy that might be a bit slow to catch up due to GA cooldown and being forced to float around to reduce the chances of getting flanked herself while flanking with her dps. I do hope she finds value in a future season but right now, it's normally better (and easier tbh) to play another support like Moira or Bap to provide similar values to the team while providing enough heals to stay in the fight and escape more immediately when getting dived.
At least widow players need skilled aim. And widow is balanced bc she has low hp, n low dmg up close. HANZO CAN STILL DEMOLISH CLOSE RANGE WITH RANDOM HEADAHOTS OR STORM ARROW...
@@Gamespectives Exactly. Though I'd argue Widow needs less skill than Hanzo outside of random headshots from spam, and I frankly hate Widow more because she can still one-shot and zone the hell out of games.
Mercy is kinda trash in S9, they need to give her back the passive she had in season 3 where she healed more to low-health allies but just tweak the numbers, it would be way more useful in this anti-heal meta, because her current passive is way too situational.
Yeah, or make her ultimate an uber-charge style 1 person invincibility that drains rapidly over time. Add some dynamicism instead of braindead left click right click.
the "too accurate" to hit headshots is funny but unironically kinda true. I've started intentionally aiming above peoples heads with proj weps especially and it works
No the number aren't the issue, the problem is that any damage can trigger the passive. They need to add a set amount of damage before the passive activates, it should be similar to illari's ult activation.
the 20% is so rough to deal with. Luckily bc of how easy to apply it, you can call out your dps and they wont have a real excuse like they've had for the last 8 years
i feel like that needs to go down to 15% and if that still doesnt fix all the issues it should drop down even lower...but incrementally...id say they gotta nerf it from 20->15->13->10 and maybe bring it up a bit at any point if the nerf was too much....the 20% is way too harsh on the tanks considering the fact that you can do 1 dmg from across the map to apply it...
Can fix mercy blaster problems with just making her projectile animations large closer to actual hit size. Also does echo copyng support or tank apply dps passive?
what if... healing reduction passive affected tanks slightly less? What if not at all? That would certainly increase their survivability and make them much more impactful
11:18 yes what I love to do when I'm dived by a tracer and sombra with no back up is to ~naturally~ aim above tracer by a mile to get headshots.... The Devs thought mercy players couldn't aim.... So they took away our aim
Devs: We moved away from OW1 and CC because tanks couldn't turn a corner without blowing up Also devs: In OW2 we have introduced a new passive that makes it so tanks can't turn a corner without blowing up Consistency 100
13:50 Emong no top 500 tank doesn't play around cover ... he's referring to those lower ranks were tanks just face tank everything and than go like Where's healing
Yeah it painful when the rein decides to stand ahead of it. They coudl at least put his shield up blocking it but also people in lower ranks have learned you can shoot ashe dynamte.. :(
You sure they were memeing that last tik tok. I for sure would think hitting the wall behind the support would be the best way to beat the actual support .
One thing I’ve noticed is that in metal ranks there’s not a lot of focus fire. Often your DPS are in narnia shooting god knows what. Or your sombra hasn’t unstealthed in 2 fights. High healing comps still work really well most of the time.
I think the DPS passive would work a lot better if they made it so that you had to deal a certain amount of damage in a certain amount of time. Like maybe dealing 100 damage within 5 seconds would apply it for 10 seconds or something. That way it would at least wouldn't apply with just one tracer bullet. Also if they reduced the effect it had on tank somehow, maybe even removing it from tank all together, all though I'm not entirely sure that would be the best, but maybe.
Apparently it's been tested by some people and 15% is the magic number, still allows dps to get through pocketed enemies but doesn't hurt tanks as much.
14:41 “my source is that I made it the fuck up” Seriously though, there’s absolutely no indication that blizz wants supports to spend more time healing, and anyone with two brain cells should be able to see that the dps passive will sometimes disincentivize (and never incentivize) healing…
ive been laughing at the changes made in s9 for a while now cause blizz made a comment saying they were reacting to community about supports being too strong in dps but all they did was make it more appealing for supports to dps....
I HATE that you can’t one shot heads anymore. I never played him. Felt like playing him today. Idek how many head shots I hit Had I of done that last season I woulda been a pro with him. But now I’m just getting critical hits that I only follow up on 50% of the time
Not sure if anyone else has experienced this, but some shots that clearly should not have hit hits, but some shots you definitely landed a headshot, counted as a body shot. It feels some what odd at times, not always, I think game is working as intended, but few times I have experienced where I think I missed, but I hit, and I think I landed a headshot, but counted as a body shot. Anyone else? (I'm high diamond/low masters mow seasons in support and dps)
@@awesome-dp1oo I never had this kind of issues before though. I am still climbing the ladder, but where the headshot registers and where body shots registers is kinda iffy at times even at a shooting range.
Scrimmages. Games played between teams outside of normal ranked or quick play queues. It’s to practice for more organized play like pro level or tournaments and whatnot.
The video that was at 13:00 about positioning wasn't saying that needing to use cover is this new fangled thing they are saying that the changes are going to make it MUCH MORE APPARENT when a tank got shit positioning and used the burst healing in previous seasons as a crutch for it. First day of comp literally had a fuckin rein below half health just out in the open and our Lucio had to be like "DUDE YOU HAVE A SHIELD USE IT YOU ARE BELOW HALF" and then he started using his shield. Like all that video was pointing out that the updates are reminding folks that they can not and should not have ever solely relied on getting burst healed through any amount of damage like they have been and focused on their positioning and natural cover way more.
10:10 for the uninitiated: this is a misogynist dogwhistle. I can hear it because I have a special detection device stored miles and miles under the tip of a mountain in close proximity to my house.
The outrage about Mercy's pistol hitbox has gotta be some of the most cringe and forces hate I've seen of her character yet. If you are legitimately losing to a battle Mercy, you and your team are very obviously getting diffed to oblivion lmao
Blows my mind seeing people complain about passive anti-heal and passive health regen when Paladins players have been playing with 90% anti-heal for over 5 years now. Its interesting how they are really just making the game more like paladins (generalist heroes over specialists, longer TTK), and everyone hates it while paladins players have said its the better designed game since 2018
@@tau-5794 I'm not advocating for a buff, I just think it's weird to add it when it only affects fringe cases. They made it seem like it was built for flankers, but to make use of it you'd have to sit for ages when you could just go get a health back or go back into LoS of supports. I've only seen it actually affect one situation, and it was a 1v1 duel darting around cover and it was only because one person in the 1v1 hadn't hit a shot in a bit...
They should make tanks all armor and reduce status effects by 40% i.e. if a tank has 700 hp make it like 400 armor which is only 571 regular hp but they take damage slower allowing supports to use less resources / agency to heal them. Then for status effects were talking things like Zen Discord, Ana's Anti Nade, Ash Dynamite, etc.. make these 40% less effective on them. Then reduce ultimate charge gains for damage and healing on tanks by 40% instead of the current 30% to make it less effective to focus tanks.