Didn't realize this was hitting algorithm again. Here are the changes for Season 1 of OW2 (October 2022 Edit) Overhealth (Green): 100% -> 50% ult charge granted from damage dealt to it (That's a buff to Overhealth) Armor (Yellow): Now grants damage reduction property on the armored portion only instead of the entire HP bar (That's a NERF to armor) If you want a better experience than OW ranked, check out #EsportsTower and get a FREE 2 WEEK TRIAL CLUB MEMBERSHIP. Sign up: www.esportstower.com/KarQ
@@Chicken_Pro_76 console too, you just play with pc players so it puts you at a slight disadvantage when you scrim against pc players. But we do have other console players in the Overwatch program
Thank you for mentioning the 45 hps that Zen can receive after 3 seconds of not taking damage. It means that Zen has less downtime when peeking corners to attempt a kill without the need for a heal from the other support; they both can spend more time helping their teammates and/or clicking on bad guys. I'm intrigued to see how this buffs him in a broader range of scenarios and how it can change the outcome of some encounters.
No, the 1 less tank really hurt zen since zen have 0 mobility or get off me tool, you really have to just outplay the shit out of divers and assassins or have ur teammates baby sit you
@@wha7does7hefox99 It is 40% health but if you have sound barrier then it'll do 40% of your health with that barrier, so unless you wait till it's over you're really only getting rid of the barrier.
@@wha7does7hefox99 you'd get far more value if you just used it when the sound barrier isn't up coz otherwise they'll be fine as it'll just destroy the sound barrier
Overhealth not giving ult charge is a huge buff. Before, when deciding between shooting vs waiting for temp HP to decay, ult charge would at least make shooting worth it. now, unless you're confident on being able to burst through it, it's rarely worth it.
for real. half of ur hp taking 30% less damage, THEN an ability that gives a bit of overhealth, reduces all damage by 50% now in 2023, and cant be headshotted... shooting at her might as well be worse than shooting a sym wall
I remember back when Torb could throw armor packs and Symmetra could build a shield generator. My favorite thing to do was play one or the other (if someone else was playing one of them) and increase everyone's HP to absurd amounts. 350 HP Zenyatta was a beast to see on the battlefield
Great changes. Having a convoluted health system and not explaining it in-game makes things feel off and unintuitive compared to other FPS games. They need to keep it simple and transparent if they want to compete with the big boys.
@@gagemestro4089 There isn't an explanation in the current game. At least not one a regular player is exposed to. The whole system is obfuscated and it's the ONLY blizzard game where this happens. WoW tells you exactly what block rating is and does, in the tooltip. I'm really disappointed in the execution of OW2.
Since Mercy doesn't have any other accelerating healing effect outside of the passive, it seems like her healing and sustain is weaker than all the other supports.
@@TheDangerNoodle That's what I mean. All the other supports have ways of dramatically accelerating that passive healing. Even though hers is a little faster than normal, everybody else can have much more burst self healing.
@@cfriesen222 the only character who can accelerate the passive healing without using cooldowns is Lucio and *technically* Zen because he has shield regen. And while Lucio’s is slightly stronger than Mercy’s (his additional seld healing doesnt require the 3s no damage buffer, and heals ~12hp/s last I checked) he can still only heal when on the healing boost Crossfade song, and any good Lucio knows that the speed boost is just as important to use, so he naturally gets less value from his self healing than he could.
For those that want to try plotting on desmos and see on close up, just input these 3 lines: f\left(x ight)=0.7x g\left(x ight)=\left\{x\le10:0.5x,x>10:x-5 ight\} \frac{\left(f\left(x ight)-g\left(x ight) ight)}{g\left(x ight)}\cdot100 1st line - f(x) is OW2's damage to armour target (30% reduction). X axis represents original damage, Y axis represents damage on armoured targets 2nd line - g(x) is OW1 (half under 10, -5 over 10). X axis represents original damage, Y axis represents damage on armoured targets 3rd line - percentage change in damage going from OW1 to OW2. X axis represents original damage, Y axis represents % change in damage
Funny how Brig is in the thumbnail, since armor was her thing but has been slowly but surely being removed from her kit and hero uniqueness. Now the only armor she has is in her healthbar , and when she is basically full. Her rally is trash as overhealth. It's a budget sound barrier, not good for attack nor defense.
i havent played ow2, but i hope it gives a lot of health, or they increase it, or revert back to armor even if it needs to be nerfed to be fair. especially how slow everyone says the ults charge. take forever to get her ult and then its useless would suck. (im not a brig main either)
just an heads up that armor no longer mitigates 30% damage to your whole healthbar , instead it mitigates 30% damage only to the armor proportion to your health . so a Reinhardt Pin will kill Brigitte now.
as someone who's new to fast paced shooters (I used to play paladins, but eh) especially ow2 since it released free, your videos are so dang helpful! I know the importance of this stuff since ive played quite a few competitive shooters at high elos like CSGO, valorant, apex etc. so I do know the fact that I will need a lot of theoretical knowledge so I can build my gamesense, but I did not know exactly what to search for. but you'd consistent guides have been helping out so much! I'm grateful.
the colors for armor & overhealth aren't particularly friendly for red-green colorblind folk that would otherwise not need to use a color setting. hopefully there's a way to tweak the colors for each of those things
as a person who is not color blind, i think the colors stand out and they make sense intuitively. overwatch has colorblind settings, and since there are more non-colorblind people than colorblind, it's only logical that the colorblind people are the ones who should have to adapt and use the settings
Armour in ow1 is only hard to understand if you choose to explain in an unnecessarily complicated way. It reduces damage by half up to a reduction of 5 per hit. That's it.
Still weirdly convoluted for little to no reason, like why is armor only reducing damage over 10 by 5? Like that’s so little and kinda a dumb calc. Granted it’s not complicated it’s just weird
@@FireDarkNinja yeah fair. I like the new system, it feels more balanced, and it's simpler. I would speculate the old system was based on the philosophy that armour should be very good at mitigating chip damage while allowing burst damage remain as effective.
@@Rio-un5jl I mean sort of but no matter what armour will always reduce damage a significant amount especially futuristic special armor, like a 308. round to a Kevlar chest plate is gonna fucking hurt and maybe kill but it’s gonna be more than 5 damage.
@@FireDarkNinja i agree armour should always reduce damage, but whats lost on this system, and the entire point of armor in most games is that it protects you well vs non-AP weapons, but not that well vs AP weapons. Now everything is equally AP in the game. Its just glorified health now, thats more efficient at getting healed, no gameplay difference other than that.
Damn I like how this is really the nitty gritty of what goes into making this thing different from the old one. The changes are noticed. Great breakdown too it was a superb job
ok, it may be easyer to read now, but Armor makes absolutely no sense now. The whole point was that your armor reduces low damage values but any greater attack would be pirceing trough the armor. Now it's just health that has a too small number.
@@aestheticsock8772 problem with that is every tiny hitbox heroes like widow , baby dva ,etc. are not taking as much damage cause the spread is too wide. So they are dodging death at point blank. The opposite happens to big hitbox heroes like tanks, torb, mei, bastion, etc. I get that his role is to kill tanks , but since there’s only 1 tank to eliminate, the last 4 heroes are mostly all tiny and if they are long range heroes , well good luck getting to them before they kill you.
What is the genuine point of this comment? This was made way before wrecking ball buff, so KarQ can't say Wrecking Ball because it'd be factually wrong. This is also why he added the "For now" line which is correct. Or are you trying to make KarQ aware of this, which is pointless seeing 3 days before your comment he already made a video about it.
I get that they wanted to make it simpler and that rally is super good and the best support ult in ow 1…. But still making brig and torb now grant overshields is such a huge nerf to two characters who are already struggling in the upcoming meta of overwatch 2
@@zilliq In a brawl style game with Brigitte being the number one brawl-style hero next to Rein, it doesn't really help overall. You still get three tapped by anyone on the map.
@@GummyDinosaursify I'm hoping she has a better mobility option or at least some way Inspire helps her heal faster than usual supports. I loved her in Overwatch one but she was very situational and very risky.
OW2 is really good but I think they did nothing for support. Ult takes forever to build, you have one tank and usually ball and doom gives zero f about teams unless they are low and crying. They need to do something for support roles. Oh and yeah the support queue is 1 min and others are 5. That explains why people don't want to play support now.
It's the first beta things can and will change throughout.the support passive is really good especially for brig as putting shield up and blocking damage actually causes the game to consider you out of combat which means the 15 hp per second passive heal will kick in. Supports still require tweaking I think they should all have some sort of escape at a minimum and they should revert the sleep dart cooldown
OW 2 overhealth is a good improvement, but with orisas fortify with it looks op, +125 health and a damage reduction, I get she’s chunky but it’s like she is made out of titanium. AND SHE HAS ARMOR AHHhHHHH I get armor is less strong but still, + 40% dmg reduction rein also can’t kill brig with a charge, we needed a less powerful reinhardt!
I love these new changes, especially on characters i main like D.va and Mercy, they dont feel nearly as pathetic as in OW1, particularly D.va's cannons feeling like im pinching and throwing grains of sand at ppl like an angry Salt Bae. Now they actually hurt, AND she can take quite some punishment as a tank. Now that i know how these changes work and why im enjoying ow2 sooo much more, it makes me wonder how D.va would feel if her mech was half and half armor and shields, and baby D.va having normal health, as if it were a proper vehicle... Probably overpowered. >:3 But it would make sense, the tank with the most emphasis on survivability, the regenerating shields would really work with using thrusters as an escape vector
“How hard it feels to charge ults now” *He says while firing at a Fortified Orisa, doing both reduced damage and gaining reduced Ult Charge because of the Tank Role passive*
So, the fact that even 1 armor means that the full instance of damage gets the 30% reduction I think means that burst damage is now straight-up _worse_ against armor than small pellet damage, because all armored heroes have white health underneath. Like, it’s not just that burst damage has lost its comparative advantage against armor; the comparison is now swapped. Small instances of damage are now more _efficient_ at clearing armor, and they were already more efficient at clearing health. For example, if Pharah is shooting a full-HP Bastion, it takes 2 rockets (84 dmg each) to clear his armor, leaving Bastion with 132 HP against which Pharah will do full damage, which means that she needs a rocket-melee to finish him. Out of a potential 390 damage, she only deals 300, which is an effective damage reduction of 23%. (If she can’t melee and needs a 4th rocket, it’s way worse-effective damage reduction of 37.5%.) If we consider a Tracer instead, assuming all bodyshots for simplicity, it would take her 29 bullets to clear the 100 armor, leaving Bastion with 198.5 white health, against which she will do full damage. Another 40 bullets are required to secure the kill. The potential damage of those 69 bullets (lol) is 345, so her effective damage reduction is 13%. I get that the old armor formula was confusing, but the whole point was to make it feel like big bursts of damage would punch through armor. Now, somehow, the opposite is true, which is very very weird.
I like new system better, because armor barely mattered against half of the characters (I mean, what does 5 damage reduction mean from 120 damage? Or even 70, which it's way more common, like cass, torb, storm arrow, ana primary etc. Barely anything) and it was amazing against low damage heroes like Winston or shotguns. Now everyone has reduced damage by the same amount, although it's weird how it interacts with even 1 armor. It's a great protection against headshots, which I'm honestly all down for
@@Harevald My point here is that it’s _not_ reducing the damage by the same amount for everyone. It only looks that way if you consider damage dealt against armor _only_, which isn’t a realistic scenario because there are no heroes whose healthbar is all armor. In practical scenarios, this system reduces burst damage _more_ than it reduces small pellet damage against heroes with armor. Big hits of damage (or healing) are always going to be less efficient than smaller ones. And that’s okay-there’s a tradeoff in that burst is more difficult to mitigate. I just think that it’s bizarre that they’ve switched from a system that was _intentionally designed_ to make large hits of damage more effective against armor to one where large hits of damage are less effective against armor.
Hearing how they changed the armor really makes me sad. Along with the support passive, mei loosing her full freeze, brig/torb losing their temp armor, and just over health in general makes a lot of the cast feel like they lost some of their individuality.
Brig should keep inspire, but instead of armor pack, she has another whipshot that can only effect teammates, it gives them a speed boost, she gets two charges to her new whipshot instead of 3 armor packs, now rally will give inspire and overhealth and shorter cooldown on her new whipshot Moira, instead of a healing orb or damage orb, she would have a healing increase orb (like Ana nade) or damage Amp orb, any enemies getting sucked by the orb take increased damage, give her more heals in her tank, and a little more dps on her primary fire for Bap, increase the radius on his healing nades, take Amp Matrix and put it in his Regen Burst ability slot, but instead of a garage door, it's only as big as Bap, only he can use it, and it is projected in front of him, and moves with him, Immortality would instead make you take like 50-75% less damage if you're *below half HP* for like 5 seconds, kinda like a reverse Echo beam, it would also follow Bap, like, float above his head, then, for his new ult, idk, maybe have him throw his immortality on the floor and hit a button, then it explodes, any teammates within it get healed, any enemies get an effect where it ticks at your health, like Ashes dynamite For Zen, I think he should get his Trancendence more often, but it's shorter, does less healing over time, he doesn't have any good escapes, so, let him use his ult to escape more often since he'll get it quicker
Brig needs the repair packs to be viable- she's actually pretty fun currently anyway. If I was going to make a change, I would like to add a mini Rally on Reload that gives a burst of overheal and speedboost as an AOE. The Zen suggestion is fine but i'd prefer if he had a hold-jump-to-reduce-gravity that gave him a little more hops, and/or a passive that gives him a 75% DR on any attack that breaks his shield (resetting only when he reaches full health) The Baps changes are eh. I think Moira could benefit from having her secondary fire deal more damage/suck as a hitscan to widen the skill gap but honestly I think she just needs a little time for players to readjust to OW2 before she gets changed. If I had custom card levels of control I would give her a reload ability that grants an ally a 3-second 'teleport to the nearest safe spot to Moira' option on Interact that uses the same cooldown and effects as her Fade (like a lifeline ability that feeds into her duality theme), and a little bit of healing boost/reduction to her orbs wouldn't go amiss, but not to the same levels as Ana's nade.
Ball's ability should be renamed to adaptive overhealth and changed to green to avoid confusion, the effect still looks blue like in OW1 and the "shield" name doesn't help either.
Huh. I was under the impression that Ashe's Dynamite dealt more damage to armored targets because it was a burning effect, effectively making it and Torb's ult the only two instances of Fire Damage, with possible additions later. Though, if that were the case, I guess logic would dictate that Mei's ice beam and Blizzard would negate that effect. Actually, I now want to see elemental interactions like that across the board.