The best change had to be Rein move speed increase when he has shield damage or hit a fire strike. Or Dva being able to eat beams with DM and it charges micro missles. Both of these changes were a bit too strong but could be put to live with a few tweaks. I personally think you only include hitting a fire strike and DM eating beam weapons first this could remove counterplay to these characters.
I remember Eskay saying that hers was gonna be like, an actual balanced patch until she found out that the others were just going crazy with theirs and so she had to do last minute changes, but it shows she wanted a balanced patch as all of the supports feel super good to play (IMO)
Yeah, I heard they approached the creators with the prompt of an April Fools-esque patch, and Eskay wanted to make an earnest attempt at a balance patch but when she saw how silly everyone else's changes were (meaning the creators probably didn't get to communicate until last minute playtesting) she asked the OW team to just get rid of all the nerfs she made so support wasn't the most unfun role in the mode.
That's kind of annoying honestly, that's probably the only occasion we got to test a bunch of things as a community and so much of it was wasted on stupid or unimpactful stuff.
Should have done both. A for fun patch in arcade and then a hacked weekend(whatever the quickplay event is called) with actual attempts at community balance.
@@mohammadalirashed3103 There's a chance you still don't know just how massive the aoe of inspire is. Or how inspire actually works. I didn't realize until OW2 how massive it is and I've been playing OW since 2016. It's 20m radius/40m circumference. That is actually massive. Inspire is a ridiculous ability. Also it's not like Lucio aura that is permanently active around the Brig player. The teammate needs to be in los of brig when it is triggered, to which It applies a healing buff to the teammate. If you hit an enemy and your teammate wasn't in LOS, they don't receive healing if they suddenly walk in your LOS afterwards.
How could you mention its limited but not that its perfectly inline with her shift? Aka if you hit whiplash or whatever its called every time you have 100% inspire uptime@@Deusaga
Enough with the silly creator shit. Let's use these moments to test the bullshit creators spew about fixing the game. If they're right, they're right. If they're wrong, we're one step closer to being right.
@@professoradonis8246 im guessing they mean if they are right and fix the game, then the game is fixed so hooray! But if it isnt fixed then we are one step closer to realizing that 5v5 is a dead end and 6v6 is the right way. Unless the person corrects me I believe thats what they were saying 🤔
>Fall 2024 patch >Brigitte gets a movement buff and a healing nerf >Is now a playmaking offensive character specializing in close range >Genji and Tracer: "YOU HAVE BECOME THE VERY THING YOU SWORE TO DESTROY"
That patch also showed why Moira headshoting was a bad idea (and any beam hero for that matter). It was way too hard to track making it only viable against tanks, basically making sure she was focusing tank since otherwise she deals no damage
I loved "Hault" but here was the problem with it. When the ball was in ther air, it would should tendrils attaching to anyone in range of being Haulted but sometimes when you activated, they would be out of range and it wouldn't work, even though you could still see the tendrils. Likewise, if someone was outside of tendril range, they could move into Hault range but not have a tendril at the last second and they wouldn't be hit by it either. The slight delay before Hault activated meant there were 2 different scenarios that occurred all the time where people should have been hit but weren't. If they had fixed that it would have felt much better to use, especially after they nerved the range. The ability never felt like it was in a great spot.
He cooked with the Torb changes, which is all I care about. I think the Hanzo changes COULD have potential, BUT it was very bad, and needs changes. But the direction is better.
Honestly storm arrow is cooler than scatter so id like to see his primary changed in a similar way while keeping storm arrow, moving away from one shot is kinda healthy for hanzo to get new cool stuff instead of being the 'shoot at choke' or 'discount widowmaker' character
@@puchimausu I got it. Make his normal arrows low damage and high fire rate like in the creator patch. BUT make Storm Arrows HEAVY hitting arrows, capable of 1 tapping 250hp heroes, and damage in an AoE(maybe like 50 damage), by calling a lightning strike down.
@@hypernoxious lol no, but that’s funny. Storm arrow can already 2 tap with headshots…I wanna lean more into him using it more. Maybe use the faster draw time and less damage primary, but dealing damage with primary reduces storm arrow cooldown.
I've been having a lot of fun with Kiriko's new swift step. Being able to tp freely feels great. If they were to add it, I would change swift step to compensate: - Swift step cd increased to 10 - Decrease range to 25 m - Add a hold vs. tap mechanics like Illari. Hold will be her tp to teammates while tap allows her to tp more freely - Tap swift step will be half of the range and half of the cooldown. - Nerf her hp by 25 if needed. Sad that this mode is limited time. Gonna miss it a lot...
Nah I hated this change, she felt impossible to punish. All the mobility changes for support were pretty shit in general for a role that's already overtuned AF.
Maybe it was just me but when I was trying to tp to a teammate I would frequently do the short tp and die. The tap or hold could help with that but it was kind of annoying when it wouldn’t tp how I wanted it to
Add this gimmick and make it so that she cannot TP to teammates through walls. This now serves as compensation for her no longer having a get-out-of-jail-free card.
I completely agree with you on Orisa, she hasn't felt that fun and generally impactful in a while. I still wonder why the decided to keep fortify instead of Halt, since it's not really needed on her current kit and makes her really unbalanced. Orisa with a shorter javelin spin, javelin throw and halt is honestly the best future for the hero and I hope Blizzard will realise that.
i think for mercy they could do something like valorant does with their newer agent clove. Cloves ult allows you to rez yourself for a few seconds and you have to get an elim or an assist to stay alive and if you dont you end up dying again. It would at least kinda help with the weird stagger problem because then if you get the trade you dont die and have to reset but if you do die again or get timed out you get staggered and thats your punishment for not following up with the rez. If it ends up being to strong then make it so the person has a "zombie" debuff where you cant be immortal from suzu or bap, cant get heals or reduced heals by some crazy margin so that like only speed and dmg boost helps you when youre rezed so it doesnt allow crazy synergy with immortality stacking and the player rezed actually is still vulnerable. i personally really liked the mercy rez change idea. It just felt lack luster and frustrating on the dps end. I hated getting rez and trading myself out and getting another to just forced to take the walk of shame again
What you could do with hook is increase the cooldown if it hits a player but have it be lower if it grapples a ledge or wall This means as a mobility tool it’s less punishing but if you go for your combo you’re stuck without that for a while
I think if they were allowed they would have gone the cas roll route but prob couldnt due to needing a new animation for it. I like the exoboot idea tho it gives ana a way to easily access high ground without the long rotations.
In the end she really doesn't need any mobility, her design is really good because her being vulnerable allows her to be more impactful and fun while still being fair to go against. We all saw what giving literally everything to a support lead to with bap and it's just annoying and not that well balanced
Nah this ability should never touch live. It makes him even more cheesy and lame. “Yeah lemme do 50 damage by just running forward while invincible” At least venture has to pop out of the ground before doing damage. Thats a 1 way street to making reaper even more braindead
@@frozenmaverick4677 even more cheese and lame even though he is absolute trash right now but Yh I agree 50 dmg is very high while being immortal on top of that and being given moira's fade is more cheese imo reaper shouldn't be allowed to disengage that quickly and cover so much ground without going unpunished
@@KamDaMan2007the reaper changes were the most fun i had ever had in overwatch, reaper having moira fade changes him drastically, i felt like i always had more engaging and disengaging options other than than tp to a corner and wait things out, allowed me to actually close the distance for the surprise factor, allowed me to make gamble plays where engaging with wraith may actually be optimal and escaping is also possible but it also allows the enemy to chase you. i could always be doing something but had to be mindful to not feed too. they really should experiment more with fade on reaper
If we examine it on a hero by hero basis, there were a lot of good changes and ideas. But some heroes got given really weird changes that should never be in the actual game lmao. Best changes were to Zarya tbh, projected barrier definitely should give a speed boost and her ult felt like an actual ult as well. Oh and Brig's inspire now showing up on the hud, that was a W change. Worst change was scatter arrow being a thing again. Weirdest change was Bastion exploding, it's a funny gimmick but I'd hate if that were in the real game.
“Mobility creep in overwatch is inane and needs to be stopped!” - every content creator Roadhog get mobility hook: “mobile hog is really fun and interesting”
Nothing about Moira changes? I mean it felt a little broken to just give her headshot damage, but I can see a world that they can reduce her biotic grasp damage by 15% - 20% AND gives her 1.5 crit multiply It could help alleviate some of low elo frustration about how free value flanking moira is, at the same time gives Moira some skill expression on how good your aim is...
Day one ow player and I just have moved on for this game , lack of skill expression and ez buttons plus the format really isn’t for me anymore . I will throw in a few matches a week maybe 10 , but I was doing at least 70 a week for many years
5:15 Thank you for mentioning that junkrat change, I swear that change felt like a drug to me as a junkrat player, it was the most fun I had playing the character since s8 and I really wish they putted that in the live game, would be one of the best changes junkrat could ever recieve.
Halt javelin combo with fortify and spin is double shield all wrapped up in one character. Javelin is sigmas accretion and halts back for the combo, spin is sigmas grasp, with excess health pools, passives and fortify being shields. Orisas ult gives her more fortify and a large round area of damage like sig ult.
I would like Zen to have both kicks. If he kicks them, they go back. If you kick terrain, you go back. Purely for shenanigans and more interesting plays open up
For rein do the same as with brigs speed but with charge, have it maybe if you cancel charge rather than go for the big damage of pin or if you miss, give a short speed boost to allow for followups or escapes so he actually has the ability to get out sometimes or follow through on his charge
One thing I wish they did with Ram is increase the visibility on the projectiles cuz istg I cant even aim the damn staff cuz those stupid pebbles are almost invisible
I am a support main who has hundreds of hours on lucio and zen. I spent the entire time of the community mode playing REINHARDT. SO MUCH FUN AND FELT SO HEALTHY. FOR HONOR AND GLORY Like, really. Prior to the game mode, I had less than 1 hour on Reinhardt. I had an insane amount of success and was able to keep up with my opponents very well, almost felt busted tbh
Ana needs an easier way to reposition to high ground without gaining a movement ability that can function as a get out of jail free card. Maybe she could get a rope that she can place or preplace to take high ground. It be something where she has to walk all the way up to a wall and then take a few seconds to deploy and climb. If it functioned as something she could preplace then maybe it could also allow teammates to take it, but if that was op then they could make it so Ana can only use it.
From starting in late 2020 or early 2021 as a player. I don't fully understand why balance is still a huge issue, I thought going to 5v5 having two fewer people/ hero synergy. It would drastically help them with this issue. This might be a simple view but hearing things like the "goats meta" started because of Brig and Double Shield was horrible because they introduced Sigma. This all started because they wanted to implement sufficient heroes that might be going in a 5v5 scenario. So they should have been working and fleshing out their ideas for this instance back in 2018.
With hog I think it would be interesting if they increased his hook cooldown by like 2 or 3 seconds, allowed it to grapple to walls (grappling to other players is fun but a bit much for a real game lol), get rid of pig pen and bring back his old alt fire and move heal to the old input, but keep the resource meter. Pig pen just is kinda boring to use and play against, and is especially painful when the hog just uses it for even easier one shot combos
Balancing rez or this game in general is not hard. To fix Resurrect, all abilities should be on immediate cooldown and you cannot resurrect with over 300 HP. So, immediately after being resurrected, you'll only have access to your ultimate and primary fire, for the most part. Resurrect should not restore a hero to battle-ready. I really don't understand what's so hard about doing common-sense balancing for this game. Going on 9 years and it has never been done.
The Roadhog change seems like a fun gameplay loop for a new DPS hero maybe, pulling themselves into or out of dangerous situations. And omg I've been wanting Mei to freeze the ground and move faster on it for SO long I'm excited to try this. Overall these changes seem like a lot of fun!! I'm interested to see what they do with some of the ideas and thoughts here :p
I still think Zen should be able to levitate a little bit for QoL when setting up. It wouldn't be that useful mid-fight as the movement would be slow, and couldn't be use to reach super high spots.
Sojourn change is bad: All they did was turn her into a better Soldier 76. We have enough of that going around as it is. I also don't care for the hog change you talked about. A grapple would be fine if it did NOT grapple against a destructible target, but everything else that isn't a destructible target. I still want my hook in, rather than me throwing myself into a feeding position that hog cannot escape, especially with the recent nuclear nerfs. Brig change is terrible: It will make BRush comps OPAF (Brawler Rush) and destroy Dive comp.
Orisa getting cooldowns for aggression is epic. Roadhog not being roadhog is epic. Ana getting bap boots is not epic, just 'fun' which imo takes away from seeing more useful changes that can actually save the game. Our tank leaderboard is top 500 at diamond 1 though... It's pretty insulting we're focusing on giving ana exo boots in a fun gamemode, when the game is in this state. I was excited for this patch for a chance for content creators to actually give input in what the game needs, but I guess 6v6 was off the table. Just not happy.
I enjoyed orisa on maps pepple didnt expect orisa. Haulting people off their high ground at the start of a match was so good. Sucking Tracer back into her own pulse bomb was peak orisa imo
@questionable_live his game breaking bugs are very common, and if you play him for a while, you'll run into those "rare" bugs that can also ruin the game for you. No one in the game has had as many bugs as doom and he's had most of them since release. He had bugs that existed since release that legit made his most important CDs useless and they weren't uncommon.
@@Nekroido Genji has been out way before Doomfist, wallclimb being ass has been a long standing issue since the fucking inception of this game. Doomfist players are professionals at crying. EDIT: ALSO it's been so bad since early OW1 that spumwack made a rap song about it. To this day we still get double jump wall climb bugs. 1 QoL vs "57+" doom bugs.. it doesn't make sense to not better an ability that affects 3 heroes.
This would surely not be the time they would fix climbing. If they had an easy solution to that they would’ve done it. This was an intentionally silly patch with mostly easy to implement changes
nah custa nuked junkrat in this mode tho, like holy shit he is so bad compared to others (basically faster projectiles which is good, but now your tire is worse in every possible way)
I think the idea was to make the detection radius larger but her not be seen while invisible, so it’s more incentivized to spy check? So you can’t see her but you’re aware she’s around, and can be like “oh shoot Sombra is setting up”. I definitely think it’d be a change people would complain about just by the nature of Sombra being Sombra
sadly, no role queue is a dealbreaker for me. I wish they'd do more serious versions of these patches where they're implemented over the weekend in the QP Hacked or something
i’m curious as to what situations you had where you got staggered from the rez 10s version at 8:30 . in all my experience with this version all it does is allow you to fight during all or a portion of your respawn timer. i’m a mercy main and i loved this change a lot (other than incurring 2 deaths on the rezzed person), and i think we should go this direction for rez among other changes that are discussed in the community. it requires much more thinking with the ability and eliminates the most annoying rezzes imo, where you’re trying to break a choke and get a pick, and then mercy rezzes behind a wall with no counter play. Temporary rezzes wouldn’t solve every issue the cooldown has, and i’m not sure about it resetting in valk, but i loved this change. Maybe there’s some bugginess in how much of the respawn timer is effected but if it is fully taken up by the temporary rez, imo this should go live
the problem is when you have 1s left on respawn timer and then you get rezzed. especially if its a stupid rez after the fight is already won, now you just do nothing for 10s before you have to go back to spawn and walk all the way back. its straight up just a stagger
@@awezumify ah yeah, i totally forgot about that LOL I was mostly doing/getting tempo rezzes in the middle of fights. i think there should just be a return to spawn button (like switch spawn button) that tacks on whatever cooldown is left for their 10s respawn, to prevent a lifeweaver grip situation. But hopefully as you climb ranks you’ll get mercys who don’t throw like that lol
if Reinhardts sheild breaks, his suit triggers an emergency protocol. granting him 50% increased movespeed until the sheild is fully charged or pulled up again. this would help him rush for cover in dire situations, OR help him close the gap when going for an agressive play. this would also make dealing with reinhardt need a little bit more finesse, cause right now, the answer is as easy as = shoot the sitting duck from distance. the only thing he can do about it is to hide.
@@kujikawathemeekmage3640reaper who excels in short range combat should not be given moira's fade because it would allow him to engage and disengage to easily and lower the skill ceiling because he would be easier to play and use
I think he should stop screaming flanking every time he teleports to try and flank lmao but realistically teleport shouldn't have as big of an audio queue as it currently does you can hear it from so far away the visual indicator should also be smaller