Suggestion: You should be able to trade 1000 comp points for 10 mythic prisms. This would help alleviate the feeling of microtransaction greed with the mythic skins, weapons, and now aspects, and it would incentivize more people to play comp even more. Because it’s such a steep trade, I doubt this will really take that much out of Blizzard’s revenue from prisms, and it would let the community feel like they CAN actually earn the premium rewards for themselves, instead of needing to break out the wallet every season. Edit: if they need to up the number of comp points to 1500 or 3000 or whatever, just gimme a chance to actually EARN the prisms
Yes, but no because it would allow players to get potentially unlimited currency in a season. Maybe if it was limited to once per season, but otherwise no.
Suggestion: When you die, they should add a little page where you can see who did damage and how much to you and who healed you and what abilities were used on you like in League of legend
I would agree with you. Deadlock does it too, and I love it. But... the different is those games have items you can buy to counter the damage done, so people focus on that. In OW, there is nothing to help you take less damage, other than your own positioning and your team, so people will turn on eachother in a heartbeat.
@@dylanmaguire3595toxicity already exists to a huge extent.. It might reduce it. When someone says “I wasn’t getting healed. And then they look at the recap and it shows them getting poured in with healing… idk dude.
Suggestion: Moira’s reticle reacts when her damage orb interacts or deals damage but there’s no acknowledging the heal orb is healing allies. Suggest a visual and or audio queue acknowledging the heal orb is healing effectively.
Yes!!! I feel like every healing ability seems to have some sort of off-screen/audible feedback. In fact, I'm not sure if this is due to limitations (which it shouldn't be), I don't think ANY of Moira's healing abilities have any sort of personal SFX feedback aside from the healthbar increasing... Only thing I can think of is when the orb floats near you and gives you the SFX, but that isn't played to the Moira.
Suggestion: Add in a View Map option so that I can view the layout of the map and plan accordingly. There are a lot of places that a standard player might not realize exists, but they're not encouraged to go to these places either since it could end up being a dead end and then they'd have wasted all that walking time backtracking instead of aiding their teammates in the fight Perhaps little rooms that connect to eachother and go under/over the ground level to do so can be connected through a numbering system. So 1 goes to 1 and 2 goes to 2, so I know if I'm wasting my time or not when I decide to go in somewhere to try and make a play and end up going the exact opposite direction because I wasn't familiar with this tiny area that's never really used at any point except on sparse occurrences
I hear it's super common that some people don't even flank for this reason. I mean I've been playing for 7 yrs and there's still some little rooms I didn't know existed, despite my extensive Mercy parkour addiction 😂 some of the maps are so large too, mainly Flashpoint, that you don't even really have anytime to explore and learn the map in a regular game. Casuals aren't likely to go to the workshop to explore the maps either, if they even know it's possible to do so on their own. I can't tell you how many times I've gotten lost or hit a dead end on Suravasa. This wouldn't be such a bad idea tbh.
Suggestion: let us be able to try out EVERY skin in the game. Blizzard made it so we could try out currently purchasable skins, but not unavaliable ones. Just a quality of life thing I guess.
0:12 IF they dont want to add a Headshot multiplier for ana, they could do something similar: her heal and damage isnt instant, so they could increase the rate of the effect when headshotted. or even making it instantaneous when headshotted. But in the End, she really doesnt need that.
Suggestion: Add an audio que for when all your armor is depleted like how shields have an audio que when shields are depleted. All you need is a "cracking" sound.
Tbh I think OW does a terrible job of giving damage feedback, especially with how much damage can be dealt in such a short amount of time. You only need to lose like 25 health and you could die instantly from any number of heroes without any real warning. The number of times I've died instantly because i wasnt at full health but had no idea I wasnt because i'm focused on the game not staring at the bottom left of the screen. Sound cues arent enough, you're already pretty much dead by the time any of those warning signs are given.
@@Octovol I play tank, and Zarya and Sigma both have shields. When the shields break, it makes a sound that lets you know. This reminds me a lot not to push, dial back, and let my health regen before going further. I think about this a lot on Dva because there's been several times I dived in and died because I didn't know I was at half health. Ofc I check my health, but a few shots in the back that you don't see can quickly take you down to half health in moments even though you may think you're full from the last time you checked.
@@constantine6202 the shield warnings are fine, they're voice lines and a visual breaking or sound to go with it. And you still have your health/armour and a very real motivation to take cover. For health I think everyone gets a 'gasp' sound when you're at like half health or something but for non tanks and a bloody flash to go with it. Then nothing. But as a non tank I really want something way more persistent.
Suggestion: Bring "Group Finder" Back!!!! It was such a great way to meet people and have people to play QP with if you are lonely, as well as finding some teams you could have good chemistry with for comp!! Also just realized we never got a guild system.
The best part was you could play with people with mics. Being able to communicate with your team is so much more fun that the silent solo que experience.
I met my first group in the group finder. I was bored, and took a look at it one night and saw "need off tank for qp" and I was like oh I'm an off tank Dva main lemme check this out real quick. Granted, I was the only female in a group of 5 guys, but they never treated me any different. That bloomed a 2 year group friendship, and I still play with a couple of them even though the group has disbanded. I do have a new group now though, it's funny that me and the other off tank player have become support players now, I hear that's pretty common.
There actually IS an icon for when you're being healed, it's just very out of the way. Down next to your health total, there's a little cross next to where the heal boost/reduction arrows show up When you're full health, the square is white and the cross is gray. When you're missing health, the shades swap, turning the cross white and the rest of the square gray! When you're being healed, the cross remains white (since you're missing health), but the square shows a yellow glowing outline around it, until either healing stops or you hit full health Really cool, but also really small. Was added in either Season 10 or 11, I can't blame anyone for missing it but I personally noticed it immediately since tiny changes in the UI grab my attention
Suggestion: Junkrat should get a relative senstivity setting on riptire, similar to the one setting genji has on dragon blade. Its already a used technique for a good amount of junkrat players to press the dpi button when using tire to get a higher sensitivity and doing some rollouts that would be much harder if not imposible on normal sensitivity. I think having that as a setting would be a really nice QOL change for junkrat.
suggestion: instead of having sombra stealth locked into a five second cooldown they should have disincentivized staying in it by making her reveal radius gradually grow to about 3x size over the course of 15-30 seconds and making her leave footprints after a while to force her to act or get sniffed out anyway. that way she could setup without worrying about being caught just by walking past someone from a distance but couldn’t sit behind a team waiting for nothing
Suggestion: Change Sombra's stealth into a resource. Resource management is a skill. Giving Sombra stealth as a resource meter (similar to Roadhog's heal) which charges slowly passively and perhaps quicker based on damage dealt will allow her plays to be more dynamic and encourage players to actually think to maximize her efficiency (i.e: Should she split off and get a pick solo or support her team in this instance?)
Suggestion: Sombra should have 250 health since she is no longer a movement based flanker and more like Genji. She’s wayy to punishable at that hp and many okay her frontline. Also reaper should not have 275 hp since he mainly focuses backline now and not tanks.
Suggestion: more abilities/ults should put you in third person (like rein sheild/charge, orisault,zen ult, mauga charge, etc). It'd let you see your skins more often, and may make some abilities feel better to use. I don't know which ults/abilities this would be good to apply it to but i think they should add this. Also perhaps it might be nice for new heroes
@omegamkx588 Oh yeah, I completely get that. I was more meaning that some abilities would gain more value as a result of the third person view without bumping up the power. I was thinking originally Winston ult. It might improve the feel of winstons ult and give it more value (as you can keep better track of targets maybe), but this wouldn't be making it outright more powerful. I don't know if this would work I've never played it, but I think it might be interesting. Like I said, I don't know whether or not it would serve certain abilities, but I think it's at least worth a look into. Yeah, there is the novelty factor that you've rightly so criticed that I do think would be neat short term. However I think this may be a way to balance certain abilities in a way that isn't just changing the numbers in order to improve (or nerf but I doubt that'd ever be an avenue taken) certain currently unknown abilities. And as for what I mentioned with new characters, I would like to see the mechanic some more, but yes, like you said, it has to serve a purpose.
Suggestion: when Ashe uses Bob, maybe she can be able to trigger when he stops with a second ultimate button press. Trying to measure out the distance or having Bob slide off certain corners and continues to run further than you intended is frustrating.
Suggestion : Regarding Ana mobility, I think a "flavorful" ability would be nice for her, like for example : make her able to climb up ledges when she jumps. Think of it like when Hanzo/Genji/Kiri grab a ledge at the end of wall climb, but without the wall climb. That way she's still very low mobility, but it makes for a nice positionning tool.
Suggestion/Hot Take: They should rework a few of the least played dps to become tanks (or supports) if we switch to 6v6. An off-tank symmettra or mei could be sick for example. I hope the team don't feel like heroes are too locked in their roles and that they're willing to "do a doomfist" a few more times.
Hot take: I think all players (not just supports) should be able to see the health of their teammates in some ui element to better gauge who needs healing or peel
Hot take: as a long time casual player, I don't get why people complain about stealth. The thing that has always been the problem with Sombra is the surprise ability lockout. I don't mind being surprised into a duel, but the level of ease for the sombra to lockout abilities is ridiculous. Make it harder for sombra to hack by harshening the "hitbox" angle forcing her to have better tracking to get off the hacks. This would make little difference in higher ranks but completely remove the frustration of playing against her in lower ranks. She could have as much stealth as she wants if we can avoid being hacked.
Suggestion: To encourage Illaris to heal more, give illari the ability to "overcharge" her rifle by healing with her beam. The overcharge will empower her next shot.
Suggestion: instead of paying 20 mythic prisms for the gilded mythic skin colour. You should instead be given the choice to get a free gilded colour if you have unlocked all the other parts of the mythic skin at level 200 of the battle pass. It will give hopefully more incentive to reach level 200 of the battle pass for players.
Suggestion: They should add spawn indicators when you're near your team's spawn in Flashpoint. It currently show's the enemy's but not yours. I spent way too long looking for it to switch in a match because I was being hard-countered but didn't want to feed into the enemy just to get to spawn easier. it's particularly worse in Flashpoint because the spawns just appear in random unassuming buildings, and I ended up at 2 different spawn rooms but they were the wrong ones for that particular point, until a teammate finally respawned which showed me where it was.
Suggestion for Sombra: A Stealth rework that benefits both the enemies and the user. This was conceptualized and tested on a private workshop long before the latest official Sombra rework, which imo missed the mark by a longshot. These are the problems with Stealth I recognize: * Allowing Sombra to attack or Hack while inside of Stealth is far too oppressive and un-interactive; she will always get the first say and enemies can only react, which is frustrating and puts a cap on how strong Sombra is allowed to be. From a multiplayer PvP game perspective, this form of invisibility effect is unfair. * Detection range and taking damage are far too punishing; Stealthing through a choke is near impossible due to how large is the radius at which enemies can detect her, and taking a single bit of damage will reveal her to the entire enemy team for a whole second, which makes her go towards the usual flank routes anyone else would've used anyway. * (old) Perma-Stealth is a big pain-point as it allows Sombra to effectively camp anywhere forever with not much to do about it but periodically check every nook and cranny pre-emptively, which isn't fun for most players and incentivizes too passive a playstyle that wastes time to the detriment of both teams; low deaths, but also low damage. * (new) Her Stealth being duct-taped to her Translocator hurts flexibility, and polarizes her interactions a bit too much. Sombra's stealth needs to be more manageable; both for Sombra herself, and for the enemy team's sake. Solution: 1》 Split Stealth from Translocator, like it was previously. 2》 Introduce a Stealth Resource Meter. A full meter would take 10 seconds to deplete, and 30 seconds to refill. 3》 A portion of her SMG's damage will convert into Stealth meter gains. About 35% of the damage being converted into Stealth meter felt pretty solid. 4》 Sombra won't be able to attack nor use any kind of ability while in Stealth. Pressing any attack or ability input will cancel Stealth and start a Fade-In. (On testing, it could be alright to allow Hack while Stealthing, but we need more tests) 5》 Decrease Detect Radius [4.0m -> 1.0m] 6》 Decrease Reveal on taking damage duration [1.0s -> 0.2s] 7》 Increase Fade-Out duration [0.25s -> 0.75s] and Fade-In duration [0.35s -> 1.5s] Her design's more healthy when her invisibility isn't permanent nor allowed to attack right out of it, due to the way invis dynamics work in multiplayer games. With these changes to Stealth you reduce passive play and encourage more aggression without the crippling repercussions of stapling Stealth & Translocator together. Sombra becomes more present and makes enemies feel less cheated-out. You completely remove the annoying hack & run, and give both parties more agency over invisibility. These also introduce more skill expression around Stealth usage via resource management (rather than simply waiting for cooldown timings) and finding spots from where to Fade-Out and Fade-In without being noticed. All other statistics like SMG damage, Stealth move speed, existance of the Opportunist or Virus abilities and such will be balanced around this new iteration of Stealth. I know Sombra's been reworked to hell and back, but I'm confident that this (or a variation of these) will hit finally the nail on the head for a satisfying environment for both Sombra players and the opponents she's matched up against with.
Suggestion/s: Torb needs more agency around his turret as it’s such a throw and forget ability and any semi competent player/team is going to melt the thing before it gets any sort of value. Here’s my suggestions: Either (1) when torb repairs his turret it emits a small radius of healing around it or maybe it can just passively heal torb. (2) give torb two charges of turret but increase the cooldown to maybe 24 seconds for each turret. (He can only have one out at a time) (3) give the turret a small amount of armour/shields. Say 10-20% armour/shields just to improve its survival rate a tad. Of course these changes aren’t perfect but I think it’ll help torb players and give more incentive for him to play around the turret and to also help out the backline.
Suggestion: Zen using ult and bodyblocking bullets or non-splash abilities should count toward damage mitigated. Anything done to an ulting Zen is effectively negated, this is why I think it should count. Zen does not get enough credits for this kind of plays: *insert link to clip where Jjonak takes Gesture's Rein charge, saving Mano*
You responded to the first suggestion as if they were suggesting headshot damage for Ana. They specified headshots for healing (not damage), which would be a fairly unique mechanic. Perhaps have current healing numbers w/o scope then lower body shot healing with scope and a scoped headshot healing multiplier.
On the healing icon kind of, I think it'd be at least nice to have more of a breakdown of what happened, f.e. in the killcam. So before player X flames their supports, they can watch the kill cam and see something like: 0.5s - you -> enemy sojourn - 205 dmg (7/18 hits, 30%hs) 0.8s - enemy sojourn -> you - 185 dmg (13/20 hits, 23% hs) 1.1s - friendly ana -> you - 70hp heal (1/2 hits) 1.4s - enemy sojourn -> you - 150dmg (1/1 hits 100% hs) From that you may be able to tell that the ana kinda tried to heal you, buy only hit 1/2 shots.
Suggestion: They should change the criteria for some heroes to be able to achieve POTG. My main gripe is with Ana as she is my main, but there's some other heroes as well, mainly supports, that it just seems basically impossible to get a POTG no matter how much you pop off as them in game. Perhaps they should give slightly more weight to Support assists/saves in the algorithm that decides the POTG or maybe there’s a way to factor in high leverage scenarios that lead to a round win For the record, I’m fine with it still being difficult, but I just want to see my highlight intro sometimes goshdangit!
As Ana I’ve had 2 POTGs ever and I’ve been playing the game since around when Ana was released. Such a rare occurance that both of them specifically stand out as highlights of my time playing OW period
I agree completely, sometimes I’ll have or see an amazing play as a support or tank, and the the POTG is just one the DPS killing two heroes in quick succession or something else equally lame, while in that same game I saw a support save every member of the team and get a kill or two within like 5 seconds and save a team fight, that should have been POTG not some soldier killing two enemies with one rocket or whatever
Suggestion: we need a dps with a melee primary fire. We have rein and brig but no dps. In general having the next few characters not have guns for primary fire would be fun
3:15 Paladins had this feature for a long time and no complaint happened. You can choose the icon to appear at ur crosshair or next to ur health bar. Sad that OW's healing colour is yellow that makes it hard to notice in most bright environments. If it was green from the start ppl might not have a problem
*suggestion* The hero progression system needs to be fleshed out more. Right now it feels unfinished and abandoned, it just looks like a copy and paste job. The devs need to add in more rewards and milestones for each character that players can show off. Add a unique rare (lvl 10), epic (lvl50) and Legendary skin (lvl100), that can only be earned through progression even if they are just recolours of existing skins. Maybe a highlight intro, voice lines or emotes too.
I feel like if they did it like Mauga's burn on his guns that would be awesome and it would reward good aim. Then maybe they could add a slight slow on the target whenever they are poisoned (or give them a debuff that makes deal less damage that would be cool too). But unfortunately none of this matches the hero fantasy so Blizzard won't do it...
Suggestion: Give Lifeweaver 7 damage per shot and increase the projectile speed to help him be better at poking, especially at long ranges and from petal platform. Change his rejuvenating dash back to 60 healing or less but still making it more than 45 because with the dps passive on you it feels like it does nothing. Also he is struggling rn anyways from what I have seen he is widely agreed on being the worst support by the community if not 2nd worst. I agree the dash can be annoying but he needs all the help he can get. In addition to those changes give his ult some sort of additional effect to help your team offensively when you are in the radius like a speed boost, attack speed boost, damage boost, slows on enemies, a knockback for enemies every pulse, or something else those are just some ideas I thought of that don't seem outside of his hero fantasy. It just needs the utility to be used offensively, other than using it like a smaller Mei wall, and not relying on the enemy team to make a move. Lifeweaver is defensive enough with his base kit, his ult doesn't also need to be defensive. Also Lifeweaver's ult has tons of counterplay (shooting and destroying it, running away from it, antinade, queen ult, torb ult, etc...) so shouldn't it have an equal reward for the risk?
Honestly if you compare his ultimate to the other supports (except maybe mercy and zen) it's just worse and it needs a buff that isn't pumping up it's healing or mitigation numbers because that doesn't sound healthy for Lifeweaver or the game as a whole. Even if we don't compare it to all the supports but just the supports with stationary ultimates like Bap and Kiriko, it sucks in comparision because those are 2 of the best ultimates in the the entire game, also they both cannot be destroyed, (bap ult can be emp'ed though) and can give offensive and defensive utility at the same time by increasing the amount of healing you and your other support can give your team. They can also be countered in a similar ways to tree of life but the reward greatly out ways the risk.
To the point of the modifier when a teammate leaves. I think it would work if it only applies to teams who are not grouped. So if you queue in a duo and that person left you would lose the same amount of points. But if you solo queue then it should be at a reduction if a teammate leaves
If anything I think ana could use a passive that generates weak points on critical allies or enemies (like one at a time on cooldown) and hits on those weak points to heal or damage instantaneously or maybe do 1.5x damage.
@ yes but that was her ult and she had walls on all headshots as well as dot on headshots and it reset her grapple. Im thinking a more tuned down version and only one mark at a time per team and a 10-15 second cooldown.
With the first one, referring to Ana being able to headshot, I honestly think it's 100% great and should be done because you can pick the exact multiplier for healing and/or damage. It doesn't have to be 1.5x, it doesn't even have to be 1.3x, it can just be 1.15-1.25x making it kinda useful but nothing crazy or breaking.
For Cassidy I'd add a passive called (Gunslinger) If 3 shots per clip are headshots, his reload speed is greatly reduced. Rewarding for headshots and buffing his uptime.
Suggestion: Make Mei's iceblock destroyable with like 500HP. It helps players punish her when she just jumps onto a contested point in overtime and hit iceblock, or when she triggers it as soon as she is about to die. The only heroes that are able to contest the objective while being untargetable are Reaper, Zen and Mei iirc (Sombra can not contest while in stealth, doom can not contest while in his ult, Bap's lamp is easily destroyed and punished, venture can not contest while burrowed, Zen may be able to contest during trans, but he can still be booped off the point/map) . Reaper is easily punished when he comes out of wraith while Mei still has her wall as a disengage tool.
Suggestion: Give Cass a passive as he lands headshots he lands in a mag he builds up a "super shot" for his final bullet that has increased range and damage as a reward for landing headshots. Instead of the normal shot doing 140 damage, the super shot does around 160 damage and the damage falloff would be 35 to 50 meters up from 20-30 meters and the falloff damage bottoming out around 100-60 damage instead of the normal 140-42 depending on how many headshots the Cass hit. It would create a little mini-game for the Cass player you stack headshots on the enemy front line then you can line up a headshot on the Widow or Ashe backline for increased damage.
Suggestion: Similar to Marvel Rivals, I think they should implement the UI element during hero select where you can see what hero your teammates are selecting but not locked in on, at a lower opacity like your own is. Also it's selecting not hovering
Suggestion: Hanzo should be reworked to be a medium to close range character, replacing his wall climb with a wall jump and losing his scan in favour of 2 dash charges. Making him more nimble and able to stay up close. Then decreasing his damage, range and removing his 1 shot headshot for a faster fire rate. This would help separate Hanzo from Widow which I believe they share way too many similarities (Scanning, able to get high ground, 1 shot headshot) and take him off the long range poke which he's strictly worse than because most others are hit scan.
Mild Ana movement suggestion: Give her a roll. This can be like in her highlight intro, where she rolls, however she can lay on the ground and can aim down her rifle faster if the button is held. Maybe in this state she can have that headshot crit effect from Mirrorwatch, but that might overcomplicate it. So tap to roll, hold to stay on the ground for up to 3 seconds. Not wildly unrealistic, or out of character.
1. Ana doesn’t really need any changes right now. 2. Instead of icon, allow for healing received stat on Scoreboard 3. Sombra def needs stealth changes, feels weird that translocator/stealth are offset in time but the same CD feels awkward. I think the hack needs something similar to discord so you can’t just keep hacking tank back to back. 4. no need for that cass change 5. Venture is fine. i think juno/venture synergy is underutilized 6. They’ll likely add all old BP stuff to the gamepass link 7. agreed sombra refund better solution 8. Ana doesn’t need changes. there’s already mobility creep, there should be more heroes that have mobility weakness. 9. Pls no more shields especially with 6v6 potentially coming back. maybe instead of spear spin it is a shield attached to her. 10. Leavers suck, I don’t pay attention to my lost sr after a leaver game. There should be HARSHER leaver penalties with carry over based on previous season. make it so they have to complete 20 straight QP games without leaving to get unbanned. 11. Mei is fine
Suggestion: Sombra Rework- (here we go again…) Remove hack as an ability, hold F to hack health packs only. Bind Virus to right-click, take away some damage and add some utility- if used on a barrier, everyone does 1.5 times damage to it as long as it’s up. (A rein could drop it and put it back up) Invisibility on cooldown. Buff weapon spread. Add some more options with Translocator like holding E to send it further. This seems like common sense, am I wrong?
@@Paradoxx867 i think virus needs to be a damaging tool, otherwise we might as well make her a support Otherwise these changes seem good from my perspective but we have no way to test any of them
@@artilire I see what you mean and I wouldn’t scale it back that much, I just feel like Damage heroes need utility as well as sheer damage to promote multiple styles of play and to give some tactical reason to play one character over another. I appreciate the feedback.
I love headshot heal Ana. Very cool and fun. I’d like to see shroud on her where she goes in is after 1.5 seconds of taking no dmg until she does anything or take dmg or walked into
Suggestion: Add Moira’s detonating orbs from the Junkenstein event to her base kit. I personally love that extra layer where I can save a teammate by detonating a well timed healing orb or grab a kill I wouldn’t have gotten by a well timed damage orb. I think it would add a lot of depth to Moira that she really needs without over complicating her since you don’t have to detonate the orb
Suggestion: Health can fall to 0 while in immortality field. If immortality field breaks while you're at 0 health, you die. If you leave the field while at 0 health, you die.
I think they should implement 1-1-2-2 for season 14, the “1-1” part still being two tanks. Although the main difference being that one is a barrier tank and another is a non-barrier tank. I feel like this would stop the presence of double barrier reoccurring in season 14 and help push players to make new comps like Rein JQ or Sigma Mauga
Suggestion: Lifeweaver thorns work like halo needler, when you land enough on the same enemy they explode, but instead of damage it releases a high healing wave in all directions.
That would be interesting but I think it should only explode and heal whenever an ally is is in range and has a decaying timer that you can refresh by dealing damage. Or it just sends the equivalent of your primary fire to the nearest ally prioritizing the lowest health target so then range is less of an issue. Otherwise if your team is in a poke battle with the enemy your explosions wouldn't be healing anyone.
Also what would be really fun is if your thorns stuck into people you shoot and you can pull them back to you like Junker Queen's knife whenever you reload and then maybe it slows them or pulls them a little towards your direction getting stronger with how much needles they have in them. But that's not going to happen because that's against his hero fantasy.
Suggestion: Hanzo should have a longer delay between shooting and loading another arrow instead of an increased charge time. Because charging also affects speed and trajectory of the arrow, it would be the same as nerfing Ana by keeping her fire rate the same but have her shots off-centred from her crosshair if she didn't wait 20% seconds longer between shots.
Suggestion: Make Rein's shield curve like a TV to give him more cover from more angles. Not too much, but a bit so that he can force a narrower angle from behind if you want to shoot him. Like a parenthesis shape: ( Also, give us multi pin!
It's already a pretty big angle tbh honest. Brig is the one that needs help in this department, you can literally spit to one side of her to negate it. Every aoe projectile in the game is trivial to ignore it. Not only that but so many of those AOEs go UNDER the shield if you're not looking down at the ground.
Rein does NOT need a multi pin, a tool that allows him to engage aggressively and/or instantly delete an enemy is good enough, especially now that its cancellable
Suggestion: make individual sounds scale for each hero. Idk what is that sound thing. Did they break something? ot is it just the fact that there are 41 heroes, all with unique sounds, to all abilities, maps with unique sounds, skins with unique sounds, and you just get lost in this mess. But I play OW for a long time. And something just isn't right; I can barely hear Genji and can't hear my own thoughts when Phara firing or Rein ults.
hot take: change mei to a tank, a wall off ability + ice block to heal and regen ammo as cooldowns and the ult is a space denying tool, turning mei into a tank makes her way more balanced rather than having her on the team as a DPS
Ana nade balances the lack of headshot healing. It supplements the support play style where you can focus more on healing multiple members of your team rather than trying to headshot for boosted healing. Its also makes her more accessible to lower ranks.
Suggestion Bastion grenade, soldier helix and zarya secondary fire jump should all deal less or no self damage as It is fun and useful to use all of them and require skill to use in some cases
Suggestion: There should be a section of the scoreboard that indicates what percentage of your supports healing went toward you/other players specifially. This should not only provide players proof if theres a mercy pocket only supporting their duo, but also supports if they are called out for not healing a certain player thats complaining.
Suggestion: sombra's stealth should be a resource meter! It should have its own button and still be activated by translocator. Taking dmg should knock her out of stealth agan. I think the full meter should last 15-20 seconds and it should refill slightly slower then it expires. This would keep sombras character identity as it would be possible to actually sneak up on people, but it would limit this playstyle and give the other team opportunities to punish a greedy sombra who uses stealth for too long.
Sugggestion: What about dimishing returns on repeat targets from sombra. Like they take 25% less damage each time killed in succession? I played her just to see how she was this patch, and I was like I don't like this.
Suggestion: Make the targeted ally of zen's healing orb gain an aura of 5-10m that puslates healing similar to lifeweavers tree. But make that healing a bit lower than the targeted ally or make the orb healing stronger but the aura healing the same as it is right now.
There should be bonuses in competitive for things like “highest damage/eliminations/healing” to make losing not so bad even though you have it your all
Suggestion: killing Junkrat should end his ultimate. Crazy, I know, but there’s no reason, whether balance-wise or fantasy-wise that he should be able to remote control that tire from beyond the grave. He doesn’t even have undeath/mortality as part of his character. If anyone’s ult should continue after they die, it should be mercy. At least with her, it would fit the theme and be comparable to that one priest talent in WoW.
Suggestion: we should be able to surrender in comp when a game seems unwinnable (teammates jumping out of the map, not shooting the enemy, not willing to swap while in 0-0-7,...). We would be able to call a vote once per round, not before 5 minutes into the rounds. The surrending team would suffer a loss but no leaving penalty. That would take away some frustration of the game
Suggestion: both reaper and phara should be able to cancel their ultimate, there is just too much times where you kill a few enemies with your ult and then just die because that one enemy was outside of range and you are now stuck in animation for the rest of the ultimate
Suggestion: Ravenous Vortex should reach the entire skybox and/or damage or slow more. It's a good ability but it could be better, especially at punishing FLYERS
Suggestion: Have weapon skin variations you can buy with comp points. Jade skin is kinda ugly to me but if they added jade, sapphire, ruby, rose gold, platinum, etc. ( being 2000, 3000, 3000, 4000, 5000 respectively) I'd grind the heck outta that. This keeps player interest in comp and gives us a use for comp points instead of being pigeon holed into whatever skin they throw out at the time.
Suggestion: Overwatch should create primetime clips after each day of owcs, and post them on their TH-cam channel. I love owcs, but I don’t have time to watch the full streams and find the best moments, and while many other TH-cam channels cover these clips, they’re somewhat hard to find, and are limited in resources, plus they don’t give any insight as to what the player is thinking. Whereas the hosts, or maybe content creators, could interview these players in an official way. I think this would bring a little bit of interest to owcs, and make viewing for average people a little easier.
Honestly, I want to know how it decides who it thinks will win. I'll win a nail-biter, and it says expected, but then I'll get freaking rolled, and it'll tell me it's a reversal.
I definitely feel like the game needs something to compensate for players leaving. I play solo 99.9% of the time, but I get punished even harder for a teammate leaving. I once played 4 ranked matches where someone on my team left. I’ve played matches where the enemy team left. Maybe the suggestion should be if more than 2 players have the left match. Because I’ve played games where I was literally the last player on my team not to leave and obviously I lose that. (Support) That is so discouraging to anyone, I don’t see how that makes sense to punish the people who decide to stay? There needs to be something because the punishment for leaving obviously isn’t enough if people are willing to leave like dropping flies. I don’t see how the game can’t tell when you are group or if that someone who is your duo partner is, is someone you play with a lot and decide to punish those players abusing it.
Suggestion: Moira should be next in line for a rework. 1. You should be able to stop the orb in place. 2. the piss and succ should be more like a sym beam and take a little bit more skill to make an impact + they can buff the raw numbers a bit. ALSO the heal should have a little bit more range (idk if heal and dmg have same range i think dmg has hook range and heal has less but idk make it the same.
Suggestion: Put the replay/highlights tab on on the main menu instead. Putting the replays/highlights tab on the main menu would make it easier for players to navigate and find the replays/highlights instead of having it in the career profile tab. Also why not make it so other’s replay highlights can be shown when viewing other people’s career profile, assuming the profile is public of course.
These are so much better than hot takes purely because he likes to victim blame and talk about the persons faults instead of focusing on the actual hot take
Suggestion: enemies should be ping-able through glass windows and walls. Sorry the game won't let me tell you who is hanging out at the last point of Dorado because ping system can't see through glass apparently.
Ana is a sniper and should have absolutely had a headshot worked into her kit, he's right. But instead of extra damage or healing it should just apply her heal or damage twice as fast or better. At the moment both are 75 damage or heals applied over 0.59 seconds. Maybe a headshot could do the same healing in .2 or .3 seconds.
Suggestion: Battlepass system is mostly fine but can be frastirating to tier up. my suggestion is they can simply give us tiers in when we fnish the challanges instead of TP
Working off the Cass weakpoint idea, have consecutive headshots increase the damage slightly each time. Not enough where it wrecks the breakpoints on 250HP heroes I'd say, but for anything above that he can start whittling them down much easier.
Another mirrorwatch suggestion that should be a thing: Ana should be able to nano herself (I mean she even has voice quotes for that and i hate when my d.vas waste them with her ult)
7 seconds is enough time for people that are good at using cover and quickly killing the enemy from behind, especially since this would only be useful if the enemies actually look backwards to help out your target, in which case they are countering Sombra
@@artilire personaly i think sombra is good now u just need to go without stealth like a tracer and use trans when danger but every one saying shes Bad so i put that here
Suggestion: Give us the option to use separate aim sensitivities for Mercy's staff and gun. I use a decently high sens on Mercy's staff for movement and dodging, but the moment I need to pull out the clock, my aim is a lost cause
Suggestion: Make a new hitscan hero that has Mc Cassidy's old mag granade, the first reworked one with a big burst of damage and no hinder, BUT, it doesn't detonate once it sticks to a target, you have to shoot the stuck granade to detonate it like Ashe's dynamite to make it more fair. Also, people liked mirrorwatch Sombra as a support, I did too, I don't think Blizzard will ever rework her like that so why not make a support antivirus or antihacker hero like the mirrorwatch Sombra?, hacking teammates was a cool concept.
Suggestion: You should be able to trade 1000 comp points for 10 mythic prisms. This would help alleviate the feeling of microtransaction greed with the mythic skins, weapons, and now aspects, and it would incentivize more people to play comp even more. Because it’s such a steep trade, I doubt this will really take that much out of Blizzard’s revenue from prisms, and it would let the community feel like they CAN actually earn the premium rewards for themselves, instead of needing to break out the wallet every season.
Edit: if they need to up the number of comp points to 1500 or 3000 or whatever, just gimme a chance to actually EARN the prisms
Yes, but no because it would allow players to get potentially unlimited currency in a season. Maybe if it was limited to once per season, but otherwise no.
@@SYNTHSTRELwe get 10… a win… 100 every 10
To be fair, you’d have to grind the heck out of comp
@@chaoshelm yeah, but the fact that you could get 100$+ of currency in one season means blizzard would never allow it.
wouldn't people throw their games and troll just to drop rank to get easier lobbies so they can farm it? Like they did with the drives?
karq going "ZAMN!" in the thumbnail
The thumbnail is so out of character lol
Bouta make me act up
I WAS LITERALLY GONNA SAY RHAT LFMAJHDBA
Suggestion: When you die, they should add a little page where you can see who did damage and how much to you and who healed you and what abilities were used on you like in League of legend
Honestly I think that'd just lead to huge toxicity
I would agree with you. Deadlock does it too, and I love it.
But... the different is those games have items you can buy to counter the damage done, so people focus on that. In OW, there is nothing to help you take less damage, other than your own positioning and your team, so people will turn on eachother in a heartbeat.
That sounds way too complex
@@dylanmaguire3595toxicity already exists to a huge extent.. It might reduce it. When someone says “I wasn’t getting healed. And then they look at the recap and it shows them getting poured in with healing… idk dude.
@@dylanmaguire3595why is toxicity the first excuse ppl say 😂😂
Suggestion: Moira’s reticle reacts when her damage orb interacts or deals damage but there’s no acknowledging the heal orb is healing allies. Suggest a visual and or audio queue acknowledging the heal orb is healing effectively.
Yes!!! I feel like every healing ability seems to have some sort of off-screen/audible feedback.
In fact, I'm not sure if this is due to limitations (which it shouldn't be), I don't think ANY of Moira's healing abilities have any sort of personal SFX feedback aside from the healthbar increasing...
Only thing I can think of is when the orb floats near you and gives you the SFX, but that isn't played to the Moira.
There is an audio cue, but I wouldn't mind if it was more noticeable.
@@revenge3265 you have to be close to hear it. If I throw an orb to my flanker I can bearly hear they’re being healed.
@@revenge3265the audio cue is for general healing, so if you're also healing with primary then it overrides
Suggestion: Add in a View Map option so that I can view the layout of the map and plan accordingly. There are a lot of places that a standard player might not realize exists, but they're not encouraged to go to these places either since it could end up being a dead end and then they'd have wasted all that walking time backtracking instead of aiding their teammates in the fight
Perhaps little rooms that connect to eachother and go under/over the ground level to do so can be connected through a numbering system. So 1 goes to 1 and 2 goes to 2, so I know if I'm wasting my time or not when I decide to go in somewhere to try and make a play and end up going the exact opposite direction because I wasn't familiar with this tiny area that's never really used at any point except on sparse occurrences
I hear it's super common that some people don't even flank for this reason. I mean I've been playing for 7 yrs and there's still some little rooms I didn't know existed, despite my extensive Mercy parkour addiction 😂 some of the maps are so large too, mainly Flashpoint, that you don't even really have anytime to explore and learn the map in a regular game. Casuals aren't likely to go to the workshop to explore the maps either, if they even know it's possible to do so on their own. I can't tell you how many times I've gotten lost or hit a dead end on Suravasa. This wouldn't be such a bad idea tbh.
Suggestion: let us be able to try out EVERY skin in the game. Blizzard made it so we could try out currently purchasable skins, but not unavaliable ones. Just a quality of life thing I guess.
0:12 IF they dont want to add a Headshot multiplier for ana, they could do something similar: her heal and damage isnt instant, so they could increase the rate of the effect when headshotted. or even making it instantaneous when headshotted. But in the End, she really doesnt need that.
Wait i like that, the multiplier is very unnecessary but this would be neat
Suggestion: Add an audio que for when all your armor is depleted like how shields have an audio que when shields are depleted. All you need is a "cracking" sound.
Tbh I think OW does a terrible job of giving damage feedback, especially with how much damage can be dealt in such a short amount of time. You only need to lose like 25 health and you could die instantly from any number of heroes without any real warning. The number of times I've died instantly because i wasnt at full health but had no idea I wasnt because i'm focused on the game not staring at the bottom left of the screen. Sound cues arent enough, you're already pretty much dead by the time any of those warning signs are given.
honestly this would be so good.
@@Octovol I play tank, and Zarya and Sigma both have shields. When the shields break, it makes a sound that lets you know. This reminds me a lot not to push, dial back, and let my health regen before going further.
I think about this a lot on Dva because there's been several times I dived in and died because I didn't know I was at half health. Ofc I check my health, but a few shots in the back that you don't see can quickly take you down to half health in moments even though you may think you're full from the last time you checked.
@@constantine6202 the shield warnings are fine, they're voice lines and a visual breaking or sound to go with it. And you still have your health/armour and a very real motivation to take cover.
For health I think everyone gets a 'gasp' sound when you're at like half health or something but for non tanks and a bloody flash to go with it. Then nothing. But as a non tank I really want something way more persistent.
Ramm doesnt have it though
Suggestion: Bring "Group Finder" Back!!!! It was such a great way to meet people and have people to play QP with if you are lonely, as well as finding some teams you could have good chemistry with for comp!! Also just realized we never got a guild system.
The best part was you could play with people with mics. Being able to communicate with your team is so much more fun that the silent solo que experience.
@@constantine6202yesss exactly!!!!!
I met my first group in the group finder. I was bored, and took a look at it one night and saw "need off tank for qp" and I was like oh I'm an off tank Dva main lemme check this out real quick. Granted, I was the only female in a group of 5 guys, but they never treated me any different. That bloomed a 2 year group friendship, and I still play with a couple of them even though the group has disbanded. I do have a new group now though, it's funny that me and the other off tank player have become support players now, I hear that's pretty common.
There actually IS an icon for when you're being healed, it's just very out of the way. Down next to your health total, there's a little cross next to where the heal boost/reduction arrows show up
When you're full health, the square is white and the cross is gray. When you're missing health, the shades swap, turning the cross white and the rest of the square gray!
When you're being healed, the cross remains white (since you're missing health), but the square shows a yellow glowing outline around it, until either healing stops or you hit full health
Really cool, but also really small. Was added in either Season 10 or 11, I can't blame anyone for missing it but I personally noticed it immediately since tiny changes in the UI grab my attention
It says you are being healed but not by who, thats what that guy meant
My idea for the Ana headshot thing: Normal amount, but headshot is instant. For both heals and damge.
Suggestion: Junkrat should get a relative senstivity setting on riptire, similar to the one setting genji has on dragon blade. Its already a used technique for a good amount of junkrat players to press the dpi button when using tire to get a higher sensitivity and doing some rollouts that would be much harder if not imposible on normal sensitivity. I think having that as a setting would be a really nice QOL change for junkrat.
im surpriced that he doesnt have it
It's been suggested before in these, I'm pretty sure. Hopefully they do add it.
@@MetroAndroid Wait, is that true?. I found this series recently, and I haven't checked every single episode yet.
@@Lucigu888_OW Maybe I read your comment on a previous video? I remember reading or hearing something very similar.
@@MetroAndroid That could be. I posted this on another 1 or 2 videos if I recall right
suggestion: instead of having sombra stealth locked into a five second cooldown they should have disincentivized staying in it by making her reveal radius gradually grow to about 3x size over the course of 15-30 seconds and making her leave footprints after a while to force her to act or get sniffed out anyway. that way she could setup without worrying about being caught just by walking past someone from a distance but couldn’t sit behind a team waiting for nothing
Suggestion: Change Sombra's stealth into a resource.
Resource management is a skill. Giving Sombra stealth as a resource meter (similar to Roadhog's heal) which charges slowly passively and perhaps quicker based on damage dealt will allow her plays to be more dynamic and encourage players to actually think to maximize her efficiency (i.e: Should she split off and get a pick solo or support her team in this instance?)
Suggestion: Sombra should have 250 health since she is no longer a movement based flanker and more like Genji. She’s wayy to punishable at that hp and many okay her frontline. Also reaper should not have 275 hp since he mainly focuses backline now and not tanks.
Suggestion: more abilities/ults should put you in third person (like rein sheild/charge, orisault,zen ult, mauga charge, etc). It'd let you see your skins more often, and may make some abilities feel better to use.
I don't know which ults/abilities this would be good to apply it to but i think they should add this. Also perhaps it might be nice for new heroes
Going 3rd person just for the sake of doing it isn’t a good reason. It has to serve a purpose
@omegamkx588 Oh yeah, I completely get that.
I was more meaning that some abilities would gain more value as a result of the third person view without bumping up the power. I was thinking originally Winston ult. It might improve the feel of winstons ult and give it more value (as you can keep better track of targets maybe), but this wouldn't be making it outright more powerful.
I don't know if this would work I've never played it, but I think it might be interesting.
Like I said, I don't know whether or not it would serve certain abilities, but I think it's at least worth a look into.
Yeah, there is the novelty factor that you've rightly so criticed that I do think would be neat short term. However I think this may be a way to balance certain abilities in a way that isn't just changing the numbers in order to improve (or nerf but I doubt that'd ever be an avenue taken) certain currently unknown abilities.
And as for what I mentioned with new characters, I would like to see the mechanic some more, but yes, like you said, it has to serve a purpose.
Suggestion: when Ashe uses Bob, maybe she can be able to trigger when he stops with a second ultimate button press.
Trying to measure out the distance or having Bob slide off certain corners and continues to run further than you intended is frustrating.
Suggestion : Regarding Ana mobility, I think a "flavorful" ability would be nice for her, like for example : make her able to climb up ledges when she jumps. Think of it like when Hanzo/Genji/Kiri grab a ledge at the end of wall climb, but without the wall climb. That way she's still very low mobility, but it makes for a nice positionning tool.
Suggestion/Hot Take:
They should rework a few of the least played dps to become tanks (or supports) if we switch to 6v6. An off-tank symmettra or mei could be sick for example. I hope the team don't feel like heroes are too locked in their roles and that they're willing to "do a doomfist" a few more times.
2:30 I only look as mercy when everyone is grouped together in one clump
Hot take: I think all players (not just supports) should be able to see the health of their teammates in some ui element to better gauge who needs healing or peel
Hot take: as a long time casual player, I don't get why people complain about stealth. The thing that has always been the problem with Sombra is the surprise ability lockout. I don't mind being surprised into a duel, but the level of ease for the sombra to lockout abilities is ridiculous. Make it harder for sombra to hack by harshening the "hitbox" angle forcing her to have better tracking to get off the hacks. This would make little difference in higher ranks but completely remove the frustration of playing against her in lower ranks. She could have as much stealth as she wants if we can avoid being hacked.
This was the solution
Suggestion: To encourage Illaris to heal more, give illari the ability to "overcharge" her rifle by healing with her beam. The overcharge will empower her next shot.
Suggestion: instead of paying 20 mythic prisms for the gilded mythic skin colour. You should instead be given the choice to get a free gilded colour if you have unlocked all the other parts of the mythic skin at level 200 of the battle pass. It will give hopefully more incentive to reach level 200 of the battle pass for players.
Suggestion: They should add spawn indicators when you're near your team's spawn in Flashpoint. It currently show's the enemy's but not yours. I spent way too long looking for it to switch in a match because I was being hard-countered but didn't want to feed into the enemy just to get to spawn easier. it's particularly worse in Flashpoint because the spawns just appear in random unassuming buildings, and I ended up at 2 different spawn rooms but they were the wrong ones for that particular point, until a teammate finally respawned which showed me where it was.
New format 2 tanks 1 dps 2 supports dps gets 50% healing reduction from doing damage
Suggestion for Sombra: A Stealth rework that benefits both the enemies and the user.
This was conceptualized and tested on a private workshop long before the latest official Sombra rework, which imo missed the mark by a longshot.
These are the problems with Stealth I recognize:
* Allowing Sombra to attack or Hack while inside of Stealth is far too oppressive and un-interactive; she will always get the first say and enemies can only react, which is frustrating and puts a cap on how strong Sombra is allowed to be. From a multiplayer PvP game perspective, this form of invisibility effect is unfair.
* Detection range and taking damage are far too punishing; Stealthing through a choke is near impossible due to how large is the radius at which enemies can detect her, and taking a single bit of damage will reveal her to the entire enemy team for a whole second, which makes her go towards the usual flank routes anyone else would've used anyway.
* (old) Perma-Stealth is a big pain-point as it allows Sombra to effectively camp anywhere forever with not much to do about it but periodically check every nook and cranny pre-emptively, which isn't fun for most players and incentivizes too passive a playstyle that wastes time to the detriment of both teams; low deaths, but also low damage.
* (new) Her Stealth being duct-taped to her Translocator hurts flexibility, and polarizes her interactions a bit too much.
Sombra's stealth needs to be more manageable; both for Sombra herself, and for the enemy team's sake.
Solution:
1》 Split Stealth from Translocator, like it was previously.
2》 Introduce a Stealth Resource Meter. A full meter would take 10 seconds to deplete, and 30 seconds to refill.
3》 A portion of her SMG's damage will convert into Stealth meter gains. About 35% of the damage being converted into Stealth meter felt pretty solid.
4》 Sombra won't be able to attack nor use any kind of ability while in Stealth. Pressing any attack or ability input will cancel Stealth and start a Fade-In. (On testing, it could be alright to allow Hack while Stealthing, but we need more tests)
5》 Decrease Detect Radius [4.0m -> 1.0m]
6》 Decrease Reveal on taking damage duration [1.0s -> 0.2s]
7》 Increase Fade-Out duration [0.25s -> 0.75s] and Fade-In duration [0.35s -> 1.5s]
Her design's more healthy when her invisibility isn't permanent nor allowed to attack right out of it, due to the way invis dynamics work in multiplayer games.
With these changes to Stealth you reduce passive play and encourage more aggression without the crippling repercussions of stapling Stealth & Translocator together. Sombra becomes more present and makes enemies feel less cheated-out. You completely remove the annoying hack & run, and give both parties more agency over invisibility.
These also introduce more skill expression around Stealth usage via resource management (rather than simply waiting for cooldown timings) and finding spots from where to Fade-Out and Fade-In without being noticed.
All other statistics like SMG damage, Stealth move speed, existance of the Opportunist or Virus abilities and such will be balanced around this new iteration of Stealth.
I know Sombra's been reworked to hell and back, but I'm confident that this (or a variation of these) will hit finally the nail on the head for a satisfying environment for both Sombra players and the opponents she's matched up against with.
Suggestion/s: Torb needs more agency around his turret as it’s such a throw and forget ability and any semi competent player/team is going to melt the thing before it gets any sort of value.
Here’s my suggestions:
Either
(1) when torb repairs his turret it emits a small radius of healing around it or maybe it can just passively heal torb.
(2) give torb two charges of turret but increase the cooldown to maybe 24 seconds for each turret. (He can only have one out at a time)
(3) give the turret a small amount of armour/shields. Say 10-20% armour/shields just to improve its survival rate a tad.
Of course these changes aren’t perfect but I think it’ll help torb players and give more incentive for him to play around the turret and to also help out the backline.
Suggestion: Zen using ult and bodyblocking bullets or non-splash abilities should count toward damage mitigated. Anything done to an ulting Zen is effectively negated, this is why I think it should count. Zen does not get enough credits for this kind of plays: *insert link to clip where Jjonak takes Gesture's Rein charge, saving Mano*
You responded to the first suggestion as if they were suggesting headshot damage for Ana. They specified headshots for healing (not damage), which would be a fairly unique mechanic. Perhaps have current healing numbers w/o scope then lower body shot healing with scope and a scoped headshot healing multiplier.
On the healing icon kind of, I think it'd be at least nice to have more of a breakdown of what happened, f.e. in the killcam.
So before player X flames their supports, they can watch the kill cam and see something like:
0.5s - you -> enemy sojourn - 205 dmg (7/18 hits, 30%hs)
0.8s - enemy sojourn -> you - 185 dmg (13/20 hits, 23% hs)
1.1s - friendly ana -> you - 70hp heal (1/2 hits)
1.4s - enemy sojourn -> you - 150dmg (1/1 hits 100% hs)
From that you may be able to tell that the ana kinda tried to heal you, buy only hit 1/2 shots.
Suggestion: They should change the criteria for some heroes to be able to achieve POTG. My main gripe is with Ana as she is my main, but there's some other heroes as well, mainly supports, that it just seems basically impossible to get a POTG no matter how much you pop off as them in game. Perhaps they should give slightly more weight to Support assists/saves in the algorithm that decides the POTG or maybe there’s a way to factor in high leverage scenarios that lead to a round win
For the record, I’m fine with it still being difficult, but I just want to see my highlight intro sometimes goshdangit!
As a support main i feel you, the most POTG i had so far has been with lucio booping people of the map
As Ana I’ve had 2 POTGs ever and I’ve been playing the game since around when Ana was released. Such a rare occurance that both of them specifically stand out as highlights of my time playing OW period
I agree completely, sometimes I’ll have or see an amazing play as a support or tank, and the the POTG is just one the DPS killing two heroes in quick succession or something else equally lame, while in that same game I saw a support save every member of the team and get a kill or two within like 5 seconds and save a team fight, that should have been POTG not some soldier killing two enemies with one rocket or whatever
Suggestion: we need a dps with a melee primary fire. We have rein and brig but no dps. In general having the next few characters not have guns for primary fire would be fun
There's gengi, but I get you we need more variety
Its kinda sad a game like Paladins has some much more diversity in its hero pool than OW
3:15 Paladins had this feature for a long time and no complaint happened. You can choose the icon to appear at ur crosshair or next to ur health bar.
Sad that OW's healing colour is yellow that makes it hard to notice in most bright environments. If it was green from the start ppl might not have a problem
*suggestion* The hero progression system needs to be fleshed out more. Right now it feels unfinished and abandoned, it just looks like a copy and paste job.
The devs need to add in more rewards and milestones for each character that players can show off.
Add a unique rare (lvl 10), epic (lvl50) and Legendary skin (lvl100), that can only be earned through progression even if they are just recolours of existing skins. Maybe a highlight intro, voice lines or emotes too.
Suggestion: LW should have poison needles with a small damage over time, that would make him a little more viable-do it!
I feel like if they did it like Mauga's burn on his guns that would be awesome and it would reward good aim. Then maybe they could add a slight slow on the target whenever they are poisoned (or give them a debuff that makes deal less damage that would be cool too). But unfortunately none of this matches the hero fantasy so Blizzard won't do it...
@@Redshift_Studios I’d be satisfied if his needles acted like venom mine, scaled of course.
@@michaeltabb581 yeah that would be interesting
Suggestion: Give Lifeweaver 7 damage per shot and increase the projectile speed to help him be better at poking, especially at long ranges and from petal platform. Change his rejuvenating dash back to 60 healing or less but still making it more than 45 because with the dps passive on you it feels like it does nothing. Also he is struggling rn anyways from what I have seen he is widely agreed on being the worst support by the community if not 2nd worst. I agree the dash can be annoying but he needs all the help he can get. In addition to those changes give his ult some sort of additional effect to help your team offensively when you are in the radius like a speed boost, attack speed boost, damage boost, slows on enemies, a knockback for enemies every pulse, or something else those are just some ideas I thought of that don't seem outside of his hero fantasy. It just needs the utility to be used offensively, other than using it like a smaller Mei wall, and not relying on the enemy team to make a move. Lifeweaver is defensive enough with his base kit, his ult doesn't also need to be defensive. Also Lifeweaver's ult has tons of counterplay (shooting and destroying it, running away from it, antinade, queen ult, torb ult, etc...) so shouldn't it have an equal reward for the risk?
Honestly if you compare his ultimate to the other supports (except maybe mercy and zen) it's just worse and it needs a buff that isn't pumping up it's healing or mitigation numbers because that doesn't sound healthy for Lifeweaver or the game as a whole. Even if we don't compare it to all the supports but just the supports with stationary ultimates like Bap and Kiriko, it sucks in comparision because those are 2 of the best ultimates in the the entire game, also they both cannot be destroyed, (bap ult can be emp'ed though) and can give offensive and defensive utility at the same time by increasing the amount of healing you and your other support can give your team. They can also be countered in a similar ways to tree of life but the reward greatly out ways the risk.
To the point of the modifier when a teammate leaves. I think it would work if it only applies to teams who are not grouped. So if you queue in a duo and that person left you would lose the same amount of points. But if you solo queue then it should be at a reduction if a teammate leaves
that idea about "there was an attempt" is actually fire
If anything I think ana could use a passive that generates weak points on critical allies or enemies (like one at a time on cooldown) and hits on those weak points to heal or damage instantaneously or maybe do 1.5x damage.
Widow had that as an ult in mirrorwatch didn't she?
@ yes but that was her ult and she had walls on all headshots as well as dot on headshots and it reset her grapple. Im thinking a more tuned down version and only one mark at a time per team and a 10-15 second cooldown.
With the first one, referring to Ana being able to headshot, I honestly think it's 100% great and should be done because you can pick the exact multiplier for healing and/or damage. It doesn't have to be 1.5x, it doesn't even have to be 1.3x, it can just be 1.15-1.25x making it kinda useful but nothing crazy or breaking.
Suggestion: Since Juno's melee animation is a kick, use the kick icon for her melee kills like what we already do for Zen
juno doesnt have a passive for her kick, zen does
It also wouldn't even make sense if Juno melee kills you while crouching since the third person animation is a punch
For Cassidy I'd add a passive called (Gunslinger) If 3 shots per clip are headshots, his reload speed is greatly reduced. Rewarding for headshots and buffing his uptime.
4:04 if you have toggle crouch then you could crouch without having to hold the button. That would let you crouch up behind someone
Suggestion: Make Mei's iceblock destroyable with like 500HP. It helps players punish her when she just jumps onto a contested point in overtime and hit iceblock, or when she triggers it as soon as she is about to die.
The only heroes that are able to contest the objective while being untargetable are Reaper, Zen and Mei iirc (Sombra can not contest while in stealth, doom can not contest while in his ult, Bap's lamp is easily destroyed and punished, venture can not contest while burrowed, Zen may be able to contest during trans, but he can still be booped off the point/map) . Reaper is easily punished when he comes out of wraith while Mei still has her wall as a disengage tool.
Suggestion: Give Cass a passive as he lands headshots he lands in a mag he builds up a "super shot" for his final bullet that has increased range and damage as a reward for landing headshots. Instead of the normal shot doing 140 damage, the super shot does around 160 damage and the damage falloff would be 35 to 50 meters up from 20-30 meters and the falloff damage bottoming out around 100-60 damage instead of the normal 140-42 depending on how many headshots the Cass hit. It would create a little mini-game for the Cass player you stack headshots on the enemy front line then you can line up a headshot on the Widow or Ashe backline for increased damage.
Suggestion: Similar to Marvel Rivals, I think they should implement the UI element during hero select where you can see what hero your teammates are selecting but not locked in on, at a lower opacity like your own is. Also it's selecting not hovering
Suggestion: Hanzo should be reworked to be a medium to close range character, replacing his wall climb with a wall jump and losing his scan in favour of 2 dash charges. Making him more nimble and able to stay up close. Then decreasing his damage, range and removing his 1 shot headshot for a faster fire rate. This would help separate Hanzo from Widow which I believe they share way too many similarities (Scanning, able to get high ground, 1 shot headshot) and take him off the long range poke which he's strictly worse than because most others are hit scan.
Mild Ana movement suggestion: Give her a roll. This can be like in her highlight intro, where she rolls, however she can lay on the ground and can aim down her rifle faster if the button is held. Maybe in this state she can have that headshot crit effect from Mirrorwatch, but that might overcomplicate it. So tap to roll, hold to stay on the ground for up to 3 seconds. Not wildly unrealistic, or out of character.
That is the best thumbnail picture for KarQ EVERZ
1. Ana doesn’t really need any changes right now.
2. Instead of icon, allow for healing received stat on Scoreboard
3. Sombra def needs stealth changes, feels weird that translocator/stealth are offset in time but the same CD feels awkward. I think the hack needs something similar to discord so you can’t just keep hacking tank back to back.
4. no need for that cass change
5. Venture is fine. i think juno/venture synergy is underutilized
6. They’ll likely add all old BP stuff to the gamepass link
7. agreed sombra refund better solution
8. Ana doesn’t need changes. there’s already mobility creep, there should be more heroes that have mobility weakness.
9. Pls no more shields especially with 6v6 potentially coming back. maybe instead of spear spin it is a shield attached to her.
10. Leavers suck, I don’t pay attention to my lost sr after a leaver game. There should be HARSHER leaver penalties with carry over based on previous season. make it so they have to complete 20 straight QP games without leaving to get unbanned.
11. Mei is fine
Sombra was played in owcs. She was used against widow comps and against some ball comps.
Suggestion: Sombra Rework- (here we go again…)
Remove hack as an ability, hold F to hack health packs only.
Bind Virus to right-click, take away some damage and add some utility- if used on a barrier, everyone does 1.5 times damage to it as long as it’s up. (A rein could drop it and put it back up)
Invisibility on cooldown.
Buff weapon spread.
Add some more options with Translocator like holding E to send it further.
This seems like common sense, am I wrong?
@@Paradoxx867 i think virus needs to be a damaging tool, otherwise we might as well make her a support
Otherwise these changes seem good from my perspective but we have no way to test any of them
@@artilire I see what you mean and I wouldn’t scale it back that much, I just feel like Damage heroes need utility as well as sheer damage to promote multiple styles of play and to give some tactical reason to play one character over another. I appreciate the feedback.
I love headshot heal Ana. Very cool and fun. I’d like to see shroud on her where she goes in is after 1.5 seconds of taking no dmg until she does anything or take dmg or walked into
Suggestion: Add Moira’s detonating orbs from the Junkenstein event to her base kit. I personally love that extra layer where I can save a teammate by detonating a well timed healing orb or grab a kill I wouldn’t have gotten by a well timed damage orb. I think it would add a lot of depth to Moira that she really needs without over complicating her since you don’t have to detonate the orb
Suggestion: Health can fall to 0 while in immortality field.
If immortality field breaks while you're at 0 health, you die.
If you leave the field while at 0 health, you die.
What would be the point of being called 'immortality'
The point is you can't die. Once the field is gone and you're at 0 health, you die. @@allanlugo7842
That sounds like a cool change and sounds like some vampire type deal where they aren't alive but also not dead.
@@allanlugo7842 would be immortal while the field is still active
@INeed333Quid you said it breaks when reaching 0 so rip
I think they should implement 1-1-2-2 for season 14, the “1-1” part still being two tanks. Although the main difference being that one is a barrier tank and another is a non-barrier tank. I feel like this would stop the presence of double barrier reoccurring in season 14 and help push players to make new comps like Rein JQ or Sigma Mauga
Suggestion: Lifeweaver thorns work like halo needler, when you land enough on the same enemy they explode, but instead of damage it releases a high healing wave in all directions.
That would be interesting but I think it should only explode and heal whenever an ally is is in range and has a decaying timer that you can refresh by dealing damage. Or it just sends the equivalent of your primary fire to the nearest ally prioritizing the lowest health target so then range is less of an issue. Otherwise if your team is in a poke battle with the enemy your explosions wouldn't be healing anyone.
Also what would be really fun is if your thorns stuck into people you shoot and you can pull them back to you like Junker Queen's knife whenever you reload and then maybe it slows them or pulls them a little towards your direction getting stronger with how much needles they have in them. But that's not going to happen because that's against his hero fantasy.
You want inspire in LW thorn volley? Not gonna fly
Suggestion: Competitive Team Death Match!
Suggestion: Hanzo should have a longer delay between shooting and loading another arrow instead of an increased charge time. Because charging also affects speed and trajectory of the arrow, it would be the same as nerfing Ana by keeping her fire rate the same but have her shots off-centred from her crosshair if she didn't wait 20% seconds longer between shots.
Suggestion: Enemy character’s icon should appear when pinging the enemy teammate so your team is aware of who to expect.
Suggestion: Make Rein's shield curve like a TV to give him more cover from more angles. Not too much, but a bit so that he can force a narrower angle from behind if you want to shoot him. Like a parenthesis shape: (
Also, give us multi pin!
It's already a pretty big angle tbh honest. Brig is the one that needs help in this department, you can literally spit to one side of her to negate it. Every aoe projectile in the game is trivial to ignore it. Not only that but so many of those AOEs go UNDER the shield if you're not looking down at the ground.
Rein does NOT need a multi pin, a tool that allows him to engage aggressively and/or instantly delete an enemy is good enough, especially now that its cancellable
Suggestion: make individual sounds scale for each hero. Idk what is that sound thing. Did they break something? ot is it just the fact that there are 41 heroes, all with unique sounds, to all abilities, maps with unique sounds, skins with unique sounds, and you just get lost in this mess. But I play OW for a long time. And something just isn't right; I can barely hear Genji and can't hear my own thoughts when Phara firing or Rein ults.
hot take: change mei to a tank, a wall off ability + ice block to heal and regen ammo as cooldowns and the ult is a space denying tool, turning mei into a tank makes her way more balanced rather than having her on the team as a DPS
Ana nade balances the lack of headshot healing. It supplements the support play style where you can focus more on healing multiple members of your team rather than trying to headshot for boosted healing. Its also makes her more accessible to lower ranks.
Suggestion
Bastion grenade, soldier helix and zarya secondary fire jump should all deal less or no self damage as It is fun and useful to use all of them and require skill to use in some cases
Suggestion: There should be a section of the scoreboard that indicates what percentage of your supports healing went toward you/other players specifially. This should not only provide players proof if theres a mercy pocket only supporting their duo, but also supports if they are called out for not healing a certain player thats complaining.
Suggestion: sombra's stealth should be a resource meter! It should have its own button and still be activated by translocator. Taking dmg should knock her out of stealth agan. I think the full meter should last 15-20 seconds and it should refill slightly slower then it expires. This would keep sombras character identity as it would be possible to actually sneak up on people, but it would limit this playstyle and give the other team opportunities to punish a greedy sombra who uses stealth for too long.
Sugggestion: What about dimishing returns on repeat targets from sombra. Like they take 25% less damage each time killed in succession? I played her just to see how she was this patch, and I was like I don't like this.
Suggestion: Make the targeted ally of zen's healing orb gain an aura of 5-10m that puslates healing similar to lifeweavers tree. But make that healing a bit lower than the targeted ally or make the orb healing stronger but the aura healing the same as it is right now.
There should be bonuses in competitive for things like “highest damage/eliminations/healing” to make losing not so bad even though you have it your all
Suggestion: killing Junkrat should end his ultimate. Crazy, I know, but there’s no reason, whether balance-wise or fantasy-wise that he should be able to remote control that tire from beyond the grave. He doesn’t even have undeath/mortality as part of his character. If anyone’s ult should continue after they die, it should be mercy. At least with her, it would fit the theme and be comparable to that one priest talent in WoW.
I love the Mr krabs joke lol
Crouch stealth is actually really smart.
Suggestion: Give Venture a skin.
No. Here is Kiriko cosplaying Venture
Suggestion: we should be able to surrender in comp when a game seems unwinnable (teammates jumping out of the map, not shooting the enemy, not willing to swap while in 0-0-7,...). We would be able to call a vote once per round, not before 5 minutes into the rounds. The surrending team would suffer a loss but no leaving penalty. That would take away some frustration of the game
Suggestion: both reaper and phara should be able to cancel their ultimate, there is just too much times where you kill a few enemies with your ult and then just die because that one enemy was outside of range and you are now stuck in animation for the rest of the ultimate
Suggestion: Ravenous Vortex should reach the entire skybox and/or damage or slow more. It's a good ability but it could be better, especially at punishing FLYERS
Suggestion: Have weapon skin variations you can buy with comp points. Jade skin is kinda ugly to me but if they added jade, sapphire, ruby, rose gold, platinum, etc. ( being 2000, 3000, 3000, 4000, 5000 respectively) I'd grind the heck outta that. This keeps player interest in comp and gives us a use for comp points instead of being pigeon holed into whatever skin they throw out at the time.
Suggestion: Overwatch should create primetime clips after each day of owcs, and post them on their TH-cam channel.
I love owcs, but I don’t have time to watch the full streams and find the best moments, and while many other TH-cam channels cover these clips, they’re somewhat hard to find, and are limited in resources, plus they don’t give any insight as to what the player is thinking. Whereas the hosts, or maybe content creators, could interview these players in an official way. I think this would bring a little bit of interest to owcs, and make viewing for average people a little easier.
Honestly, I want to know how it decides who it thinks will win. I'll win a nail-biter, and it says expected, but then I'll get freaking rolled, and it'll tell me it's a reversal.
In mirrorwatch wasn’t Ana’s headshot thing only on enemies?
I definitely feel like the game needs something to compensate for players leaving. I play solo 99.9% of the time, but I get punished even harder for a teammate leaving. I once played 4 ranked matches where someone on my team left. I’ve played matches where the enemy team left. Maybe the suggestion should be if more than 2 players have the left match. Because I’ve played games where I was literally the last player on my team not to leave and obviously I lose that. (Support) That is so discouraging to anyone, I don’t see how that makes sense to punish the people who decide to stay? There needs to be something because the punishment for leaving obviously isn’t enough if people are willing to leave like dropping flies. I don’t see how the game can’t tell when you are group or if that someone who is your duo partner is, is someone you play with a lot and decide to punish those players abusing it.
Suggestion: Moira should be next in line for a rework. 1. You should be able to stop the orb in place. 2. the piss and succ should be more like a sym beam and take a little bit more skill to make an impact + they can buff the raw numbers a bit. ALSO the heal should have a little bit more range (idk if heal and dmg have same range i think dmg has hook range and heal has less but idk make it the same.
Heal is 15m, suck is 20m and coal is 30m
@@WindReiter10 tnx
Suggestion: Put the replay/highlights tab on on the main menu instead. Putting the replays/highlights tab on the main menu would make it easier for players to navigate and find the replays/highlights instead of having it in the career profile tab.
Also why not make it so other’s replay highlights can be shown when viewing other people’s career profile, assuming the profile is public of course.
8:06 if it's that hard to not push a button twice in the AIR, I think I can restart OWL
That's a crazy thumbnail ngl 😂
These are so much better than hot takes purely because he likes to victim blame and talk about the persons faults instead of focusing on the actual hot take
Suggestion: enemies should be ping-able through glass windows and walls. Sorry the game won't let me tell you who is hanging out at the last point of Dorado because ping system can't see through glass apparently.
Ana is a sniper and should have absolutely had a headshot worked into her kit, he's right. But instead of extra damage or healing it should just apply her heal or damage twice as fast or better. At the moment both are 75 damage or heals applied over 0.59 seconds. Maybe a headshot could do the same healing in .2 or .3 seconds.
Suggestion: Battlepass system is mostly fine but can be frastirating to tier up. my suggestion is they can simply give us tiers in when we fnish the challanges instead of TP
Working off the Cass weakpoint idea, have consecutive headshots increase the damage slightly each time. Not enough where it wrecks the breakpoints on 250HP heroes I'd say, but for anything above that he can start whittling them down much easier.
So make him bust tanks better? Nah.
Thumbnail is wild
Another mirrorwatch suggestion that should be a thing:
Ana should be able to nano herself
(I mean she even has voice quotes for that and i hate when my d.vas waste them with her ult)
Suggestion: Make sombra reset the cooldown of the translocater (or stealth) when kill
7 seconds is enough time for people that are good at using cover and quickly killing the enemy from behind, especially since this would only be useful if the enemies actually look backwards to help out your target, in which case they are countering Sombra
@@artilire personaly i think sombra is good now u just need to go without stealth like a tracer and use trans when danger but every one saying shes Bad so i put that here
Suggestion: Give us the option to use separate aim sensitivities for Mercy's staff and gun. I use a decently high sens on Mercy's staff for movement and dodging, but the moment I need to pull out the clock, my aim is a lost cause
Freaky ahh KarQ
what is the shape of karqs earbuds ive never seen anything like that
Suggestion: Make a new hitscan hero that has Mc Cassidy's old mag granade, the first reworked one with a big burst of damage and no hinder, BUT, it doesn't detonate once it sticks to a target, you have to shoot the stuck granade to detonate it like Ashe's dynamite to make it more fair.
Also, people liked mirrorwatch Sombra as a support, I did too, I don't think Blizzard will ever rework her like that so why not make a support antivirus or antihacker hero like the mirrorwatch Sombra?, hacking teammates was a cool concept.
If you lose to or win because of a cheater, if that cheater gets banned, all rank gained and lost should be refunded