I think Juno's verticality beeing clunky is just because by visual design we expect an echo fly but we got an "upgraded tracer" one. She has engines and can float but her verticality is bumping at ledges/angled walls. It's like if Reinhart with his massive turbine charged at walking speed, it just looks wrong.
I thought this game had good hero design until I played marvel rivals. It's night and day compared to it, and doesn't have this problem. Blizzard has fallen off.
@@mycelia_ow eh thats debatable and fully depends on which hero you're talking about same as overwatch. Sure spiderman is well designed and also way easier to design anyway because its kinda obvious what kinda moves spiderman and many other marvel heroes should have while you start from scratch for all overwatch heroes not only interms of what abilities they have but also the design outside of abilities. Rivals have an established IP and don't have to worry about this part of the design at all and the hero designers themselves would have a much easier time coming up with abilities for them than any character in overwatch. Even with that advantage, if we are looking at heroes like namor, it falls flat.
I think it’s by hero design. There are to many characters who’s mobility is low skill and people are too used to that so a hero like Juno where her mobility needs to be learned and practiced to get consistent value out of is a breath of fresh air and good hero design.
I think what makes KOTH feel "good" is that it's an extremely linear and no-nonsense mode. You go to the point, and you capture it before the enemy team. Simple as that. Different maps being on different rounds makes it feel almost like it's a new game. There's no switching respawns, no pushing, no different 'phases' on each map. It just feels very simple.
to be fair, firestrikes hitbox is actually bigger then it implies. he's not actually wrong about that. sometimes i think "it wont hit" but it does despite other big abilities like rock would've missed in that scenario. its not like...twice the size as the projectile, but its definitely got a way more generous hitbox then your probably thinking it does.
It does visually look smaller than it does, but not by such a significant amount. As a rein main for years before stopping, its not very, and I do mean very, noticeable. You can maybe clip someone right behind a wall if they're hugging the edge just enough, but most people who are aware of a rein pick knows to not hug corners that close. As for the pin hitbox being bigger than it might look like, it's probably a misremembering from him that Rein has a hitbox offset for pin iirc. Because one side is more likely to bounce someone away and the other has a slight magnet.
@@astupidlylongnamethatstoolong on pin, I just know that you can pin down a Reinhardt sized hallway and not actually pin anyone. It's been busted since release lol
@@astupidlylongnamethatstoolongyea had a game a few days ago where visually from no matter what was you looked at it. I had about a 6 inch gap on screen so "well above" his hitbox in hand but I STILL got sucked into his pin. Another game that day, I got caught by an around corner slam while running out of spawn and was knocked out. Rein somehow booped me out of place and then pinned me all in one pin.
Same with rein 2 shot firestrike. You always make a mistake dying to that. Lowkey same w roadhog hook but you can’t feasibly stare at the unkillable hog all game.
@@mickeyboy90 I agree with rein but the difference is that hog shuts down entire sightlines just by standing somewhere, it's still on you if you get hooked but it's still mood ruining to face one
The point about why they aren't one shots is that it's possible to save the person by your team. A 1 Shot is Widow headshot or old Hanzo Headshot. Junk Primary+Mine are high enough burst damage where it lands so fast it may as well be a 1 shot since he can do it so fast.
@rowanfink6687 You are not Strafing my Rocks that easy on console. Are all of yall playing on super low sensitivity or something? But it's definitely not a 1 Shot either.
The thing about counterpicking is, it has a nuance that rarely gets discussed. Yes, if you play your role properly, you can still perform vs your "counters" as a tank. However, what the counters really do, is eliminate options and the sense of choice. Instead of having 5 fairly decent options out of 10 choices, you are now left with 1-2 good options out of 10. Yes, you can still play well and properly, and not be outright negated by people countering you as a tank - but the flexibility and sense of freedom within the role you play, is immensely diminished as a result. Example: In 6v6, running Rein Zarya vs Rein Dva had pros and cons, both could attempt to exploit each others' weaknesses while bolstering their own strengths. Dva wasn't really limited in her choices just because the enemy comp had a Zarya, who in a 1v1 brawl would have the technical upper hand, because Dva could more readily choose NOT to engage the Zarya in general. And she could do this because she wasn't the solo frontliner who had to both manage claimed space, while also seeking to contest unclaimed space whenever favorable or necessary to do so. Now in 5v5, sure you can still avoid the Zarya frontline battle as Dva, but doing that oftentimes leads to casting aside a playable option, aka you're forced into the "options" you pick, rather than those options being genuinely decided out of your own volition. And all this is just an analogy for all tanks in OW2. So when people feel the tank counter, it's not so much just "X beats Y 2head". It's "X removes options from Y and the sense of agency" and loss of that type of agency feels miserable for anyone, but especially for the core playmaker that is the solo tank. Counterwatch doesn't necessarily win games on its own, but it makes games feel miserable on its own regardless of who wins or loses. And even further added to this, it's not just tank counterswapping. It's also everyone else. Play Ball? Instantly enemy are incentivized to go Ana Sombra Hog Cass, because the baseline floor value is so easily obtainable for them to do so. They don't have to consider much, because their mere existence eliminates 9 out of the 10 playmaking choices that Ball player has available at any given moment, because they're the solo tank who gets focused by everyone. You can't rely on anyone else drawing aggro, or using ally CDs on you (like a Zarya bubble or Dva matrix). Also can we bring back 2-2-2 Ball Dva dive? Man I miss that goated comp. Most enjoyment I've ever had in this game was scrimming as a team with Ball Dva Tracer Genji dive. Boy it felt like snorting crack cocaine with none of the drawbacks.
I've never heard this take before but it actually makes a lot of sense. I always thought of counters as creating a checklist of chores that you must follow through in order to do anything. On Winston for example, you gotta find a way to avoid bastion turret > then space yourself from the reaper > then find a way to isolate the brig from her ana, and only then can you actually make the play you want to make. This is a very specific example but it kinda gives the idea. And of course it's possible to play this way, but it's not fun.
@@bentocod funny how there's at least one comment exactly like this every time xD aint got time to read, but got time to post that you aint got time. Nice!
@@imagecko9997 Exactly, it's the way counters make you change the fundamental way you approach the game at any given moment. Even an example of a singular hero like the enemy having a Widowmaker, that will force you to scout every time you turn a corner because even if she's miles away, she can still pop your head if you're not careful. So you duck and dive and sneak and jiggle peek like you never would under any other circumstance except for when you know there's the risk of a Widow aiming at your angle. Same with Sombra, you constantly gotta spycheck. You gotta make sure you're not caught too far from your team's aid or a health pack or cover, you gotta always have it in the back of your mind to at any moment have to 180+shoot to cancel her hack, etc. Now, the forced counterswap vs tanks is similar, but extrapolated 10x due to how much responsibility that solo tank player has on their shoulders, and how exposed they are by nature of their job on the team. Like the example you give vs Reaper -and even that is considered a softer counter among all the anti-tank picks that exist now. When supports and dps can afford to blow cooldowns or be a bit willy nilly with their positioning and timing, that's fine. They have far more buffer zones for their plays that tank players simply don't have.
The sigma "oneshot" is probably considered such because of the stun lasting until they're dead, the range is also not relevant because it's still serves as a threat for squishy characters to not just walk all over him but instead respect his melee range as well.
He’s objectively unfun to fight against especially with his giga buffs. He denies many fun high mobility chracters due to him not needing to aim, his hitboxes are broken (to his benefit and detriment), they removed alot of his risk vs reward by making charge cancelable, shooting a massive shield isnt fun, his armour makes it so even if you counter swap him as dps by going shotgun or bastion then you dont get rewarded for breaking rein shield, his ult is one of the strongest tank ults and yet it charges up super quick. Not saying he’s OP or anything just that fighting as him can be fun gut fighting against him very much isnt. Rein stans were bolstered due to modern culture with the whole “gigachad” meme becoming not only a joke but something they aspire to by projecting it onto specific characters and rein was the perfect choice. His stans have gone around online acting obnoxious for ages crying when needed and then trying to act all cool and tough by saying they will always play a bad hero, and when he got alot of those garbage buffs that just make him obnoxious to fight and doesnt actually solve any of the main complaints anyone had the rein mains would get hella defensive when you tell them rein didnt need more damage on his hammer or extra range on his shatter or something else but rather some sort of mobility to make use of his hammer.
@@Fuphu Every tank got giga buffed and you stating that he is unfun to play against is not an objective statement. Rein is still not a very viable tank considering that other tanks can perform his job better and/or are not as limited in their movement and range. High mobility characters should have no issue getting away from Rein as they are high mobility. Rein charge is on a seven second cooldown, most mobility heroes have a way to disengage safely as most of their cooldowns are shorter than charge. Characters like Tracer, Kiriko, Moira, Reaper, Genji, and Baptiste have extremely easy methods of getting outside of Rein's range. With regards to hitbox, my experience on Reinhardt is that the only hitbox that appears to be smaller than it actually is happens to be his fire strike. They should make the visual indicator bigger. However, with my experience with the pin very very very rarely does pin grab someone that is outside of Rein's hitbox, and more often than not boops away the enemy when they are directly in front of the charging Rein. Without charge being cancellable Rein would absolutely be unviable and a horrible tank as charge is generally used for engaging. Shield is rarely up for that long and is easily torn to shreads, characters like Echo, Pharah, and Tracer can often neglect the shield completely and destroy Rein. Shatter is a decent ult, but can often be mitigated and is sometimes buggy. Even when it works Kiriko can cleanse it again and the stun lasts only 3 seconds. In my experience, there are many cases where people are absolutely dumped full of healing to the point where it was as if no damage was taken. Shatter is probably one of the better tank ults, but when compared to dps and support its decent. I can see how people who main Rein can be extremely annoying and egotistical about the character they play. Recently, he has become more viable, but I think the majority of the complaints about him being weak stem from Season 9 where he was actually horrible to the point where people who mained him no longer wanted to play him.
@@noobula7 It was a mix of s9, mainly s8 and the flats mentioning every now and again that rein isnt viable cause he kept hearing about other tanks. Not his fault people took his words and made it their whole personality tbh. Also fun =/= Viable, I main doom and he’s had times in the game where he’s terrible but felt good to play and had times where he’s objectively strong but boring to play. Same goes for fighting against him. 5v5 tanks are all unfun to fight against but his lack of personal punishment from a single player is currently staggering and is comparable to roadhog who is gets away with abit too much feeding or bad plays and positioning. I like rein, I like playing rein, I used to like fighting rein in 6v6. I’m stating my opinion as well as trying to add some objectivity to why i feel such a way. IMO rein needs unique buffs rather than number padding. I would REALLY HATE IT if doomfist’s empowered punch got buffed, or if they limited his mobility and volatility by making block more crucial or making ult charge even longer than it already is. Just how doomfist would be viable if not strong asf with a better punch but boring asf to fight as or against, I believe the same applies to rein getting massive number padding rather than a speed boost after shatter or burn effect on fire strike. No matter how much they buff zarya’s numbers she’ll always be boring asf, same applies to rein in 5v5. They addressed none of his real issues and thats what im most upset about, the fact that it feels like the devs dont even play test anything or play their own game at all or test some of the hero updates in a realistic setting such as the sombra buff being a huge issue either now or in the future due to how lethal she is.
I tried to play Doomfist in comp after a few casual practice games. Ended up against a pretty good Ball tank and the entire chat was my supports telling me I'm throwing by not switching to Mauga. Which I thought was hilarious because Doom can be a Ball counter and as the game went on I was getting more comfortable with the match up. Ultimately it was really frustrating because my supports decided half way through the round that I was throwing and told everyone to report me.
Doom against ball feels like it's mostly just doom waiting for ball to go in and then punching him into the stratosphere or going in and keeping his team busy and essentially making ball's engage pointless.
@@Lúci-o-ohs for me personally it’s like the almost subconscious instinct I see in so many people to like just absolutely glaze hitscan aim when it’s literally arguably the easiest kind and most straightforward that’s not to say theirs no skill in it but the fact of the matter is as an Ashe player watching a junkrat hit three directs in a row on you in mid air and typing “brain dead character” with everyone in the lobby agreeing with you is depressingly normalized and almost just religiously defended by a lot of people.
@@Lúci-o-ohs and it’s like no one absolutely NO ONE will ever actually elaborate on that other than say spilo, they just go “hur dur I have to have a fast reaction time and can accurately put my mouse where I want on the screen” “you predict and get the feel for how fast an object flies and preform it based on practice you’re soooo bad” and really for me and I’ll finally be done ranting 99 percent of hitscan players have some sort of ego problem dps players in general out of all the roles have the biggest egos but holy hell I’ve never seen a hitscan player go “yaknow this particular method isn’t working here, yaknow maybe theirs more to this game other than point and shoot” no it’s always “my team is throwing, tank diff, bad game, etc” just admit that your hero isn’t literally perfect both on paper and in execution good lord.
well projectile heroes also require positioning and mechanical skill but they also need to predict their opponents movements a lot more than hitscan heroes and they don't even do more damage most of the time and even if they do they get called mindless spam heroes and get nerfed or become mindless spam heroes (removing junkrat combos and hanzo 1shots made them incredibly hard to play in any other way now)
I fucking love the movement of Juno, it's subtle and not obnoxious to play against, but it has a lot of skill expression in how you use it. I will say it definitely treads on the toes of Genji and Echo but I think that's fine.
@@engineergaming3830Only when you’re in effective melee range of the Sigma. You can avoid it by being more mid-range or using some kind of movement tech to dodge the rock entirely.
Insane hot take: Mauga is actually really fun and the core design is really fun it's just insanely poorly executed. Honestly the E is so much fun and can have skill expression the problem is it's less about pressure and more just "hey let me become God for 3 seconds". A hitscan brawl tank that leans really heavily into death balling in and mass healing is fun and has ways to counter play it Mauga is just way too much of a raid boss atm.
Completely agree!! Ive been saying this since forever. Mauga was one of the tanks I was most excited for because I love his persona along with firing 2 miniguns. I love loud, explosive characters (Salvador in BL2) and people keep saying "boring" but specifically only mean his polarizing design thats poorly executed. And because I love hitscan, having one in the tank role just means more fun for me. When people see me play Mauga, they instantly assume its because of his stats when I personally couldn't care less. Dva, Ball, Hog, Doom, and Mauga are all my personal favorite tank due to looks/persona aesthetics.
Mauga's entire design is stupid. His whole playstyle is pressing E and going "HA HAAAAA!". There is zero thought to this playstyle, and he's inherently vulnerable to heroes that deny damage, or Ana's nade.
they would have to make rein’s fire strike hitbox actually match the effect much closer to justify that or a burn effect but im all for it, sounds cool
lol these ow2 generation of players are wild. Shitting on rein is braindead. Rein has literally no escape other than charge. Engaging at the wrong time with rein is almost an instant death sentence, and he can be easily bullied by half the tank roster. You have to be very situationally aware to play rein in the neutral fight in OW2, then hit that big slam.
I will never understand why they didn’t just give tanks more cc reduction in the form of recourses (doom block, rein pin, adaptive shields, maybe shout and breather,) instead of literally everything else they’ve tried to do with tanks. They already had that with bubble, fortify, dm but don’t want the other tanks on the same level?
I agree, but also as a long time doom main I feel like he’s gradually gotten less interactive and more accessible with each patch. The healing meteor strike in particular just sucks. And empowered punch does way too much damage for something attached to a gimmick like power block. He’s more frustrating to play against than he was in the earlier seasons of ow2.
@abudgie6909 Doom is basically a mindless punch bot now, but healing in meteor strike is not very useful, and they took like 15% charge away for that change
@@abudgie6909 Oh yeah, most Doom mains know their hero is broken at this point, but will never admit Doom needs nerfs or another rework. Hell. Doom has a better charge than Rein, Brig ult, and even Mauga. The way I would fix Doom is to remove charge punch, but lower the block cooldown to keep some sustainability. Maybe keep the power punch limited to ult alone.
2cp could have easily been fixed by opening up another route to the first point. This is why,anabus and Volskaya felt so good to play on, there where ways to get in. Ex: in Hanamura, there exist a window on the left,by putting a jumping pad below that will stop the enemy team from holding that chokepoint indefinitely. It will also allow more heroes to be able to play in that map as they wont have as hard of a time to get through the chokepoint. When it comes to the second point, personally I found it to be pretty fine and it doesn't need to be fixed,
Mercy take is real, a lot of smurf/good dps hitscan players look for pocket mercy to climb online (discord servers, etc), she only needs to boost him 24/7. And these Mercy players climb higher than they should, and when they play alone after with no crazy good dps in their team, they are lost and barely useful.
If anyone on any character plays with a Smurf, that player is boosted. It's not inherent to Mercy's character like the original post said. Well whatever
@@chasefrazier4123Playing mercy= boosted and pocketing a smurf= mega boosted. The whole character is just getting boosted the whole game by just directly amplifying stats of people that can play the game and having near to no direct impact
Spilo, the problem with the sigma one shot combo is that yeah you have you to be in melee range but sigma is a poke tank. It literally addresses one of his weaknesses being close range fights. Largely agree with the point there but maybe some extra thought on that topic would have granted better a discussion with chat.
Vision for heroes still more important for me tho. Sick of games sacrificing a strict vision, it’s always what makes me come into a community and losing that is always what takes me out.
Even players who can think still dislike Flashpoint -because just because you can think, doesn't mean anyone else can. So it just often devolves into chaos death match gameplay regardless of how you individually play. On Kings Row and similar maps, everyone have more of an anchor thread to align their plays within, so gameplay is less likely on a full team basis to devolve into death match. And you still have the option to think skillfully and take those cheeky unexpected flanks while everyone else just run it down mid. It's the same with 2 tanks, they anchor everyone around them and basically nudge players to align their plays more consistently. Kings Row ensures all players more likely than not adopt fair playmaking choices, while totally open maps like Flashpoint maps or Push maps tend to have the opposite effect. Also we gotta stop excusing things away as nostalgia or part nostalgia. It's a non argument until proven otherwise.
The problem witht the comparison to koth against push and flashpoint is that koth has 3 round where everything is reset after the round is over. In push and flashpoint, once the enemy snowballs, its hard to comeback
I think we glossed over that genji take tbh, there shouldn’t be a single ability in the game that isn’t useful against every character, it is possible for genji to go up against an entire team of beam characters and have his deflect be USELESS, it doesn’t help that genji is already one of the hardest characters in the game already, just having him block the beams instead of reflecting it is honestly a long overdue change
i think that take about rein being a training wheel hero could have made sense in OW1 when everyone was bad and he was just rectangle man, but at this point? absolutely not
I don’t like to play Rein if I fill tank because I just feel like he’s boring, BUT I’ll never pass up a chance to play AGAINST a rein because they just are not very difficult to play vs as long as your comp isn’t horrific. Half the time one Ramattra swap will obliterate him after he kills one person and then ram can keep strolling up to the rest of the team
Escort is definitely not the worst game type. Some "rough maps" are a bit outdated, yes, but some just feels rough to some because introduce strategic variety. I think all of the game modes are quite good aside from flash point. To me it doesn't introduce anything meaningfully better than Control, but the rhythm of the game mode forces the safest type of comps you would run on koth. This is why Flashpoint has the highest amount of mirrors in pro games by far, and has the least variety.
4v5 feels way harder to win than 5v6 imo. Especially if the person that died was taking extra space. You just lose so much damage or support because of it. If you dont feel that this is the case then there is less teamwork because it is more deathmatch style. Almost by definition since it would be going against the maths of the power dynamics.
sigmas one shot is op because he is a poke character that's suppose to be stronger medium range and weaker at close range but he has the ability to one shot at close range its very similar to sniper in tf2 is the best long range character but his supposed to be weak close range he isn't because his melee has a very high chance to one shot you
I don’t think it’s OP because of the cooldown. If I said tracer was completely OP even if played poorly, because she can just recall when she should lose all her HP, I think that would be ridiculous. You have to track abilities to dive successfully. Tracking if he used rock/pull and diving him after is similar to tracking mauga CO. Is it annoying, sure. But you shouldn’t play into it and denying the value of it and then obliterating him after is incredibly easy
Cc and super high damage potential are what make more space than anything, it's why tanks are good. When they took all of the good CC out of the other rolls besides literally Anna's sleep dart, they made it so that if you lose your tank before the enemy team loses theirs, it is much worse than losing any character or sometimes even two characters in 6v6 because your enemies get to make infinite space and all you have left is damage and the ability to run away when that damage won't kill the enemy tank
I don't agree, it's the denial that makes tanks tanks, it's the ability to outlive and deflect the pressure and therefore stay in a position and therefore deal more damage than the enemy and win. CC is just a form of denial because the enemy literally can't shoot or move. Dva doesn't have and never had CC but she's one of the best tanks now and she's been for the majority of OW1, half of the time in pair with winston who has no CC either, and their strength, that truly was end all be all, was their denial and mobility, which just enhanced their ability to apply denial. Denial and sustaining pressure is the signature role and purpose of tank, it's literally in the name.
@@1DanteadamS1 the crux of the statement was that you lose infinitly more by losing a tank than by any DPS, because DPS simply don't have the tools. A DPS or support loss isnt a instant fight loss, but a untraded tank loss means your entire team has to either be server admins or just fucking run till the tank is back. Tanks are currently too damn valuable, too strong(they have to be), and too stressful of a role as a whole in 5v5 Tank pressure is the number 1 reason I want 6v6 back, In OW1 MTD was real, but mitigatable, or at least contestable, with a second tank. In OW2, if you are the worse tank, or you simply can't counterswap as well as your enemy and they are baseline proficient, you lose! No questions asked, and your entire team hates you for it. MTD use to be a compliment I would give to other reins, now it's exclusively an insult
not really a take but i wish someone finally spoke out about blizzard downgrading the server quality since ow2 beta/release it has improved a good bit since then but having unstable interpolation delay sucks for literally everyone but especially for anyone with high-ish ping
Juno is one of the best supports blizzard has come up with recently. Perfectly balanced support in which she has utility to support her team in so many ways and allows her to provide value by being greedy too in a way that’s not feeding or griefing your team. LW design is so horrible it forces support players to be insanely lazy and think dumping heals alone is enough to contribute to your team. His utility is designed in such a way where it can create some clever ways to support your team but it’s far less consistent and really only meta dependent like if they have a sigma, hog, or Orisa. His ult is also god awful, what’s the point of an aoe heal tree that still lets you die? Zen keeps you alive unless you’re anti, bap has lamp, lucio gives you extra hp and so does nano. It’s literally the worse support ult in its category; and I would argue he’s just a far worse iteration of a mercy style support and ow needs to completely redesign his kit and drop the heal bot aspect
“Counterpicking” is only as frustrating as it is because of bad hero design. I’m a winston player; going up against JQ and/or reaper isn’t something I’ll complain about, because I feel like I can reasonably trade with/outposition those heroes. It’s not a great matchup, but it’s still fun. However, mauga, hog and bastion are also difficult matchups. And those heroes absolutely suck to play against. It’s literally almost never possible to trade with them because they do infinite damage and they have enough range that I can’t feasibly isolate another member of their team. These characters get so much free value that they’re just not fun to play against. Bastion can zone me for 6 seconds just by pressing shift and existing. Another example: rein players hate playing against orisa not just because it’s hard, but because orisa is extremely boring and gets value by obstructing the enemy tank. Difficult matchups aren’t a bad thing. The quality of the matchups is what really matters. Before looking at the format (I agree that 5v5 makes the counter swap problem worse), we should address badly designed heroes.
Hot take: blizzard should take notes from war thunder when it comes to maps. YES. I KNOW. Funny government document game. But, it has one amazing quality. The map pools and your ability to pick and choose. In War Thunder you have the ability to ban one map completely. You will NEVER see it in matchmaking. You then are allowed to label 4 different maps as “preferred” where you will get those maps more than others. You are also allowed 4 “un preferred” maps. You can still get them but just at a lower chance. If blizzard did something like this, overall player QoL WILL increase and more people will enjoy the game again because they get the maps that they like.
I usually agree with Spilo pretty much all the time but 4v5s being easier to turn than 5v6s is an insane take. If you can’t equalise very quickly after you lose a player, they’ll just restabilise quickly and finish the fight because they know they have a numbers advantage. Drawing out a fight and slowly bleeding out players is objectively much worse than waiting for your teammate to come back, because the disadvantage isn’t worth playing into if the enemy team knows what they’re doing even slightly. I also disagree with fights being as spread out as Spilo says they are, you will get off angles, and flanks, but players don’t commit mindlessly even if they get forced out and need to take a second. That’s not to mention it’s a lot harder to kill people on live because of the strength of self-sustain/mitigation (at least compared to the 6v6 code, it’s been a while since I’ve played ow1 obviously). Maybe it’s different for lower ranks? But Spilo has coached all ranks consistently, so I’m not sure what he’s seeing that I’m not.
hot take for yah 2nd point anubis with 6 syms + shield gens was peak overwatch entire team of 550 hp syms with shields that regen and 36 turrets it was beautiful
If you have combo with two attack actions, it's not one shot. That being said, if you get two shot by Sigma, it's an issue that can't be fixed with balance
Hear me out… if Moira goes below half health then her fade should have a lingering particle like tracer blink. It would make it a shit ton easier to close the distance and punish a lazy disengage while still making it a solid positioning tool.
To compensate, I do think she should have reduced damage and some utility she can provide. Maybe holding both beams gives the Ana nade/ hog gummy buff at the cost of heal beam charge so she has a slightly higher heal burst and less pick potential in metal ranks.
I absolutely agree with disliking Juno's personality. She's just another cutesy character which we really don't need more of. There's nothing unique about it besides her being a bit naive, but that also applies to Mei. So what exactly is unique about her personality?
I find it low-key pretty weird that it's the Asian women in this game that get this kind of personality, Mei, Kiriko, D.Va, Juno. Like first and second time, y'know no big deal, third time, odd but let's move on, fourth time it's like, alright man
@@mycelia_ow dva might be in the talks of "top 10 most insufferable personalities". juno is just...bland. like there is nothing. no conviction or drive, just a "teehee :3" with a splash of steven universe fanfic self insert.
@@mycelia_ow Mei’s entire personality is timid, clumsy, and naive. It’s not as bad as it used to be in OW, but it’s still very present. She has plenty of voice lines like “How did that happen?” or “I’m sorry…” when getting a kill. She frequently says “Oops!” and similar things when using abilities as if she used them accidentally. The only thing Juno and D.VA have in common are annoying af voicelines
The one about control being unbalanced is so true Shambali sucks for a lot of mobility heroes imo like ball arctic sucks in general lijiang towers favour a lot of dive heroes, so if youre not equipped to deal with them youre just screwed
i think juno's double jump should be like Ness/Lucas from smash bros, like the first is normal, but the second is more floaty, cus right now it is pretty stiff feeling, just camera-wise.
Honestly that one about rein being boring is so true. Of any tank in the game rein is the most boring to watch and play or play against imo. I think something about having basically 0 mechanical skill and still being able to get kills is really dumb. Mercy has almost 0 mechanics but she also can’t do dps. Recently I got some of my cs friends to play ow for the first time and the tank they find the most boring is rein because he has so much health in both shield and hp that he becomes a rock.
He is so poorly designed because he either never dies, tank busts 90% of the roster, and makes the game no fun. Or if playing into Dva or Ana just explodes and gets next to no value. Why is he so obnoxious when played regularly but if not an optimal pick he just cannot do anything. It's a polarising design and it feels like he was half baked and they're just leaving him in the game unchanged.
@@ZoneOutWay2Nah she's one of the most fun to play, she's the only tank other than Zarya who can actually still do the job of a 6v6 tank in a 5v5 setting and peel/pocket her team with her shield. She has the best controlled mobility in the game allowing you to position yourself wherever you're needed at all times, defense matrix is the highest skill ceiling (while still having a relatively low floor) damage mitigation tool in the game. There is nothing more cathartic than timing DM just right to eat a pulse bomb, Mei/Zarya ult, etc. She has good but fair damage that requires you to be able to track with hitscan and projectiles. She has frontline and dive capabilities depending on what's needed but she's not the best frontline or dive tank and that requires you to make split second decisions on what's best for the situation at the current time, if a bad Dva dives in at the wrong time she's dead, but if a Winston, DF, Ball make a bad dive they have tools to get back out. Similarly if you just play frontline Dva all game as if she's a Rein she loses so much value. She's a jack of all trades master of none where her versatility and second to second decision making makes or breaks the character. The only time I see people complaining about Dva are metal rank hitscan dps players who have no clue what cool down management is, don't know how to bait out defense matrix and just throw all their abilities into her and/or have bad positioning and get punished for it.
@@WindReiter10to simplify your comment. DVA charge in, go boom boom with rockets, block damage with dm then fly away to get heals then repeat. Then no skill ult to get potg Boring may not be the right word, but she's definitely not a high skill required hero.
I say give Ana wallclimb, but at like 1/3rd the speed of the others. Granny style wallclimb that she can use to get into position, but not necessarily as an escape tool.
My own personal hot take: make bastion a tank with a new E ability being his old health and about an extra 100-150 health so he can have a healthpool can somewhat match the hit box. Yes this is a bad idea.
@@psychologicus1131 Ah yes I do love how my main Gimmick Is now on a 12 second cooldown, lasts 6 seconds, have no self sustain and I'm basically playing a worse bootleg Version of soldier 76, Grenade is cool tho that can stay
There are also a lot of people who will dislike a map based off the aesthetics of them alone. I dislike flashpoint bc all the maps make me feel like im playing in a shoebox: like I'm playing a generic GMOD map. And this is personal preference but I detest brown/orange colour scheme overwatch keeps doing seeing as there's usually no other pop of colour to it. I also disliked the Volskaya Industries & Horizon Lunar Colony in OW1 bc of its grey/white colour scheme. It all makes me feel like an animal in a cage rather than running wild. For me, New Junk City is the best out of the flashpoints maps since I *feel* like I'm moving to a different structure each point. Whether one is objectively designed better than the other, I end up getting bored of flashpoint in general because it feels like I'm just going from one room to the next room to the next room etc. as if I'm constantly getting off a lift/elevator at each floor (if that makes sense). Despite me enjoying the combat of thhs game mode, the map design leads me feeling as if the gamemode is linear due to its perceived repetition eventhough I know it isn't. King's row, Numbani, Nepal for eg. feel the most fun to me because it doesn't feel like I'm playing a fanmade map off the Steam Market. A lot of these maps aren't intended to actually make you feel like you're at these locations because this ain't an RPG, but at the same time I can't deny that a fully immersive map tremendously impacts my mood. It's why i enjoy Havana for the first 2/3 and then the final push/defend point instantly becomes boring because it's design is of some stale white bricks. Recently I've enjoyed the Runasapi map because it comes across as l if it was actually designed for more than 20mins. Sure I'd like more waterfalls but at least the bright white colour scheme doesn't bore me. This all probably ties to the fact that all my friends and I are long-time players who still treat the game casually. So when we enter any game we want our minds to be momentarily taken away from reality, no matter the genre. I understand that for a lot of people their criticisms of maps are largely to do with how it affects their gameplay. However, a lot of casual player's approach to enjoying a game is whether the game can provide an ✨ experience ✨ outside of real life. For people like me, an environment affects immersion which affects gameplay experience. Coming back into OW2 after a long break I fully expected to dislike Control the most so i was definitely disappointed when i finally got to try flashpoint 😅.
I love love love escort and hybrid because it feels more fun to be able to explore positioning and overall I just think they’re prettier. I like Lijiang for flashpoint, not a big fan of Junkertown or Suravasa even though I can play them well, because 1- low environmental capabilities, 2- highground feels like it does almost nothing if there is much of it, and 3- they’re just ugly. I like Route 66 because even if it’s visually a little dreary and boring, there are a lot more environmental capabilities. Love King’s Row because it’s pretty and has good highground. Dont like push maps because I think they are pretty much all ugly or unnecessarily bright, but also flank gets a lot of value and I don’t really like those modes even if they can be dealt with they’re just annoying. I’m a newer OW player but I’ve played a couple 2CP games and they are 1) horrifically ugly and 2) just don’t really feel fun. But Dorado is pretty and interesting, the Piñatas are cute, highground is interesting and fun to play with. I don’t like how Numbani looks but love how it plays depending on team comp. I’m obviously not an expert but I agree part of it relates to the looks of a map. Even if overall I play very well on Flashpoint or Push maps, I just don’t like them and sigh loudly every time I get one (metaphorically)
Wanna incentivize people to play into their counters instead of swapping? Adjust their ult charge gain against their counters. If a Zen can smoke a Tracer, they should be rewarded for it, and if they can consistently do it, then more frequent ults becomes a great, visible to all sign that a player is being effective, which can decrease friendly team frustration. If I as Hammond can play my counters to a standstill and get extra minefields to clutch team fights, then players will be less likely to complain.
it's funny that 3 they say are newb picks all suck as you get into higher ranks. mercy can't defend herself, you can't miss as soldier, and rein is prob one of the worst tanks if the enemy is competent
honestly, I feel like rein charge kind of sucks at pinning. I don't play rein, but I have had so many instances where I felt like I should have been pinned and bounced off instead.
All the push maps are UNDER hated. Boring as fuck, literally half the maps are just exact symmetrical swaps, the games are wayyyy too short which means it's always a snowball, almost zero potential for interesting playmaking on the maps, they somehow made ROME boring as fuck, and finally lorewise it's the stupidest objective in a video game ever
As far as the Juno hot take- I just think it’d feel a little better if she got a second double jump during her movement (and that you could go down with crouch or something)
17:06 OW2 in most ranks devolved into "counterpick enemy's tank" comps. In short the guy says "Counterpicking is not strong, it just feels good" - it feels good, because its strong and super ez. "But you can have a great comp" - no, you cant do it as a solo q tank, randoms dont care "Onetricks are bad for the game" - yes they are, because the fun tanks like rein are super exploitable in 5v5 and everyone knows how to do it
Gotta disagree Counter picking isn't as strong as map dependent picks especially in low ranks Not only that you can just adapt your play style mid game I know it's difficult for a lot of player especially the ones that don't like to think a lot but it's a skill that you must learn if you don't wanna counter pick and you do not necessarily need a good team comp I play Moira mercy doom cass with my friends is that comp viable I will never care to know all I care about is emoting when the enemy team tries to counter pick me and I still win easy that's why I think playing doom is the most important for new players he is difficult but not because of his mechanical skills that the easy part it's more about the way you should think as one and there are quite a few tutorials that help you with that and that thinking transfers extremely well to other tanks Also I don't mind one tricking I don't care about not having the best team comp however If he keeps dying and all not knowing how to play against the enemy I will be concerned for their mental health I mean one can only support that pain for so long before switching to another character they like
@@omarsali2990You wrote something mostly unrelated and subjective to say the least. "Counter picking isn't as strong as map dependent picks especially in low ranks." But you dont do neither, you onetrick with a weird comp with friends, not even a solo q. Counterpicking affects solo q tanks mostly, because everyone blames and forces them to swap, while the team composition, support picks stay whatever. You get tank "diff" on a mirror even tho ana, zen, sombra bully u, your supports have zero utility and your dps exist. "playing doom is the most important for new players" hah, ok next. "Onetricks are bad for the game" not for you, its about the game. Onetricks are fine with onetricking, big surprise.
@@olegdusov4273 you know I'm talking about my experience with the game so far most of my 400 hours (I know Im a newbie but we're talking about new players so I am indeed qualified balance is for you good player guys) I played solo q most of the time it's only this last 100hours after discovering my character did I start looking for groups to chit chat with and chill but my experience is still the same it more about how you play rather than the character you play I know solo q gets you back clash especially in quick play but I received more of supportive and fun conversation from better players than anything I even one tricked zenyatta for 80 hours no switching because of how fun he is to play I wasn't into tank that much yet now I'm 50/50 tank support player and when I started tank I was bad as expected freally loved hog because I remembered his hook in season 1 and how fun it was to hook people off the map people were saying it was an all times low for tank but actually had fun(that's because low rank ain't affected with meta ) then got to play rein ram a bit of ball Winton Wich were all kinda nice but not as good as my room and frankly I didn't really learn anything about tanks till I played doom he is just Soo demanding in decision making not only did he improve my zen gameplay by A LOT just because of that and that s actually why I feel like he should be played by most new players (of course if they want to( he's just a fun character overall his mechanics are difficult but you get used to them pretty easily and you don't need zebra level roll outs yet but you really need that game sense and decision making (you'll learn though tutorial and trial and error) this translate to not only most tanks but also most character and will improve your gameplay greatly Also one trucks don't matter if your bad your bad the only time it might become unhealthy is in plat and above Wich is pro play for most players it seems and even then people make one tricking work by just being good just look how many one tricks are on top 500 So just stop complaining and enjoy the game bro maybe get a team cuz talking about chicken wings while in an extremely stressful situation helps
My hot take is that the perfomance of a computer does not make people better or worse at any level but pro play ubless youre running at like 10 fps. I remember several years ago when there was that tank player that played no hid 30 fps small resolution giant crosshair and he easily pushed gm.
Idk how unpopular this is but I think it’s way too easy to come back on push, especially after the changes to bot speed and match length. I’ve seen teams win the entire time then lose two fights at the end and lose. It feels like it’s less about who wins the MOST fights and more about WHEN you win the fights which doesn’t feel like the essence of “who’s the better team” imo. In pro play this is probably better as they can strategize around it but on the ranked ladder it feels kind of dumb. And not pushing the bot so they can’t recontest feels unintuitive and kind of bad but that’s not a huge deal I guess.
I guess I need to find this video spilo mentions of digging into the push essay because I’m an avid push hater and I’m not understanding the argument of push having forgiving comeback mechanics
Tank counter-picking is just not fun to play against, as the tank. Getting 10%+ free value just for swapping is part of the balance problem tanks are having. If half the roster makes your life miserable you need to make tanks stronger, but at the same time, that means the things tanks are good into the things they counter. As always it comes down not only to tanks needing to totally change their strategy, but their inability to absorbed the attention they are getting. Anecdotally, you see the enemy swap the second a tank is doing well, where as your team doesn't feel the same need. They come out on sym+mei, but your 76 and lucio who were doing well is highly unlikely to swap to pharmacy. They dont need to think and decide an entirely new play style to gain 10% free value, where as the tank needs to have that extra 10% of skill just handy because the cycle continues, do well + Get swapped, swap and do well again + get swapped. Your other option is just to have higher mastery, but, you need higher mastery to get the same amount of value out of someone that has lower mastery and gets free value from swapping.
I think Juno's verticality beeing clunky is just because by visual design we expect an echo fly but we got an "upgraded tracer" one. She has engines and can float but her verticality is bumping at ledges/angled walls. It's like if Reinhart with his massive turbine charged at walking speed, it just looks wrong.
Yeah, feels fine to use once you're used to it.
@@themanwithaplan1460 exactly, it's not bad when you start to get used to it, it just the first impression because of the visual design
I thought this game had good hero design until I played marvel rivals. It's night and day compared to it, and doesn't have this problem. Blizzard has fallen off.
@@mycelia_ow eh thats debatable and fully depends on which hero you're talking about same as overwatch. Sure spiderman is well designed and also way easier to design anyway because its kinda obvious what kinda moves spiderman and many other marvel heroes should have while you start from scratch for all overwatch heroes not only interms of what abilities they have but also the design outside of abilities.
Rivals have an established IP and don't have to worry about this part of the design at all and the hero designers themselves would have a much easier time coming up with abilities for them than any character in overwatch. Even with that advantage, if we are looking at heroes like namor, it falls flat.
I think it’s by hero design. There are to many characters who’s mobility is low skill and people are too used to that so a hero like Juno where her mobility needs to be learned and practiced to get consistent value out of is a breath of fresh air and good hero design.
I think what makes KOTH feel "good" is that it's an extremely linear and no-nonsense mode. You go to the point, and you capture it before the enemy team. Simple as that. Different maps being on different rounds makes it feel almost like it's a new game. There's no switching respawns, no pushing, no different 'phases' on each map. It just feels very simple.
Right, it's pretty easy to understand how it works and feels intuitive
to be fair, firestrikes hitbox is actually bigger then it implies. he's not actually wrong about that. sometimes i think "it wont hit" but it does despite other big abilities like rock would've missed in that scenario.
its not like...twice the size as the projectile, but its definitely got a way more generous hitbox then your probably thinking it does.
It does visually look smaller than it does, but not by such a significant amount. As a rein main for years before stopping, its not very, and I do mean very, noticeable. You can maybe clip someone right behind a wall if they're hugging the edge just enough, but most people who are aware of a rein pick knows to not hug corners that close.
As for the pin hitbox being bigger than it might look like, it's probably a misremembering from him that Rein has a hitbox offset for pin iirc. Because one side is more likely to bounce someone away and the other has a slight magnet.
Don't forget to consider lag and it can really be a wtf moment to be fair.
@@astupidlylongnamethatstoolong on pin, I just know that you can pin down a Reinhardt sized hallway and not actually pin anyone. It's been busted since release lol
@@astupidlylongnamethatstoolongyea had a game a few days ago where visually from no matter what was you looked at it.
I had about a 6 inch gap on screen so "well above" his hitbox in hand but I STILL got sucked into his pin.
Another game that day, I got caught by an around corner slam while running out of spawn and was knocked out. Rein somehow booped me out of place and then pinned me all in one pin.
If you get 1 shot by sigma it's your fault 100% of the time.
Same with rein 2 shot firestrike. You always make a mistake dying to that. Lowkey same w roadhog hook but you can’t feasibly stare at the unkillable hog all game.
@@mickeyboy90 I agree with rein but the difference is that hog shuts down entire sightlines just by standing somewhere, it's still on you if you get hooked but it's still mood ruining to face one
The point about why they aren't one shots is that it's possible to save the person by your team. A 1 Shot is Widow headshot or old Hanzo Headshot. Junk Primary+Mine are high enough burst damage where it lands so fast it may as well be a 1 shot since he can do it so fast.
You can literally strafe console Sigma rocks (well over half the player base) don’t even need a shield or mobility which most of the cast has.
@rowanfink6687 You are not Strafing my Rocks that easy on console. Are all of yall playing on super low sensitivity or something? But it's definitely not a 1 Shot either.
The thing about counterpicking is, it has a nuance that rarely gets discussed. Yes, if you play your role properly, you can still perform vs your "counters" as a tank. However, what the counters really do, is eliminate options and the sense of choice. Instead of having 5 fairly decent options out of 10 choices, you are now left with 1-2 good options out of 10. Yes, you can still play well and properly, and not be outright negated by people countering you as a tank - but the flexibility and sense of freedom within the role you play, is immensely diminished as a result.
Example:
In 6v6, running Rein Zarya vs Rein Dva had pros and cons, both could attempt to exploit each others' weaknesses while bolstering their own strengths. Dva wasn't really limited in her choices just because the enemy comp had a Zarya, who in a 1v1 brawl would have the technical upper hand, because Dva could more readily choose NOT to engage the Zarya in general. And she could do this because she wasn't the solo frontliner who had to both manage claimed space, while also seeking to contest unclaimed space whenever favorable or necessary to do so.
Now in 5v5, sure you can still avoid the Zarya frontline battle as Dva, but doing that oftentimes leads to casting aside a playable option, aka you're forced into the "options" you pick, rather than those options being genuinely decided out of your own volition. And all this is just an analogy for all tanks in OW2.
So when people feel the tank counter, it's not so much just "X beats Y 2head". It's "X removes options from Y and the sense of agency" and loss of that type of agency feels miserable for anyone, but especially for the core playmaker that is the solo tank.
Counterwatch doesn't necessarily win games on its own, but it makes games feel miserable on its own regardless of who wins or loses.
And even further added to this, it's not just tank counterswapping. It's also everyone else. Play Ball? Instantly enemy are incentivized to go Ana Sombra Hog Cass, because the baseline floor value is so easily obtainable for them to do so. They don't have to consider much, because their mere existence eliminates 9 out of the 10 playmaking choices that Ball player has available at any given moment, because they're the solo tank who gets focused by everyone. You can't rely on anyone else drawing aggro, or using ally CDs on you (like a Zarya bubble or Dva matrix).
Also can we bring back 2-2-2 Ball Dva dive? Man I miss that goated comp. Most enjoyment I've ever had in this game was scrimming as a team with Ball Dva Tracer Genji dive. Boy it felt like snorting crack cocaine with none of the drawbacks.
I aint reading all that 😂
Then why comment my man ? It's not really that funny
I've never heard this take before but it actually makes a lot of sense. I always thought of counters as creating a checklist of chores that you must follow through in order to do anything. On Winston for example, you gotta find a way to avoid bastion turret > then space yourself from the reaper > then find a way to isolate the brig from her ana, and only then can you actually make the play you want to make. This is a very specific example but it kinda gives the idea. And of course it's possible to play this way, but it's not fun.
@@bentocod funny how there's at least one comment exactly like this every time xD aint got time to read, but got time to post that you aint got time. Nice!
@@imagecko9997 Exactly, it's the way counters make you change the fundamental way you approach the game at any given moment.
Even an example of a singular hero like the enemy having a Widowmaker, that will force you to scout every time you turn a corner because even if she's miles away, she can still pop your head if you're not careful. So you duck and dive and sneak and jiggle peek like you never would under any other circumstance except for when you know there's the risk of a Widow aiming at your angle.
Same with Sombra, you constantly gotta spycheck. You gotta make sure you're not caught too far from your team's aid or a health pack or cover, you gotta always have it in the back of your mind to at any moment have to 180+shoot to cancel her hack, etc.
Now, the forced counterswap vs tanks is similar, but extrapolated 10x due to how much responsibility that solo tank player has on their shoulders, and how exposed they are by nature of their job on the team. Like the example you give vs Reaper -and even that is considered a softer counter among all the anti-tank picks that exist now. When supports and dps can afford to blow cooldowns or be a bit willy nilly with their positioning and timing, that's fine. They have far more buffer zones for their plays that tank players simply don't have.
As always, it's hilarious watching Spilo deconstruct these takes. Love these videos, please keep them coming
The sigma "oneshot" is probably considered such because of the stun lasting until they're dead, the range is also not relevant because it's still serves as a threat for squishy characters to not just walk all over him but instead respect his melee range as well.
Getting mad at people for wanting to play what character they want instead of what meta gives off such virgin energy it's funny
Fr alot of people need less overwatch more pussy
@@BilboBaggManAnd bussy
I love how a third of these are specifically about roadhog
That thumbnail makes me angry in ways I didn’t know were possible
Truth hurts
The rein slander has been crazy recently
He’s objectively unfun to fight against especially with his giga buffs.
He denies many fun high mobility chracters due to him not needing to aim, his hitboxes are broken (to his benefit and detriment), they removed alot of his risk vs reward by making charge cancelable, shooting a massive shield isnt fun, his armour makes it so even if you counter swap him as dps by going shotgun or bastion then you dont get rewarded for breaking rein shield, his ult is one of the strongest tank ults and yet it charges up super quick.
Not saying he’s OP or anything just that fighting as him can be fun gut fighting against him very much isnt.
Rein stans were bolstered due to modern culture with the whole “gigachad” meme becoming not only a joke but something they aspire to by projecting it onto specific characters and rein was the perfect choice.
His stans have gone around online acting obnoxious for ages crying when needed and then trying to act all cool and tough by saying they will always play a bad hero, and when he got alot of those garbage buffs that just make him obnoxious to fight and doesnt actually solve any of the main complaints anyone had the rein mains would get hella defensive when you tell them rein didnt need more damage on his hammer or extra range on his shatter or something else but rather some sort of mobility to make use of his hammer.
You cant say objectively just to make inserting your unpopular opinion feel more correct. @@Fuphu
@@Fuphu
Every tank got giga buffed and you stating that he is unfun to play against is not an objective statement. Rein is still not a very viable tank considering that other tanks can perform his job better and/or are not as limited in their movement and range.
High mobility characters should have no issue getting away from Rein as they are high mobility. Rein charge is on a seven second cooldown, most mobility heroes have a way to disengage safely as most of their cooldowns are shorter than charge. Characters like Tracer, Kiriko, Moira, Reaper, Genji, and Baptiste have extremely easy methods of getting outside of Rein's range.
With regards to hitbox, my experience on Reinhardt is that the only hitbox that appears to be smaller than it actually is happens to be his fire strike. They should make the visual indicator bigger. However, with my experience with the pin very very very rarely does pin grab someone that is outside of Rein's hitbox, and more often than not boops away the enemy when they are directly in front of the charging Rein.
Without charge being cancellable Rein would absolutely be unviable and a horrible tank as charge is generally used for engaging.
Shield is rarely up for that long and is easily torn to shreads, characters like Echo, Pharah, and Tracer can often neglect the shield completely and destroy Rein.
Shatter is a decent ult, but can often be mitigated and is sometimes buggy. Even when it works Kiriko can cleanse it again and the stun lasts only 3 seconds. In my experience, there are many cases where people are absolutely dumped full of healing to the point where it was as if no damage was taken. Shatter is probably one of the better tank ults, but when compared to dps and support its decent.
I can see how people who main Rein can be extremely annoying and egotistical about the character they play. Recently, he has become more viable, but I think the majority of the complaints about him being weak stem from Season 9 where he was actually horrible to the point where people who mained him no longer wanted to play him.
@@ZaWrldo Ok shooting Orisa isn’t objectively unfun then. Let me use words
@@noobula7 It was a mix of s9, mainly s8 and the flats mentioning every now and again that rein isnt viable cause he kept hearing about other tanks. Not his fault people took his words and made it their whole personality tbh.
Also fun =/= Viable, I main doom and he’s had times in the game where he’s terrible but felt good to play and had times where he’s objectively strong but boring to play.
Same goes for fighting against him.
5v5 tanks are all unfun to fight against but his lack of personal punishment from a single player is currently staggering and is comparable to roadhog who is gets away with abit too much feeding or bad plays and positioning.
I like rein, I like playing rein, I used to like fighting rein in 6v6. I’m stating my opinion as well as trying to add some objectivity to why i feel such a way.
IMO rein needs unique buffs rather than number padding.
I would REALLY HATE IT if doomfist’s empowered punch got buffed, or if they limited his mobility and volatility by making block more crucial or making ult charge even longer than it already is.
Just how doomfist would be viable if not strong asf with a better punch but boring asf to fight as or against, I believe the same applies to rein getting massive number padding rather than a speed boost after shatter or burn effect on fire strike.
No matter how much they buff zarya’s numbers she’ll always be boring asf, same applies to rein in 5v5. They addressed none of his real issues and thats what im most upset about, the fact that it feels like the devs dont even play test anything or play their own game at all or test some of the hero updates in a realistic setting such as the sombra buff being a huge issue either now or in the future due to how lethal she is.
I tried to play Doomfist in comp after a few casual practice games. Ended up against a pretty good Ball tank and the entire chat was my supports telling me I'm throwing by not switching to Mauga. Which I thought was hilarious because Doom can be a Ball counter and as the game went on I was getting more comfortable with the match up. Ultimately it was really frustrating because my supports decided half way through the round that I was throwing and told everyone to report me.
OW2 tank experience
Doom against ball feels like it's mostly just doom waiting for ball to go in and then punching him into the stratosphere or going in and keeping his team busy and essentially making ball's engage pointless.
Reject “old timy” suits of armour! Embrace mini guns!
It's really cool that Gavin is in the chat dropping info, feels way more transparent and chill than other game devs
Ranged hitscan is the easiest whole subclass of heroes in the game
No one will ever admit it hitscan bias has been a thing for an actual decade in overwatch now
@@Omnicron800 fr, you just down the road on high ground just point and clicking, for so much dmg. Very lame
@@Lúci-o-ohs for me personally it’s like the almost subconscious instinct I see in so many people to like just absolutely glaze hitscan aim when it’s literally arguably the easiest kind and most straightforward that’s not to say theirs no skill in it but the fact of the matter is as an Ashe player watching a junkrat hit three directs in a row on you in mid air and typing “brain dead character” with everyone in the lobby agreeing with you is depressingly normalized and almost just religiously defended by a lot of people.
@@Omnicron800 forget what I said, couldn't of said it better myself
@@Lúci-o-ohs and it’s like no one absolutely NO ONE will ever actually elaborate on that other than say spilo, they just go “hur dur I have to have a fast reaction time and can accurately put my mouse where I want on the screen” “you predict and get the feel for how fast an object flies and preform it based on practice you’re soooo bad” and really for me and I’ll finally be done ranting 99 percent of hitscan players have some sort of ego problem dps players in general out of all the roles have the biggest egos but holy hell I’ve never seen a hitscan player go “yaknow this particular method isn’t working here, yaknow maybe theirs more to this game other than point and shoot” no it’s always “my team is throwing, tank diff, bad game, etc” just admit that your hero isn’t literally perfect both on paper and in execution good lord.
well projectile heroes also require positioning and mechanical skill but they also need to predict their opponents movements a lot more than hitscan heroes and they don't even do more damage most of the time and even if they do they get called mindless spam heroes and get nerfed or become mindless spam heroes (removing junkrat combos and hanzo 1shots made them incredibly hard to play in any other way now)
I fucking love the movement of Juno, it's subtle and not obnoxious to play against, but it has a lot of skill expression in how you use it. I will say it definitely treads on the toes of Genji and Echo but I think that's fine.
Anyone who thinks Rock + Primary + Melee is a oneshot for Sig is insane
you can't avoid it so it is a 1shot
@@engineergaming3830Only when you’re in effective melee range of the Sigma. You can avoid it by being more mid-range or using some kind of movement tech to dodge the rock entirely.
@@rhett3185"you can avoid it by playing within Sigma's ideal effective range."
Instead of wall climbing, give Ana a simple ledge grab, that would be interesting
Sigma’s “one shot” is more of a conditional part time one shot. It’s not guaranteed
Insane hot take: Mauga is actually really fun and the core design is really fun it's just insanely poorly executed. Honestly the E is so much fun and can have skill expression the problem is it's less about pressure and more just "hey let me become God for 3 seconds". A hitscan brawl tank that leans really heavily into death balling in and mass healing is fun and has ways to counter play it Mauga is just way too much of a raid boss atm.
Completely agree!! Ive been saying this since forever. Mauga was one of the tanks I was most excited for because I love his persona along with firing 2 miniguns. I love loud, explosive characters (Salvador in BL2) and people keep saying "boring" but specifically only mean his polarizing design thats poorly executed. And because I love hitscan, having one in the tank role just means more fun for me.
When people see me play Mauga, they instantly assume its because of his stats when I personally couldn't care less. Dva, Ball, Hog, Doom, and Mauga are all my personal favorite tank due to looks/persona aesthetics.
@@wrong1189I thought of Salvador too when I first saw Mauga. And his E is basically Sal's middle finger capstone lol
Mauga's entire design is stupid. His whole playstyle is pressing E and going "HA HAAAAA!". There is zero thought to this playstyle, and he's inherently vulnerable to heroes that deny damage, or Ana's nade.
revert reins firestrike nerf, let me 2 tap squishies with 2 hit firestrikes
And add burn damage to fire strike
@@Porchungithat sounds so cool
@@Porchungia move called “fire strike” not burning is ridiculous already
@@PorchungiExactly, how hard is it for Blizzard to do this? You can do it in the workshop in very easy way
they would have to make rein’s fire strike hitbox actually match the effect much closer to justify that or a burn effect but im all for it, sounds cool
lol these ow2 generation of players are wild. Shitting on rein is braindead. Rein has literally no escape other than charge. Engaging at the wrong time with rein is almost an instant death sentence, and he can be easily bullied by half the tank roster. You have to be very situationally aware to play rein in the neutral fight in OW2, then hit that big slam.
I will never understand why they didn’t just give tanks more cc reduction in the form of recourses (doom block, rein pin, adaptive shields, maybe shout and breather,) instead of literally everything else they’ve tried to do with tanks. They already had that with bubble, fortify, dm but don’t want the other tanks on the same level?
Blizzard has given up on tanks actually being tanks and is just making them big DPS.
That final point about Doom
What you said about “go play him for 10 hours” is the hardest thing I’ve heard all day
I agree, but also as a long time doom main I feel like he’s gradually gotten less interactive and more accessible with each patch. The healing meteor strike in particular just sucks. And empowered punch does way too much damage for something attached to a gimmick like power block. He’s more frustrating to play against than he was in the earlier seasons of ow2.
@abudgie6909 Doom is basically a mindless punch bot now, but healing in meteor strike is not very useful, and they took like 15% charge away for that change
Doom isn’t that hard, he just has a very steep initial learning curve. Your first few hours will be unmitigated feeding but after that you’ll be fine.
@@ceilingfan2756 that’s what I said?
@@abudgie6909 Oh yeah, most Doom mains know their hero is broken at this point, but will never admit Doom needs nerfs or another rework. Hell. Doom has a better charge than Rein, Brig ult, and even Mauga.
The way I would fix Doom is to remove charge punch, but lower the block cooldown to keep some sustainability. Maybe keep the power punch limited to ult alone.
Hog hook range should NOT be that long. They need to shorten the hook range
acretion is technically a 1 shot but also it's not like he can use it from 50 meters away
He "can" but it's pretty much luck/hard prediction at that point, and a waste of ult
@@astupidlylongnamethatstoolong that would also be using an ult where the rules surrounding oneshots are allowed to be thrown out the window
Pin being low risk is insane to say
I love how Orisa has a spear now. I do miss the barrier though, but I understand its removal.
5v6 felt way more winnable than 4v5 especially depending on who you lost
2cp could have easily been fixed by opening up another route to the first point. This is why,anabus and Volskaya felt so good to play on, there where ways to get in.
Ex: in Hanamura, there exist a window on the left,by putting a jumping pad below that will stop the enemy team from holding that chokepoint indefinitely. It will also allow more heroes to be able to play in that map as they wont have as hard of a time to get through the chokepoint.
When it comes to the second point, personally I found it to be pretty fine and it doesn't need to be fixed,
Mercy take is real, a lot of smurf/good dps hitscan players look for pocket mercy to climb online (discord servers, etc), she only needs to boost him 24/7.
And these Mercy players climb higher than they should, and when they play alone after with no crazy good dps in their team, they are lost and barely useful.
If anyone on any character plays with a Smurf, that player is boosted.
It's not inherent to Mercy's character like the original post said. Well whatever
@@chasefrazier4123Playing mercy= boosted and pocketing a smurf= mega boosted. The whole character is just getting boosted the whole game by just directly amplifying stats of people that can play the game and having near to no direct impact
Spilo, the problem with the sigma one shot combo is that yeah you have you to be in melee range but sigma is a poke tank. It literally addresses one of his weaknesses being close range fights. Largely agree with the point there but maybe some extra thought on that topic would have granted better a discussion with chat.
As a solo tank this fact kinda just feels “better”, whereas it might be a bit overcompensating with duo tank. Unsure tho
Vision for heroes still more important for me tho. Sick of games sacrificing a strict vision, it’s always what makes me come into a community and losing that is always what takes me out.
Playing doom feels like your carrying or throwing, no in between
Hot take: Rein is unfun to play against in unmirrored match ups. Everything you said about the hero may be true but he's still unfun to play against.
Says the guy with Moira pfp. The queen of low skill and annoying and free value
@@georgealvarez1195 Yes, I agree. Moira is also an example of an annoying hero to play against especially when she is played in the right comp.
@@toastedbread3962 "...unfun to play against in unmirrored matchups."
@@lefay5082 I didn’t read that properly. My fault.
@@toastedbread3962 It’s all good
Hot take flashpoint maps are actually well designed but people just don't like the actual gamemode
Can confirm. new junk city looks and feels amazing, but then i remember im playing Flashpoint. The snowball capital of overwatch 2
Overwatch: Reduces Tracer's booty because people complained
Also Overwatch: *Releases Juno*
Even players who can think still dislike Flashpoint -because just because you can think, doesn't mean anyone else can. So it just often devolves into chaos death match gameplay regardless of how you individually play. On Kings Row and similar maps, everyone have more of an anchor thread to align their plays within, so gameplay is less likely on a full team basis to devolve into death match. And you still have the option to think skillfully and take those cheeky unexpected flanks while everyone else just run it down mid.
It's the same with 2 tanks, they anchor everyone around them and basically nudge players to align their plays more consistently.
Kings Row ensures all players more likely than not adopt fair playmaking choices, while totally open maps like Flashpoint maps or Push maps tend to have the opposite effect.
Also we gotta stop excusing things away as nostalgia or part nostalgia. It's a non argument until proven otherwise.
The problem witht the comparison to koth against push and flashpoint is that koth has 3 round where everything is reset after the round is over. In push and flashpoint, once the enemy snowballs, its hard to comeback
The mercy take probably should have used the term inflated rather than boosted by your definition, but when you say their all inflated it becomes true
W takes all around on the first hot take about Mercy, Soldier, and Reinhardt.
I think we glossed over that genji take tbh, there shouldn’t be a single ability in the game that isn’t useful against every character, it is possible for genji to go up against an entire team of beam characters and have his deflect be USELESS, it doesn’t help that genji is already one of the hardest characters in the game already, just having him block the beams instead of reflecting it is honestly a long overdue change
i think that take about rein being a training wheel hero could have made sense in OW1 when everyone was bad and he was just rectangle man, but at this point? absolutely not
Honestly if you think Reinhardt isnt fun to play fine but to play against thats more of a you problem and probably a skill issue
I don’t like to play Rein if I fill tank because I just feel like he’s boring, BUT I’ll never pass up a chance to play AGAINST a rein because they just are not very difficult to play vs as long as your comp isn’t horrific. Half the time one Ramattra swap will obliterate him after he kills one person and then ram can keep strolling up to the rest of the team
juno should be able to go down when crouching in the air
Thanks for recognizing Sigma "one shot" everyone nags about it, love you so much and laughed with you at that moment as sig main haha
Escort is definitely not the worst game type. Some "rough maps" are a bit outdated, yes, but some just feels rough to some because introduce strategic variety. I think all of the game modes are quite good aside from flash point. To me it doesn't introduce anything meaningfully better than Control, but the rhythm of the game mode forces the safest type of comps you would run on koth. This is why Flashpoint has the highest amount of mirrors in pro games by far, and has the least variety.
Escort does not provide more strategic variety than push for example.
@@t4kumi704 Push doesn't have enough maps yet but theoretically yes.
4v5 feels way harder to win than 5v6 imo. Especially if the person that died was taking extra space. You just lose so much damage or support because of it.
If you dont feel that this is the case then there is less teamwork because it is more deathmatch style. Almost by definition since it would be going against the maths of the power dynamics.
sigmas one shot is op because he is a poke character that's suppose to be stronger medium range and weaker at close range but he has the ability to one shot at close range
its very similar to sniper in tf2 is the best long range character but his supposed to be weak close range he isn't because his melee has a very high chance to one shot you
I don’t think it’s OP because of the cooldown. If I said tracer was completely OP even if played poorly, because she can just recall when she should lose all her HP, I think that would be ridiculous. You have to track abilities to dive successfully. Tracking if he used rock/pull and diving him after is similar to tracking mauga CO. Is it annoying, sure. But you shouldn’t play into it and denying the value of it and then obliterating him after is incredibly easy
Cc and super high damage potential are what make more space than anything, it's why tanks are good.
When they took all of the good CC out of the other rolls besides literally Anna's sleep dart, they made it so that if you lose your tank before the enemy team loses theirs, it is much worse than losing any character or sometimes even two characters in 6v6 because your enemies get to make infinite space and all you have left is damage and the ability to run away when that damage won't kill the enemy tank
I don't agree, it's the denial that makes tanks tanks, it's the ability to outlive and deflect the pressure and therefore stay in a position and therefore deal more damage than the enemy and win. CC is just a form of denial because the enemy literally can't shoot or move. Dva doesn't have and never had CC but she's one of the best tanks now and she's been for the majority of OW1, half of the time in pair with winston who has no CC either, and their strength, that truly was end all be all, was their denial and mobility, which just enhanced their ability to apply denial. Denial and sustaining pressure is the signature role and purpose of tank, it's literally in the name.
@@1DanteadamS1 the crux of the statement was that you lose infinitly more by losing a tank than by any DPS, because DPS simply don't have the tools.
A DPS or support loss isnt a instant fight loss, but a untraded tank loss means your entire team has to either be server admins or just fucking run till the tank is back.
Tanks are currently too damn valuable, too strong(they have to be), and too stressful of a role as a whole in 5v5
Tank pressure is the number 1 reason I want 6v6 back,
In OW1 MTD was real, but mitigatable, or at least contestable, with a second tank.
In OW2, if you are the worse tank, or you simply can't counterswap as well as your enemy and they are baseline proficient, you lose! No questions asked, and your entire team hates you for it.
MTD use to be a compliment I would give to other reins, now it's exclusively an insult
@@danielwhite1890 oh yeah i 100% agree with you on all of that
not really a take but i wish someone finally spoke out about blizzard downgrading the server quality since ow2 beta/release
it has improved a good bit since then but having unstable interpolation delay sucks for literally everyone but especially for anyone with high-ish ping
Juno is one of the best supports blizzard has come up with recently. Perfectly balanced support in which she has utility to support her team in so many ways and allows her to provide value by being greedy too in a way that’s not feeding or griefing your team. LW design is so horrible it forces support players to be insanely lazy and think dumping heals alone is enough to contribute to your team. His utility is designed in such a way where it can create some clever ways to support your team but it’s far less consistent and really only meta dependent like if they have a sigma, hog, or Orisa. His ult is also god awful, what’s the point of an aoe heal tree that still lets you die? Zen keeps you alive unless you’re anti, bap has lamp, lucio gives you extra hp and so does nano. It’s literally the worse support ult in its category; and I would argue he’s just a far worse iteration of a mercy style support and ow needs to completely redesign his kit and drop the heal bot aspect
“Counterpicking” is only as frustrating as it is because of bad hero design. I’m a winston player; going up against JQ and/or reaper isn’t something I’ll complain about, because I feel like I can reasonably trade with/outposition those heroes. It’s not a great matchup, but it’s still fun. However, mauga, hog and bastion are also difficult matchups. And those heroes absolutely suck to play against. It’s literally almost never possible to trade with them because they do infinite damage and they have enough range that I can’t feasibly isolate another member of their team. These characters get so much free value that they’re just not fun to play against. Bastion can zone me for 6 seconds just by pressing shift and existing.
Another example: rein players hate playing against orisa not just because it’s hard, but because orisa is extremely boring and gets value by obstructing the enemy tank.
Difficult matchups aren’t a bad thing. The quality of the matchups is what really matters. Before looking at the format (I agree that 5v5 makes the counter swap problem worse), we should address badly designed heroes.
I kinda want junos movement to be on a resource bar and make it so she cant go higher than a certain amount off the floor below her
Hot take: blizzard should take notes from war thunder when it comes to maps. YES. I KNOW. Funny government document game.
But, it has one amazing quality. The map pools and your ability to pick and choose.
In War Thunder you have the ability to ban one map completely. You will NEVER see it in matchmaking. You then are allowed to label 4 different maps as “preferred” where you will get those maps more than others. You are also allowed 4 “un preferred” maps. You can still get them but just at a lower chance.
If blizzard did something like this, overall player QoL WILL increase and more people will enjoy the game again because they get the maps that they like.
Refreshing. Counter picking is so overrated. If you’re on Sig and they switch Rein - you do not have to swap. Change your play style not your pick.
I usually agree with Spilo pretty much all the time but 4v5s being easier to turn than 5v6s is an insane take. If you can’t equalise very quickly after you lose a player, they’ll just restabilise quickly and finish the fight because they know they have a numbers advantage.
Drawing out a fight and slowly bleeding out players is objectively much worse than waiting for your teammate to come back, because the disadvantage isn’t worth playing into if the enemy team knows what they’re doing even slightly. I also disagree with fights being as spread out as Spilo says they are, you will get off angles, and flanks, but players don’t commit mindlessly even if they get forced out and need to take a second. That’s not to mention it’s a lot harder to kill people on live because of the strength of self-sustain/mitigation (at least compared to the 6v6 code, it’s been a while since I’ve played ow1 obviously). Maybe it’s different for lower ranks? But Spilo has coached all ranks consistently, so I’m not sure what he’s seeing that I’m not.
I think Spilo is one of the smartest OW content creators, but that take was really hard coping about 5v5. That "space" argument is getting out of hand
Hot take of my own, characters like orisa and bastion should never be meta, BUT they should always be a viable coice for the meta that they would fill
I agree Rein is the Mercy of the tanks.
hot take for yah 2nd point anubis with 6 syms + shield gens was peak overwatch entire team of 550 hp syms with shields that regen and 36 turrets it was beautiful
only done that with 3 symetras but still pretty peak
If you have combo with two attack actions, it's not one shot.
That being said, if you get two shot by Sigma, it's an issue that can't be fixed with balance
Thumbnail is so good lmao
Hear me out… if Moira goes below half health then her fade should have a lingering particle like tracer blink. It would make it a shit ton easier to close the distance and punish a lazy disengage while still making it a solid positioning tool.
To compensate, I do think she should have reduced damage and some utility she can provide. Maybe holding both beams gives the Ana nade/ hog gummy buff at the cost of heal beam charge so she has a slightly higher heal burst and less pick potential in metal ranks.
I absolutely agree with disliking Juno's personality. She's just another cutesy character which we really don't need more of. There's nothing unique about it besides her being a bit naive, but that also applies to Mei. So what exactly is unique about her personality?
Mei is not naive and I'd say does have a unique personality, Juno is just Dva-lite. Less sass, more ......
I find it low-key pretty weird that it's the Asian women in this game that get this kind of personality, Mei, Kiriko, D.Va, Juno.
Like first and second time, y'know no big deal, third time, odd but let's move on, fourth time it's like, alright man
@@mycelia_ow dva might be in the talks of "top 10 most insufferable personalities". juno is just...bland. like there is nothing. no conviction or drive, just a "teehee :3" with a splash of steven universe fanfic self insert.
@@mycelia_ow Mei’s entire personality is timid, clumsy, and naive. It’s not as bad as it used to be in OW, but it’s still very present. She has plenty of voice lines like “How did that happen?” or “I’m sorry…” when getting a kill. She frequently says “Oops!” and similar things when using abilities as if she used them accidentally. The only thing Juno and D.VA have in common are annoying af voicelines
We need a Bipolar hero. They could randomly deal self damage or join the enemy team momentarily.
The one about control being unbalanced is so true
Shambali sucks for a lot of mobility heroes imo like ball
arctic sucks in general
lijiang towers favour a lot of dive heroes, so if youre not equipped to deal with them youre just screwed
i think juno's double jump should be like Ness/Lucas from smash bros, like the first is normal, but the second is more floaty, cus right now it is pretty stiff feeling, just camera-wise.
Honestly that one about rein being boring is so true. Of any tank in the game rein is the most boring to watch and play or play against imo. I think something about having basically 0 mechanical skill and still being able to get kills is really dumb. Mercy has almost 0 mechanics but she also can’t do dps.
Recently I got some of my cs friends to play ow for the first time and the tank they find the most boring is rein because he has so much health in both shield and hp that he becomes a rock.
Played against Mauga yesterday. Immediately switched to DVA. Went 32/1 and made them regret picking this boring hero
DVa is just as boring dawg
He is so poorly designed because he either never dies, tank busts 90% of the roster, and makes the game no fun. Or if playing into Dva or Ana just explodes and gets next to no value.
Why is he so obnoxious when played regularly but if not an optimal pick he just cannot do anything. It's a polarising design and it feels like he was half baked and they're just leaving him in the game unchanged.
@@ZoneOutWay2Nah she's one of the most fun to play, she's the only tank other than Zarya who can actually still do the job of a 6v6 tank in a 5v5 setting and peel/pocket her team with her shield. She has the best controlled mobility in the game allowing you to position yourself wherever you're needed at all times, defense matrix is the highest skill ceiling (while still having a relatively low floor) damage mitigation tool in the game. There is nothing more cathartic than timing DM just right to eat a pulse bomb, Mei/Zarya ult, etc. She has good but fair damage that requires you to be able to track with hitscan and projectiles. She has frontline and dive capabilities depending on what's needed but she's not the best frontline or dive tank and that requires you to make split second decisions on what's best for the situation at the current time, if a bad Dva dives in at the wrong time she's dead, but if a Winston, DF, Ball make a bad dive they have tools to get back out. Similarly if you just play frontline Dva all game as if she's a Rein she loses so much value. She's a jack of all trades master of none where her versatility and second to second decision making makes or breaks the character. The only time I see people complaining about Dva are metal rank hitscan dps players who have no clue what cool down management is, don't know how to bait out defense matrix and just throw all their abilities into her and/or have bad positioning and get punished for it.
DVA is almost if not just as boring lol
@@WindReiter10to simplify your comment. DVA charge in, go boom boom with rockets, block damage with dm then fly away to get heals then repeat. Then no skill ult to get potg
Boring may not be the right word, but she's definitely not a high skill required hero.
I say give Ana wallclimb, but at like 1/3rd the speed of the others. Granny style wallclimb that she can use to get into position, but not necessarily as an escape tool.
My own personal hot take: make bastion a tank with a new E ability being his old health and about an extra 100-150 health so he can have a healthpool can somewhat match the hit box. Yes this is a bad idea.
Mauga in my experience is actually surprisingly manageable in low ranks but Rein is so annoying
Hottake: alot of the hero reworks takes away what makes them unique and just bland
Actual hottake: OW1 Bastion was super boring, OW2 Bastion is amzing and super fun to play (except for the ult)
@@psychologicus1131 Ah yes I do love how my main Gimmick Is now on a 12 second cooldown, lasts 6 seconds, have no self sustain and I'm basically playing a worse bootleg Version of soldier 76, Grenade is cool tho that can stay
There are also a lot of people who will dislike a map based off the aesthetics of them alone. I dislike flashpoint bc all the maps make me feel like im playing in a shoebox: like I'm playing a generic GMOD map. And this is personal preference but I detest brown/orange colour scheme overwatch keeps doing seeing as there's usually no other pop of colour to it. I also disliked the Volskaya Industries & Horizon Lunar Colony in OW1 bc of its grey/white colour scheme. It all makes me feel like an animal in a cage rather than running wild.
For me, New Junk City is the best out of the flashpoints maps since I *feel* like I'm moving to a different structure each point. Whether one is objectively designed better than the other, I end up getting bored of flashpoint in general because it feels like I'm just going from one room to the next room to the next room etc. as if I'm constantly getting off a lift/elevator at each floor (if that makes sense). Despite me enjoying the combat of thhs game mode, the map design leads me feeling as if the gamemode is linear due to its perceived repetition eventhough I know it isn't.
King's row, Numbani, Nepal for eg. feel the most fun to me because it doesn't feel like I'm playing a fanmade map off the Steam Market. A lot of these maps aren't intended to actually make you feel like you're at these locations because this ain't an RPG, but at the same time I can't deny that a fully immersive map tremendously impacts my mood. It's why i enjoy Havana for the first 2/3 and then the final push/defend point instantly becomes boring because it's design is of some stale white bricks. Recently I've enjoyed the Runasapi map because it comes across as l if it was actually designed for more than 20mins. Sure I'd like more waterfalls but at least the bright white colour scheme doesn't bore me.
This all probably ties to the fact that all my friends and I are long-time players who still treat the game casually. So when we enter any game we want our minds to be momentarily taken away from reality, no matter the genre. I understand that for a lot of people their criticisms of maps are largely to do with how it affects their gameplay. However, a lot of casual player's approach to enjoying a game is whether the game can provide an ✨ experience ✨ outside of real life. For people like me, an environment affects immersion which affects gameplay experience. Coming back into OW2 after a long break I fully expected to dislike Control the most so i was definitely disappointed when i finally got to try flashpoint 😅.
I love love love escort and hybrid because it feels more fun to be able to explore positioning and overall I just think they’re prettier. I like Lijiang for flashpoint, not a big fan of Junkertown or Suravasa even though I can play them well, because 1- low environmental capabilities, 2- highground feels like it does almost nothing if there is much of it, and 3- they’re just ugly. I like Route 66 because even if it’s visually a little dreary and boring, there are a lot more environmental capabilities. Love King’s Row because it’s pretty and has good highground. Dont like push maps because I think they are pretty much all ugly or unnecessarily bright, but also flank gets a lot of value and I don’t really like those modes even if they can be dealt with they’re just annoying. I’m a newer OW player but I’ve played a couple 2CP games and they are 1) horrifically ugly and 2) just don’t really feel fun. But Dorado is pretty and interesting, the Piñatas are cute, highground is interesting and fun to play with. I don’t like how Numbani looks but love how it plays depending on team comp.
I’m obviously not an expert but I agree part of it relates to the looks of a map. Even if overall I play very well on Flashpoint or Push maps, I just don’t like them and sigh loudly every time I get one (metaphorically)
Hot take: replace Control with Elimination from the arcade, superior mode.
if you take first point on KotH, i think winning 60% of those games would make for a good map..
Wanna incentivize people to play into their counters instead of swapping? Adjust their ult charge gain against their counters. If a Zen can smoke a Tracer, they should be rewarded for it, and if they can consistently do it, then more frequent ults becomes a great, visible to all sign that a player is being effective, which can decrease friendly team frustration. If I as Hammond can play my counters to a standstill and get extra minefields to clutch team fights, then players will be less likely to complain.
it's funny that 3 they say are newb picks all suck as you get into higher ranks. mercy can't defend herself, you can't miss as soldier, and rein is prob one of the worst tanks if the enemy is competent
Hottake: I liked 2cp on attack it was a good knowledge check and positioning battle
honestly, I feel like rein charge kind of sucks at pinning. I don't play rein, but I have had so many instances where I felt like I should have been pinned and bounced off instead.
Its because the hitbox isnt down middle, its offset. One side has an easier time to bounce, other side has a slightly easier time to suck you in.
All the push maps are UNDER hated. Boring as fuck, literally half the maps are just exact symmetrical swaps, the games are wayyyy too short which means it's always a snowball, almost zero potential for interesting playmaking on the maps, they somehow made ROME boring as fuck, and finally lorewise it's the stupidest objective in a video game ever
push maps ae identical imo
I hate koth, when it's bad, it's really bad. I think push has the best parts of koth, but doesn't have the terrible aspects nearly as often
8:39 this person just sounds like they have bad ping
As far as the Juno hot take- I just think it’d feel a little better if she got a second double jump during her movement (and that you could go down with crouch or something)
zen should be able to kick under himself to boost his jump just a tiny bit
17:06 OW2 in most ranks devolved into "counterpick enemy's tank" comps.
In short the guy says
"Counterpicking is not strong, it just feels good" - it feels good, because its strong and super ez.
"But you can have a great comp" - no, you cant do it as a solo q tank, randoms dont care
"Onetricks are bad for the game" - yes they are, because the fun tanks like rein are super exploitable in 5v5 and everyone knows how to do it
Gotta disagree
Counter picking isn't as strong as map dependent picks especially in low ranks
Not only that you can just adapt your play style mid game I know it's difficult for a lot of player especially the ones that don't like to think a lot but it's a skill that you must learn if you don't wanna counter pick and you do not necessarily need a good team comp I play Moira mercy doom cass with my friends is that comp viable I will never care to know all I care about is emoting when the enemy team tries to counter pick me and I still win easy
that's why I think playing doom is the most important for new players he is difficult but not because of his mechanical skills that the easy part it's more about the way you should think as one and there are quite a few tutorials that help you with that and that thinking transfers extremely well to other tanks
Also I don't mind one tricking I don't care about not having the best team comp however If he keeps dying and all not knowing how to play against the enemy I will be concerned for their mental health I mean one can only support that pain for so long before switching to another character they like
@@omarsali2990You wrote something mostly unrelated and subjective to say the least.
"Counter picking isn't as strong as map dependent picks especially in low ranks." But you dont do neither, you onetrick with a weird comp with friends, not even a solo q. Counterpicking affects solo q tanks mostly, because everyone blames and forces them to swap, while the team composition, support picks stay whatever. You get tank "diff" on a mirror even tho ana, zen, sombra bully u, your supports have zero utility and your dps exist.
"playing doom is the most important for new players" hah, ok next.
"Onetricks are bad for the game" not for you, its about the game. Onetricks are fine with onetricking, big surprise.
@@olegdusov4273 you know I'm talking about my experience with the game so far most of my 400 hours (I know Im a newbie but we're talking about new players so I am indeed qualified balance is for you good player guys)
I played solo q most of the time it's only this last 100hours after discovering my character did I start looking for groups to chit chat with and chill but my experience is still the same it more about how you play rather than the character you play I know solo q gets you back clash especially in quick play but I received more of supportive and fun conversation from better players than anything I even one tricked zenyatta for 80 hours no switching because of how fun he is to play I wasn't into tank that much yet now I'm 50/50 tank support player and when I started tank I was bad as expected freally loved hog because I remembered his hook in season 1 and how fun it was to hook people off the map people were saying it was an all times low for tank but actually had fun(that's because low rank ain't affected with meta ) then got to play rein ram a bit of ball Winton Wich were all kinda nice but not as good as my room and frankly I didn't really learn anything about tanks till I played doom he is just Soo demanding in decision making not only did he improve my zen gameplay by A LOT just because of that and that s actually why I feel like he should be played by most new players (of course if they want to( he's just a fun character overall his mechanics are difficult but you get used to them pretty easily and you don't need zebra level roll outs yet but you really need that game sense and decision making (you'll learn though tutorial and trial and error) this translate to not only most tanks but also most character and will improve your gameplay greatly
Also one trucks don't matter if your bad your bad the only time it might become unhealthy is in plat and above Wich is pro play for most players it seems and even then people make one tricking work by just being good just look how many one tricks are on top 500
So just stop complaining and enjoy the game bro maybe get a team cuz talking about chicken wings while in an extremely stressful situation helps
God bless you for upvoting all the comments you read. That's nice.
26:16 it totally counts. Difference between killing a Moira and not.
My hot take is that the perfomance of a computer does not make people better or worse at any level but pro play ubless youre running at like 10 fps. I remember several years ago when there was that tank player that played no hid 30 fps small resolution giant crosshair and he easily pushed gm.
I fucking hate all the new maps
Runasapi is great
@commentbot9510 it looks great but other than that it's pretty mediocre imo
@@LeatherNinja nah I love it. Lots of high ground and doorways to quickly go to the other side.
@@LeatherNinjanah plenty of positioning options, flank routes, and it is a good looking map. W map, period.
@user-cy6xl3vd3f there aren't many flanks and the positioning is pretty standard
Who the hell is playing Juno with 5-7min support queues. I havent placed in support in almost 2 years
Idk how unpopular this is but I think it’s way too easy to come back on push, especially after the changes to bot speed and match length.
I’ve seen teams win the entire time then lose two fights at the end and lose. It feels like it’s less about who wins the MOST fights and more about WHEN you win the fights which doesn’t feel like the essence of “who’s the better team” imo.
In pro play this is probably better as they can strategize around it but on the ranked ladder it feels kind of dumb.
And not pushing the bot so they can’t recontest feels unintuitive and kind of bad but that’s not a huge deal I guess.
I guess I need to find this video spilo mentions of digging into the push essay because I’m an avid push hater and I’m not understanding the argument of push having forgiving comeback mechanics
Tank counter-picking is just not fun to play against, as the tank. Getting 10%+ free value just for swapping is part of the balance problem tanks are having. If half the roster makes your life miserable you need to make tanks stronger, but at the same time, that means the things tanks are good into the things they counter.
As always it comes down not only to tanks needing to totally change their strategy, but their inability to absorbed the attention they are getting. Anecdotally, you see the enemy swap the second a tank is doing well, where as your team doesn't feel the same need. They come out on sym+mei, but your 76 and lucio who were doing well is highly unlikely to swap to pharmacy. They dont need to think and decide an entirely new play style to gain 10% free value, where as the tank needs to have that extra 10% of skill just handy because the cycle continues, do well + Get swapped, swap and do well again + get swapped. Your other option is just to have higher mastery, but, you need higher mastery to get the same amount of value out of someone that has lower mastery and gets free value from swapping.
I enjoyed 2cp on both attack and defense but i was able to ignore the chokestanding since i play reaper
Rein is definitely more unfun to play now cause he def suffers/benefits from tanks being seemingly unkillable at times.
So im just getting swing on
4/5 is much worse than 5/6 are you kidding? Definitely harder to win especially if its the tank that dies
Too much Rein glazing.
Thanks for the content. Ily
Dann it blizzard, I love mercy but damn it’s so easy for people to hate her, make her more interesting or have more stuff to be skillful with.
u got the thumbnail mixed up btw, its the other way around, virgin mauga chad rein, just so you know