Flats Reacts To "5 Rules To Save Overwatch 2"
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- เผยแพร่เมื่อ 7 ก.พ. 2025
- Link To Video: • 5 Rules to FIX Overwat...
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YOOOO!!! Just HAD to upload this while I was out of the house lmao. I watched this on the VOD a few days ago; I’m kinda shocked to see it uploaded here too haha! It was a ton of fun to see you engaging your chat with my video; you’re a huge inspiration for me! You made a lot of excellent points and echoed a few of the responses I had gotten.
The comment I originally wrote got REALLY long haha, so I’ll just leave my thoughts on my Anti suggestion:
I made the video for a college writing project, so honestly much of the 2nd half is rushed, but the Ana change is one I've had in mind for a while now. I think an extra purple bar above/below the main HP bar or even a purple HP overlay would work well enough, it stays consistent with how it displays currently with a tad bit extra info. I do worry how it would potentially either obstruct or be obstructed by Bap's Lamp, which is why I think a thin bar above/below would be better. I think we're well beyond intuitiveness for entirely new players, but moderately experienced players have become pretty good at tracking various things like CC timers mentally. I remember how much changing the sleep timer on tanks fucked with me the first couple weeks, but it isn't too difficult to adjust to. I'd read (in a previous video's comment section) the suggestion to add a shattering effect to the Anti frame, which I think could be a fun way to display it without completely overhauling the effect.
Great video!! Saw the video a couple days ago but it was fun just watching it again. Your balance Ideas are good!
So good to see you actually put effort into it rather than just press W forehead. im at 14 min mark but love it already.
Though I think JQ ult satisfies the rules! She's a very loud Aussie that shouts and telegraphs her ult extremely clearly, and she can be CC'd before it starts, it can be blocked or redirected by any CC. Once hit she will continue to travel along a clearly known path, and you'll know where she ends up. This gives the other 9 players time to react and hide, or use their abilities and cooldowns to try to not die. At the same time, if they don't manage to, it was her ultimate that killed them. Not a random Hanzo sonic arrow from across the map. Hot take: I think she's a bit too strong atm, but people don't perceive her as an issue because she has clear weaknesses and feels "fair" and not so annoying to fight against. If you die to a Junker Queen, chances are you made the choice to put yourself at risk, which feels way more fair than the old Roadhog (knife is much more of a skill shot as well and only pulls you a certain distance). So she's way strong, but she's also fun, which I think is more important than getting frustrated with the game.
To add on to the anti display:
Give it visual feedback not on the health bar as well: the character glows purple when antied, and the more you heal them the less purple their character model becomes until it fades completely.
I have to ask why not just make Ana's anti-nade have less healing, rather than stop healing all together? For example, make it so that heals received are reduced to some number between 70% to 90%, instead of making healing stop entirely. With this, they can also maybe make the effect last a bit longer or shorter for better balance and counter play.
The fact that Brigs ultimate got a damn circle before her passive did is baffling
the fact that sombra got a circle before brigs passive is even crazier to me
You say "did" as if she has one now
As long as the circle isn't visible by teammates, I'd be down for it. I don't want more visual clutter being added. Could be cool if we had a small indicator for when we're in the aura, though. Something like when you have Zen orb on you, non-intrusive to the gameplay and gets the job done.
but if they showed how big inspire actually was then maybe people would start understanding why she is so overpowered and blizzard cant have that can they
Bro ikr. I don’t care if there’s a rally circle that’s visible to everyone, I want an inspire circle visible to ME PLAYING HER. Lucio has one and he’s so much easier to use now (I’m an old enough player to remember the days when he didn’t have a circle and you just had to use the number in the middle). Brig doesn’t even have a number bro
"There's a lot of people in this world who don't have something to say, they just want to say something." -Flats
I'm keeping this.
What I miss the most from OW1 was all the combos due to having 2 tanks (I do enjoy 5v5 tho) but also how Ults werent a cooldown. Now for the most part it feels like ults are just another cooldown becuase my abilities are just as strong.
make bap lamp the same as his anti heal idea, it just absorbs a set amount of damage and then it breaks and the lamp is immune to damage
Actually good idea, keeps lamp as "save a life" tool
This dude legitimately just cooked with that
this sounds or feels more like a tank ability imo, as it is reducing damage. although it is applying to your team so it could be support ig
That's a horrible idea. There's no interesting dynamics at play, and no counter play to it. Just sit there and pump dmg till it goes away. Nade is a projectile that can miss/ be eaten/ deflected, but applying the same fundementals to the lamp brings back the same old issues (abilities that aren't ultimates FORCING other players to do one thing)
@@battlerifle8642 It wouldn't be any more or less 'interesting' than it is now, with the same counter play. Now, it goes out and you retreat and take cover or you are forced to shoot the drone, which can be impossible around corners.
If changed, it can't be cheesed with placement, cooldowns aren't wasted when still used on an immortal enemy, and it can't prevent godly amounts of damage. The only numbers that can be changed now are its health pool, which alters the ease of handling a sudden, temporary second enemy health bar, all the while those under its effects are flat out immortal.
Instead, by covering more of Baptiste's team, the quicker it dies from redirected damage, and the numbers it absorbs can be adjusted to change breakpoints of what ultimates it can actually stop, like Junkrat Tyre.
About the Moira thing - people keep wanting to do the same thing about Mercy. "Oh, she's too boring. Oh, she has low impact. Oh, she doesn't have as many buttons to push." The people who like Mercy like how she plays. Not every character has to be a super-high-skill-floor monster.
TF2 has survived 17 years, even 5 without any updates, because they follow the philosophy of allowing players of all skill levels to contribute.
I never much liked the idea of making anti a heal absorb versus a heal reduction. I had always leaned toward the reduction. But when his video mentioned that different sources of anti could have different values the light bulb went off for me. I think now I am on board with this idea. In this case you could give JQ a value so high that is basically still just an anti heal effect but give ana something like 200 that could be cleared relatively quickly. Making this readable in game would be important but his idea of making the purple effect act like a percent bar where the purple goes down as healing occurs would help a lot and if the effected players had some obvious counter on their screen of how much anti-healing is on them that would help them make their decisions quickly on how to react to it.
Heal absorb is better than anyones suggestions to change it since it's simple and straightforward
Maybe it could give ana ult so support on enemy team has to decide to either heal and save a teammate but feed ana ult, or not heal during entire duration and not feed ana
There are a number of possible indicators they could use: purple sheen, purple aura, purple health bar, purple health bar outline, temporary mini purple health bar. They can be combined or augmented: take a purple health bar and outline or purple sheen, and give either the shield breaking visual. Players can tell when a shield is near breaking and can choose to keep shooting; in this case, supports can see when anti is near breaking and choose to keep healing.
@@skarloeythomas5172 Needs balancing around trans (shouldn't be instantly cleansed nor should provide mega fat healing for regular cleaning, maybe aoe heal diff (for example aoe heal clearing this at 25% speed)) but fun idea
@@vrnvorona transcendence? why shouldn't an ultimate easily counteract a 10 second cooldown?
@@skarloeythomas5172 Because it's hard to hit projectile? By that logic why reaper ultimate can be countered by a sleep? :)
I've said it before, and i'll say it again. Flats is the only person that I will not judge for making reaction content. You add so much more depth to the conversation and the video that you are "reacting" to. You turned what is a 18 minute video into a 3/4 hour vidoc. Thanks flats (if you see this)
😂
hasanabi:
PEOPLE SAY RANKS DONT MATTER NOW SINCE PEOPLE GOT BOOSTED AND ITS SAD TO HEAR when u reach a peak but people just say u got boosted by ow2
Season nine is starting fresh with everyone's sr
Well there is a difference between an overwatch one gm and an overwatch two gm since overwatch one gm has much more experience and practice. But yeah to say the rank doesn’t matter is just people trying to gatekeep and undermine someone’s accomplishment of getting to gm.
Cant wait for sr back and rank reset!!!@@ashtonarrington698
True True its always the people who have been playing since beta ow1 and are t500 all roles who say masters/gm is easy to climb to and mean nothing
@@_EXP626_
No that’s true lol I was hard stuck masters and I got skyrocketed to gm right away in ow2 stop coping that rank matters lol it doesn’t at all
There's 5 ability types in Overwatch that in my opinion need to be mitigated and managed properly in order for the game to be healthy, if any of these run wild the game sucks.
These things are: Shields, One Shots, Healing, Immortals/Negators, and CC, throughout the many years of the game these abilities have been the bulk of the issues, 6 years in you'd think we'd have this figured out. Some of these have been taken care of pretty well but Healing and Immortals are running absolutely wild right now, the powercreep of the game has gotten to the point where either no one dies or you pop like a balloon.
And the CC in the game really isn't that different from OW1 no matter how much we try to act like it is, CC I'd argue is still a big problem.
The game right now is low effort and high impact, which is really stupid.
Shields, oneshots, and CC I'd argue can work perfectly well if they require sufficient effort to execute and have appropriate returns. Fire and forget shields like old orisa can be pretty dull, but sigma's shield is pretty interesting, with more control but less health. Oneshots are only fun if you either have to expend a lot of effort or if they're properly telegraphed - Widow I'd argue is unreliable enough to _mostly_ get a pass, but Hog can just feel unfun if he has too easy of a time, for example. CC is the sketchiest of all - I think anything over ~ 0.5 to _maybe_ 1 second is getting into unfun territory, and it should pretty much always be a skillshot. Maybe in addition it would be good to give anyone currently being CC'd a pretty significant duration reduction to any new CC effects - that way you can't get chain CC'd nearly as much.
Healing is a very careful balance, I think no matter how hard it is to do, an excess can just make everything healing-related too important - This is why ana's nade is a problem, if all healing was weaker than negating it would be less impactful. Of course, damage also needs to be balanced to roughly match available healing, though it should always be stronger so fights can end. Tanks should also probably almost always have some kind of semi-reliable uptime damage reduction, so they don't completely rely on supports to do their job.
Immortality of any kind, though, is seriously sketchy - I think true immortality like suzu or lamp with no downside probably shouldn't exist outside of maybe an ult, and letting it apply to multiple players at once is wild. Probably be better for the game if, say, suzu blocked all healing other than it's own (and had reduced healing, but maybe also a speed boost?) and lamp took a percentage of the damage it negated or only gave damage resistance instead of invulnerability. That way suzu can still be a skill based save from any one attack, but not a free reset to higher health, and lamp can still protect a whole team, but not be able to block an arbitrarily high amount of damage until it gets destroyed. That kind of change would also let the cooldowns be lowered, and lower cooldowns are generally more fun, at least when you're starting in the 15-30ish second range.
I honestly think aoe is a bigger issue then oneshots. Most of the “broken” characters have at least 1 aoe ability that allows for 1 shot combos even if it isn’t a direct hit. There’s also mercy boost which makes any of these so much worse. They should either heavily nerf dmg boost % or take away ability damage boost and only have it for the weapon. If you throw a mercy pocket on a soldier/sojourn rn, they are almost unkillable if played properly even if they are being countered.
i agree with those as problem areas, but i think it can be boiled down to just one idea... Whenever a single cooldown is the main impact of a characters kit it becomes a problem. the character will be boring to play the rest of the time and they will have extreme impact when the cooldown is up. immortality is a cooldown, cc is a cooldown, hogs one shot was a cooldown, orrisa's old shield was a cooldown, ana nade is a cooldown. Just balance around the characters base kit ranther than cooldowns being super strong and we solve most issues.
Your whole comment is moot when you take into the account that the majority of the players are CASUAL.
By definition - they want low effort high impact.
I don’t think shields are a problem in OW2. The change to one tank completely got rid of that problem. Also, you forget to add damage to the list.
Suzu being a Jack of all Trades ability is the part they need to look at. Cleanse, heal, invincible frames, with no way to prevent any of that.
Having said that, cleanse is the ability there that I’m “alright” about. Sure it’s strong against people like Sombra, Queen, anyone anti-d.
I’d probably be happy with her having a cleanse, no invincibility, but a decent heal burst when it lands to make up for that. The fact you have to stop shooting someone hit with suzu, even tho they’re still so killsble.
This would be a huge QoL change for the game as a whole, while still keeping her base kit intact
Cleanse is a new ability, it's fine, the immo sucks. What if suzu only proc'd if the Kiriko timed it for when its target took damage? Or alternatively, it only procs when the target doesn't take damage at the same time it lands.
My own view on it is that suzu cleanse needs to be selective, and maybe remove the invincibility. I think it's a good tool to have against things like ashe, ana, or sombra. I don't think it should work to completely deny ults. I think it shouldn't cleanse shatter or rampage anti, and without the invincibility it wouldn't negate things like dva or junkrat ults.
Edit: To add to the topic of cleanse effects, I really think zarya bubble shouldn't cleanse. Being able to long range negate statuses without needing to aim is stupid. As well it makes her way harder to kill since she can just cleanse anti or wounds insted of them staying applied under the shield.
I'd honestly be perfectly fine with suzu if they just got rid of ONE of it's many effects.
Imo get rid of it's immort frames. Why can't it just be a cleanse with a little healing? Why does it need some immortality built into it?
Personally I'm fine if some characters have an immortal ability but it kinda just screws over that original characters design by just taking the immortal ability from one characters design and just giving it out like candy to more and more characters as time goes on. Just leave like 2 or so with some immortal and that's it. Stop adding more and more and more.
What if cleanse gave everyone in the radius temporary zarya bubbles/armor/etc. Overwhelming damage could still push through it, it still cleanses effects, it just no longer gives invulnerability.
@@yumyum366 I don't hate the idea but comparing to zarya bubble immediately raises a red flag for me. Zarya being able to cleanse might be the single most bullshit ability in the game.
For Baps lamp my idea is that the drone should be a halo that is the size of the effect. That way it can’t be place around the corner and allows more counter play.
I feel like suzu would actually feel better if it cleansed but didn't make you imort. That way you can still die but it's still an option of removing negative effects
i think the opposite is more healthier and skillful. not cleaning but preventing. just a brief window to heal a teammate actually. kiriko for example has to time suzu against shatter or illari ult for example. not after they get hit by it. that is a free cleanse. it works better with her kit as well because her healing ofuda's are very slow. brief invulnerability gives opportunity for ofuda's to reach and heal teammate.
Honestly just remove suzu and give her a new ability its just a ultimate eater
@@musicxxa6678so keep Suzu a cleanse/burst heal and buff her Ofuda travel speed again while removing immortality, problem solved.
What is fun in the context of Overwatch?
Flats: Lists 10 different competitive aspects.
No... A lot of people don't find it fun to figure out 30 different heroes and which of them you should pick to counter another one of said 30 heroes.
You know what is fun to normal people, who don't play excessive amounts of Overwatch?
Hooking someone off the map with Roadhog.
Bursting a tank with Bastion.
Getting a POTG with Reaper/Junk/Diva ult.
Unlocking a cool skin/emote.
Hitting some jump shot with Widow.
Trapping someone with Junk trap then explode them with mine.
Setting up Symetra turrets inside a room, and wait for enemies to step inside.
Putting Symetra turrets on a basketball and push it to the point.
"fun is what you make of it" was literary what he said tho
How is it that EVERY time Flats reviews someone featuring his content, he happens to be wearing the exact same outfit?
Maybe a hot take: Zen's transcendence should make anyone in his radius immune to all status conditions. It should not cleanse conditions, but if a zen ults, an Ana cool down should not counter it by simply applying the anti effect to his teammates
They need to make his transcendence actually make teammates immortal. It's an ult that takes longer to get than Kirikos in my experience and it is not even half as good half the time, it doesn't save the team bc the enemies will be playing Junkrat and can instantly kill my teammates around me.
Then there's his orb of discord which got nerfed into the ground to the point that it's genuinely hard to keep it on anyone bc they only have to walk behind an object out of his LoS for one second and BAM, can't lock on to them for 7 seconds.
If they don't buff his discord from its current state, he NEEDS better healing.
@@milkymalik2628zen is fine its just 7 seconds to reapply discord feels too long and it goes away too long after hiding but aside from that its fine if you just know the correct situations to apply discord and dont just instantly spam it like before. It is hard to get away from that habit though.
@@milkymalik2628I disagree he’s still a glass cannon he’s healing doesn’t really matter it’s just cause they don’t want a sym situation
I knew this would see flats review this vid, I’m so glad he’s such an integral part of the community
"Only Flats can turn a 18 minute video into a 43 minute video. Don't get me wrong I'm going to watch all of it, but Jesus Christ Flats CALM DOWN ON THE YAPPING" (People really do fall for easy bait, I mean I'm clearly trolling)😆
You're watching a video of Flats reacting to another video... him "yapping" is the point.
If you want to just watch the video, go watch it yourself
Is that not why you clicked the video, because it’s his usual commentary?
This is the most tiktok comment, you forgot the skull emoji kid
Yall literally start arguments with yourselves lmaooo
5:03 It's important to point out that grav dragon was SO strong it outdamaged transcendence, which is NEVER supposed to happen.
Bastion go brrrrrrrrrrr
Not a lot can out damage trans since you need to pull off over 300 DPS
It doubled the damage of tranq too lol
It only outdamaged trans if a mercy damage boosted the hanzo.
Well, it should always be stronger, used 2 Ults vs 1 ult to save
Bro yapped our ears off for 10 minutes before actually replying to the video
okay but what if an enemy destroying bap's lamp did damage to everyone inside it's aura equal to the minimum immortality health - that way it's less of a "hehe I have 5 seconds of immortality" it's more of a "okay I have bought time to get healed and if I don't then it's back to spawn"
good idea actually
My fav background music frfr. I whatch this man while in que or while playing Genshin or while doing anything really keep it up ma boi much love ❤
I think his idea of changing anti nade is pretty cool
The second thing I think they have to remove immortality like changing bap lamp to reduce damage like 75%
And kiri should keep the cleanse effect and damage reduction so if a rein pins someone he will get pinned but timing the suzu just before it crush you will save your teammates like 60% dmg reduction or less cause it's on a lower cooldown
And junker queen should keep here anti but it's like (500 cap)
That's my opinion
JQ anti makes sense because its an ult but Anas is just ridiculous
@@rawhidelamp yeah that's why i think for ana you make it that you have to heal like 200 to break the anti nade effect but for jq make it like 500
It's just to have the same mechanic for anti nade effect
I've supported the Ana rework with giving halfing the duration of her abilities, but giving her two of them. Double sleep dart will then extend the first darts duration (not override). Oh and nade would only suppress 80-90% healing. Still want the nade to be powerful and feared, but the current 100% is just desert area.
This would make her tactical use much higher, increase the chance of Ana's in my games hits a sleep dart at least once in my games and stops her from being a complete dry inserted purple buttplug.
bap change idea: the bionic arm he has on his shoulder should provide a passive "Point Defense" that shoots down (on a VERY slow cooldown, and very limited range) incoming projectiles. To balance this, immortality field should be renamed to Absorption Field...instead of providing immortality, the absorption field would absorb X amount of damage in its AOE before exploding. This would still allow bap to save people from burst damage but be less effective against sustained damage.
Underrated comment
So kinda like D.va’s defense matrix but instead of absorbing it entirely it only absorbs a fraction of the damage?
@@Poopkipp It's something that breaks up the momentum of a fight by demanding it be shot out and not those under its effects. By redirecting incoming damage, one can still shoot those under its effects, and use cooldowns for that end, if he thinks the immortality field will break, and those under its effects can't heal to full in the time it takes him to turn away, destroy the immo field, and turn back.
Bap tosses Absorb Field at his feet. Lets say it has a HP pool of 200. Bap then gets headshot by a widow, the damage is transferred to the drone and explodes cause it took 300 damage. Bap is full HP still.
Scenario 2: 5 people are about to be blow up by dva bomb. Bap throws absorb field down and all 5 are in its aoe. Dva bomb lands on it and does 1000 damage to each person. Absorb field takes all the damage (all 5k of it) and explodes as all the damage happened at the exact same time. All 5 of bap's team survive.
Scenario 3: Bap and his team get grav dragoned. Bap throws down absorb field, it instantly explodes yet there is still a dragon and grav. Bap and his team die still.@@Poopkipp
In other words, good vs burst damage, bad vs sustained.
I can already imagine a grav being eaten by a *passive* ability... Doesn't sound that appealing lol
24:00 `You should've picked mercy-y-y!`
Bap Rework Idea: Swap Lamp and Window. Now you have a healing/damage boost support like Mercy, but in its own unique way. Also, Immortality will be an ultimate and probably be harder to kill, with a larger AoE.
I really like this idea. Reminds me of taric or kindred from LoL
i think that they should remove kiriko's suzu invincibility & cleanse, but give it more healing when the ally is debuffed and keep the intangible effect (cant be stunned and can walk through enemies).
Make Baptiste's immortality lamp kinda like Zarya's bubble where it can block damage but only so much before it breaks.
Finally make Ana's anti-nade give REDUCED healing, instead of no healing. Maybe 60-75% reduction? and junker queen ultimate could have 80-90% reduction in healing.
they could also make it so kiriko's suzu healing isnt effected by anti-healing
I'm not familiar with how the workshop works, but would it be possible to implement these changes into a custom game? Because everyone thinks they know how to fix the game on paper, but in practice the ideas fall flat. Not even the devs are immune to this problem.
Excellent idea.
Because you don't 'fix' the game, you try and experiment. The devs are just extremely hesitant to experiment ambitiously. They only did with Mei and they were unwilling to discard their changes for too long.
You can only do so much. The Ana part maybe. You'd need to create a code that keeps tracks of healing received. Unless the game just outright treats anti as 0 healing received on the target. Then you'd have to probably change it so Ana healing target x by y. Kiriko part tho, idfk. That seems impossible. Mainly cuz of invuln part on how it works.
they used to do these sort of things in the experimental card but that hasnt been seen since ow1
3:42 For all those thing you mention to work, the need to fix the report system. You will get suspended for anything regardless of actually do it. Get reported enough times your out of the game for a month. Idk if you ever got suspend(probably because u have special privileges) but that shit ain't fun to get suspended every month.
His rework/re-balance ideas may not be perfect, but he is onto something really good here with the suggestions he is making. We shouldn't automatically be like "oh I disagree, that's a bad idea, etc." but we should instead help improve it by brainstorming around these suggestions. I mean, I think it is great to have CC invulnerability and maybe even reduced damage received with Suzu ability, current levels of heal, removing cleanse and intangibility. This, together with making Ana nade easier to counter and not rely on a hero pick but still very rewarding with great timing, sounds like a win win in all departments. If OW team actually sees this and disses it completely, they might indeed be braindead.
People don't realize that changing how cooldowns and ults, or healing and dmg affects every role individually would solve the issues, the way to fix Ana anti would be to make it have different values and effects based on what role she slaps it on , for tank, tank can't recieve heals, for dps , dps receives reduced healing , for support, support can't heal thier tm8s
What if you change baps field to work like a zen ult for people under a certain threshold so while you are in the field it heal you up very quickly up to the threshold making you more or less immune to small hits but killable to larger hits. This would also allows counter play from something like anti nade from Ana.
If target is below 25% health - Immortality Field heals at 150 health per second. If above 25% health. Immorality Field heals at 25 health per second. Increase duration from 5 to 6 seconds. Reduce cooldown from 25 to 22 seconds. Increase cost of Amplification Matrix by 30% to compensate?
“ITS 18 MINS LONG”
Proceeds to double the length
Switching lamp and window then adjusting numbers would fix a lot of things.
my doom ultimate idea is that since they want him to be like a fighting game character, give him a counterattack style move. basically the same as a block, but instead of the stun, make it return damage just like dps doomfist for a split second
It would be really cool if they added that to his block, like it added as much damage as you talk to your punch. it would definitely make him be able to do a lot more damage and he would finally feel intimidating
"Immortality is unbalanceable"
Ubercharge: exists
Maybe flats just means in THIS game
ubercharge is basically an ultimate
My change suggestions:
1) Mauga - needs significant rework - he lasts far too long with healers dumping into him, deals too much damage to be ignored, and needs to lose CC immunity on dash (if rein doesn't get it, why should he?). that's basically his entire kit, so I don't know what exactly to give him in exchange.
2) Hog - hook needs to leave you a little further from hog, remove pigpen damage but increase slow
2) Ana - anti nade reduces healing by 50%-75%
3) Bap - immortality field replaced with DR + healing
4) Brig - add ring to show inspire range
5) Kiri - suzu grants 50%-75% DR and immunity to CC
6) Lifeweaver - Grip neither heals nor grants invulnerability, but you can shoot/aim while in it (also, targeted player can press e to cancel grip).
7) Mercy - damage boost significantly reduced and heal slightly reduced, but both apply at the same time. alt fire is pistol (reduced damage if using beam)
8) zen - damage orb only applies to self + the hero who has his heal orb on them.
The think about Junker Queen is that you have to put yourself out of position when you use your ult, and as you say Flats you have to wait out cleanse. Anti nade is an ult on cool down.
What if blizzard add a support who add life instead of healing but just when you are been affected by another thing. And this life is like brings ult. It will disappear once you are at 90% health or 3 secs. That could help counter Ana without overpowering kiri
Ana nade rework could just be changing it to a healing nerf for X seconds. So if you nade Hog, then any healing Hog receives will be reduced by 50% or something. That will still allow the possibility for healing through the nade without needing cleanses or immortality mechanics.
Redundant due to dps passive I think it's fine the way it is
I think a good philosophy to keep in mind is to seperate the terms "competitive" and "balanced". It's very possible for a very unbalanced metagame to still be competitive. Goats was overwhelmingly over centralized and unbalanced but was very competitive, being good at goats required an enormous amount of coordination and gave players tons of opportunities for skill expression, while a metagame where mauga is dominant is extremely uncompetitive. Mauga has little to no room to "out play" the enemy and there's little room for strategy or opportunities for the execution of said strategy to be successful or fail. I strongly hope that metas remain competitive rather than a failed attempt to balance everything to be all perfectly as strong.
I would say ow 1 release before ana was fairly balanced (assuming 2/2/2 and not 3/3 since there wasn't role lock).
I still firmly believe ana and doom were extremely unhealthy for the game and set into motion cooldowns that were too strong. Talking about ult vs ult, ana could shut down a zen trance in grav with a button push. Kiri didnt exist, which means outside of zarya bubble there was no way to cleanse it (on others. Mei, reaper etc could fade out of grav or ice block because grav didn't lock out skills at this time).
Doom was a massive contribution to CC on dps. I have an old forum post going over every cc in the game from the original cast to around when doom was added and they DOUBLED the cc in i believe 4 or 5 characters compared to launch.
There needs to be a conversation about counter play and that nothing should be 100% lock. No 100% damage reduction, no 100% healing prevention, no 100% move reduction etc etc (outside of ults). Right now these are the things players dislike the most (anti, suzu lamp, cc like old mei junk traps old flash etc)
Doom was ass my guy, like dps doom was worse than tank doom, if you could kill him that was on you, 90% movement penalty for 1.5 seconds to charge up a "1 shot" if there is a wall, his abilities were so bugged anyway, ana has always been good, doom is ass, idk why you are yapping about him being unhealthy
@@Asynurr DPS doom is so bad I have heard countless doom mains crying about bringing him back. Tank doom is so bad he's consistently one of the best dive tanks and had to get nerfed relatively recently.
Although I'll have to admit I don't know your opinion on doom what do you think about his current state and why I have heard from alot of people that they constantly want old doom
@@khaledm.1476 people don't like new doom because his kit is just awkward with block and he's only a good dive tank of you hit all of his abilities, combining his ultimate combo with mobilty such as this
Doom primary fire combo!?!
Punch, into wall, shoot 2-3 headshots, GTFO and pray you didn't use all your cool downs for nothing because of character like mei, Moira, reaper, etc
In overwatch one when you hyperoptimized your play style you were able to kill things in seconds as a reward for that, now you have to hit something, pray, and then gtfo because you'll die otherwise since block fucking sucks.
Plus his ult now requires like 2k damage to get for all of its low impact goodness, it's terrible cast time, and extreme commitment requirements with your very CC-able kit just equates to a very hot or miss play style
Unless your like Zbra then you can just have fun.
@khaledm.1476 i played a shit ton of doom in ow1, but that was because he was exciting, you wouldn't do anything except getting slept and cced to death most the game, and then 2 team fights later you could kill 4, widow was a much bigger problem in ow1 than doom was, people just hated doom bc of his cc and (as widow players have said to me before) his "unfair 1 shot" in short dps doom was more fun, tank doom got nerfed recently because there are like 5 doom players on the latter who absolutely mastered him with countless hours, but still gets complained about because of his cc, which fair enough, the cc on tank doom doesn't feel good to dish out, nor does it feel good on the other end. Doom in ow1 had endless counters, anything hitscan or cc hard counted him, which if you saw a doom 1 trick on the other team you would just insta lock cree and win every engagement against him, bc of flash and fan, so yea he was a lot more fun on ow1, that is why people want him back, if dps doom released back into ow2 he would be one of the worst dps, especially with life grip and suzu being a thing. Tank doom was already shit and got nerfed again just bc people hate him. Which getting chain cced into a wall feels like shit, almost like he was never designed to be a tank in the first place and the block ability doesn't work well with his kit imo since he has crazy mobility. If you wanna destroy a tank doom just go hog and hook him off cooldown, you will win every time. Also most doom players just miss 6v6 cuz 5v5 is terrible and a mistake. So yea i have 2500+ hours on doom, but look through things as unbiased as possible, in the last 2 season i have barely touched him because he feels clunky and kinda shit, i have more fun on tracer now, but yea, i understand doom about as much as getquakedon, speaking of which doom has 80+ bugs currently which need to get fixed
@@Asynurryou... Do realize that even if a character is "bad" they can be unhealthy for the game when they get away with allowing abilities that are unfun - ie one shots, and heavy CC. (Upper cut, slam and punch all had cc).
Also, no, doom wasn't bad people were just bad at him. Good doom players would run wild without someone on the other team running cc (hog, ana, cass/Mcree etc). This is a prime example of "hard counter" and "required picks" that he *helped* introduce into the game.
Which no one liked. I loved doom, I also got my butt handed to me many times for mis-timing engagements, not tracking cool downs etc. i would have other games like hanamura defense hiding in the slam spot to charge to 120 damage and nuke half the team.
If you liked dooms assassin in and out it makes sense you like tracer, you can also try a similar play style with echo, but it's not the primary way she plays.
DPS doom right now would be worse than before because when DPS doom was released the only cc in support was ana, but right now cleanse, grip, lamp etc would all deny his one shot but having a one shot would still be unfun to die to. (Not saying he crutches on his 1 shot, because 90% of the time it was used to get out and it was slam shot uppercut shoot leave with punch)
11:23 same shirt
Much like the "problem with competitive" video, I hope this video gains enough traffic that the devs see this.
They don't need to completely take the video's idea on reworks and whatnot, but the overall concept and philosophy would be a good takeaway overall
I probably sound stupid saying this but if the enemy is running ana and your team wont run kiriko, the tank has a few option's:
1 - play sigma or ball. the overhealth can survive anti nade but both suffer from sleep dart
2 - play junker queen. shout can give the slight overhealth to survive the anti until they can pump heals more. its quick too, 12 second cool down you can cycle it in terms of anas nade cooldown and use it as a push also given the circumstance
3 - bully the ana all game. get a sombra, get a tracer, get a dive comp.
I think a lot of OW players just need a perspective shift. Here's an example: Moira's utility does exist. It's that she provides follow-up damage/elims and can easily be useful/provide value for any comp. I think a lot of people forget that providing value in a match, is a key factor to everyone having a good experience in game. I'd rather see a Moira skill orb doing it's thing, than an Ana or Bap have horrible CD timing.
the video did touch on my biggest gripe is that how easy it is to counter an ultimate with a support cooldown
Easiest change to healing that I think would help, is instead of static numbers for healing, change it to percentage healing of the targets max hp. All supports can heal tanks much more easily. and stopping them from blowing up immediately. while allowing non tanks to not get perma healed and be somewhat unkillable half the time.
Immortality field could be changed to “protection field” or “guardian field”, could still be a drone, but it does very small aoe healing (like 25/s) and let’s say a 35-50% damage reduction for like 5 seconds but can be destroyed. I made a workshop mode where he has something similar, sadly the field can’t be destroyed, but it gives you 50% reduction to damage taken for 4 or so seconds. Haven’t tested it with people yet but I feel like it’s just so much better and keeping it a drone keeps the hero fantasy.
Not too serious a thought but what if baps lamp emitted 3 pulses (with gaps) that gave temp invincibility
As a Bap main I would be ok w that
to inconsitant.
i was hoping he would say 34, because to be honest it does bring a lot of people to the game lol
honestely, 6v6 was more fun etc even though it was harder to balance. Now it often feels like (as a tank) you'll die before you can do anything. (Died multiple times trying to get to highground with winston jump and before I could land my bubble and my hp was completely gone. Anyways, 2 tanks lessen the suffferage of cc for tanks and certain heroes dont pose such a hugh problem like in 5v5)
Tanks rely on their teams now more than ever. Even though they have arguably the most importance, they hold the least impact on a match. Ow1 that might be your fault but in 2 if the team isn't making your job possible you can't make their jobs easy, if that makes sense. Playing tank is rarely fun when the team has an Ow1 mindset and blame things on the tank when their is nothing that can be done on the tank end.
@@neighborhoodk3477 the problem I see, removing one tank slot basically makes 1 tank recieve double the cc since the cc isnt spread to the other tank. If the enemies go Orisa, Mei, Sombra and Ana what ever you do as a tank, you will not live very long or at least wont have fun
@@insomnie148 it’s the entire teams job to bait cc and point out people with no utility. Ana should not be a problem for a doomfist but if I have to track the entire teams cooldowns, take space, harass, peel, keep myself alive, and my team alive with no coordination from my team it’s significantly harder to win. One tank isn’t so bad it’s the selfishness of teams, there has to be a synergy
@@neighborhoodk3477i'm just saying that some of the synergy between heroes have been lost
While I don’t actually have a problem with lamp myself, I think I have an idea that might make it more enjoyable for more players.
I would do the following:
- increase the lamp’s hp slightly
- remove the lamp’s innate timer
- make it decay hp over time
- make mitigated damage deal damage to the lamp with a heavy conversion rate(like, 3 player dmg = 1 lamp dmg).
- make it’s hit box smaller and bob up and down slightly
Note: If hitting a player overkilled the lamp, I would just negate all the damage to keep it’s previous functionality vs things like junk tire.
The reason I think this works is because it gives everyone involved more thought, and also helps beginners.
For example:
- ram’s vortex previously would not have been much of an issue for bap’s lamp, but now the AOE dmg it deals would massively reduce the life span of the lamp.
- a soldier 76 far away from lamped tank will have to decide whether hitting the small, moving object or the massive tank would be easier/faster.
- team mates who are lamped may have to decide if they should bail early, as a damaged lamp lasts significantly less time, but if they can “protect” it, they can stay immortal for much longer.
-new players who often struggle to change their focus to the lamp, or even perhaps don’t know to shoot it, can still contribute, albeit less so.
FIX TANK COUNTER SWAPPING. I want to play a competitive FPS not rock, paper, scissors. You have a hero shooter where people cannot play as their favorite hero because they will get destroyed by counters or get flamed by team for not switching.
Just gotta be better. As a doom main this is the life cycle
Just give everyone 1 swap per round. It really doesn’t feel good being able to play whoever whenever people should be incentivized to do better with the hero they spawned with and not rely on swapping to get an easier matchup it’s just cheap and unfun. I agree GET GOOD so stop swapping to make it easier
@@Windbend3rwhy are you preaching to people about your yearly wages my good friend I think you should be in the lab working on your switches
Bro I love Your Best Friend Jippy! He’s been one of my favorite music artists since about middle school! Love seeing a much smaller and more niche artist like him get more widespread exposure
Bring back 6v6, anyone who disagrees is WRONG!!! Period.
I like the idea of ana nade being changed some. like a heal hinder instead of anti. but it is true that the game counter abilities instead of ults
When they were talking about the main point each role should have I was thinking about 1 generalization for each role. For tank I believe that as a baseline they should have the most impactful ultimates in the game. Although it could be argued that they need to take space and have lots of mitigation, which I totally agree with, I also feel like tanks have too much diverse play to fit that into one major generalization. For damage I feel like they should feel the most damage out of the other heroes (duh). At the moment it feels like some damage heroes are not fitting this quota and I think that needs to get fixed. For supports I feel like they should have the most value out of the roster. NOT BECAUSE THEY NEED TO DO CRAZY HEALING AND DAMAGE, but rather that they should be the characters that a team plays with or around. Right now with the current state of overwatch it feels like supports have the most impactful ults, most damage, and value out of all the other characters and I think this needs a big change. Please let me know if you agree with me or if I’m just crazy.
I think a good change up to test with a hero like Baptiste would be to swap a cooldown with the ultimate ability.
Naturally, this wouldn’t work with most heroes, but let’s look at Bap real quick:
Immortality Field is a massive cooldown to burn for a support to have, while Amplification Matrix feels like it lacks as much impact as Immortality Field. Let’s swap them!
E ability:
Amplification Matrix - Size gets shrunk from current to original box shaped window, -50% duration, reduce amplification effect 50% > 30%; 25s cooldown
Q / Ultimate:
Immortality Field - Radius increased by 3-4 meters, drone health increased to 400 HP, increase drone size / hit box size by 10%; Ultimate cost increased by 20%-25% to make up for the increased output of healing and damage dealt by Baptiste
A patch like this will fundamentally change how Baptiste is played, but it’s obviously a nerf from his current iteration which can deny kills and ultimate abilities on cooldown, but he’ll maintain the effectiveness of his available abilities. Could be a horrible concept for Amp Matrix, but I’m open to shake ups like this.
I was going to recommend you to watch this but didnt know where to put it glad you watched it
2:30 Must be nice to play with people that use mics, and know what their doing.
Like a pylon on his shoulder. It compliments his jumping playsyle
Imagine a Top 500 player saying that the game should be balanced top-down -.- ...
As a Destiny player that likes to run a cowboy Gunslinger, I think Cass could use a (YAS buffed) Tripmine instead of a homing sticky hinder... thing. Sticks to walls and has a laser trigger, does a bunch of damage if anyone walks into it, takes a respectable chunk of damage to break, sticks to players and explodes immediately (maybe with more damage and a teeny tiny blind/stun? only a wee little bit,) if it's a direct hit. (And let him shoot it in midair to detonate it early - I know that's Ashe's trick but it's rad as hell, and way less important here.)
Course, I'd also love if his main fire and alt fire were a little less separate - Especially if he had a proper ADS. Then firing while ADS could be his current main fire, and while from the hip it could be a slightly slower but more accurate version of fan the hammer, that doesn't automatically shoot the whole mag.
Basically I just want him to be my Last Word/Young Ahamkara's Spine Gunslinger build. In all fairness, it's a super fun build.
Bab's identity? ez, clear as day. Soldier77+
Imagine, lamp would be like flats implied but if you throw it, it gets tethered on the target you threw it on.
Movement of that lamp is then like an hockey puck in ice so you can fling/lasso it around you to make it a little more fun.
i can think of some starts already.
- like Cree rolling towards the tank, that puck flings forward him saving the tank, while Cree can play some cover. (Hanzo/Genji dash could do the same) ultra rare case tho.
- Mercy gets to walk the lamp and GA's in to the tank, to get a "save" revive on a squishy next to him.
- Widow get's 1 free peek with or without grapple
- Mei braking that tether with ice block so it can attach to the next one after sliding the direction she moved. (maybe a breakable connection on melee and/or crouch for everyone?)
- Brig would also work very well with her shield bash
ngl, the longer i think about it, more i think it could be fun.
... but not on Pharah. eff that, maybe by breaking connection if following for to long in the air or so?
I love that your editor has such a strong affinity for the mvc2 soundtrack
"There's a lot of people in this world that don't have something to say, they just wanna say something"- Flats, I'll be using this but quoting you thanks :D
I know I'm 5 months late into this, but i think i know how i could "fix" Baptiste and sort of rework him a bit:
• Remove Amplification Matrix Ultimate
• Remove Immortality Field from being a CD ability, and make it his new Ultimate ability. Instead of it giving immortality, it would work like Orisa's old ultimate ability, giving both a bit of an increase in damage dealt and reduction. A much weaker "All-Team Nano Boost" basically. Hopefully a better impact and game changer than Amplification Matrix. The health on the Drone(or Lamp) is increased slightly and can still be destroyed or hacked.
• Change Immortality Field's ability to a Sonar ability, an area of effect scanning ability that follows Baptiste, revealing enemies in a 15-20 meter radius for a very short amount of time, a good opportunity to reveal flankers like tracer or sombra, without relying on Widowmaker or Hanzo.
• The rest of the abilities can stay as is, since there is no reason to consider changing them.
One thing I'd love to see them experiment with is tying some ability cooldowns to things other than just time. Whether this ends up being a good idea or not is debatable but it'd be interesting to see them try it. The more annoying heroes could have their contraversial abilities tied to taking greater risks and therefore greater reward. For example mercy could build her rez charge by damage boosting heroes more, that way she has to risk their lives more and choose wisely in order to build an ability that is likely to be useful as a result of that playstyle.
what if for Bap lamp, damage done to an enemy while they are at the immortality threshhold is done to the lamp. That way being sprayed at isnt nullified, but it still helps against high single hit damage effects
37:50 did... am i not understanding or are we just forgetting the other use of anti nade?
@flats what if for Ana rework it just reduces the amount of healing a healer can do so like if you’re anti’d they can only heal you like 20% out of 100% or something like that. So then I forces you to either sacrifice cool down, dump resources into healing or sacrifice for the team fight
14:07 it may be that tanks need a buff to deal damage during immortality but reduced. I play mostly support/tank and not very high ranked but even if they made tanks do 10% damage to "immortal" enemies I think that maybe a good balance. It can "counter" immortality plays not really transcendence or beat returning a role for tank to keep and take space. It also makes cool down usage more important and gives back the hyper heal ults back their utility rather than the cool downs. If you wanted to go further you could add this to ultimates to prevent the ult for cool down.
the thing with Bap if his drone did reduced damage/increased healing buffs it would absolutely fit with his kit. His window does increased damage/increased healing for stuff going through it. Keep the drone killable, maybe increase the radius a smidge.
Either that or swap his ult and immortality field but make his window only usable for himself and have it move with him and stay on screen wherever he's facing. Then you can get a proper immortality field, with a wider range, unkillable drone but only have a duration of 2-3 seconds. It'll bring back the ult v. ult gameplay and be treated like a short duration stationary zen ult but makes everyone unkillable for that duration.
with his idea anti would be like a reverse zarya bubble where you can wait it out or bust through it but with ally healing in this case instead of enemy damage
For the healing absorb maybe do it like Injustice where your hp when it's low is grey usually to show you can be healed and when you have healing absorb your grey hp that represent your missing hp Is purple
If baps lamp worked like lifelines drone he would literally just be “Illarie: the prequel”
While I mostly agree how they define roles, at least at the casual average joe level I'd define it a bit differently:
DPS makes opportunities, tanks create space, and supports win the fight. To elaborate, DPS at their core kill enemies. If I'm not getting kills either the enemy is currently hiding from me or I'm not currently doing what I should be doing. If I killed the enemy or they're hiding I've created pressure or an opportunity for the tank to take space. DPS can free up space but they normally can't take and hold it alone (aside from certain ones). The tank takes and holds space or deny the enemy space. Obvious ones like rein, sig, horse all move and hold space, while some like ball, doom, Winton all make the enemy go other places or manually place them there. They prevent the enemy from spreading out or provide that threat. And finally, supports win fights. That's the easiest way to describe it, but they either keep everyone healed up, allow aggression, or get people out of bad situations. A team fighting with no supports (even when they weren't so strong) is death, but with supports and either tank or DPS might be winnable still. Their job is literally to watch the fight and do whatever helps most, even if that means being a DPS support.
Definitely something some people will disagree with, and it's also extremely vague and broad, but that's because I think each role needs to be able to bleed into other roles, particularly at lower levels where skill is very inconsistent. If I'm not squaded up and even though I'm gold DPS, I'm in support Q to climb it out of bronze I should have options for when a DPS is just unable to do anything, either so I can hold their hand and double team, or just give up on them. Same deal different role, if I'm bronze DPS and gold tank, I should be able to hold ground through shear lethality and knowledge. It gives the singular player an option to be flexible and takes out some of that "it's my team not me" complaining we all hear. If a tank is squishier but also more dangerous than the DPS that's fine (and is called doom fist) when done properly. A DPS that doesn't need to rely on supports? Sombra, soldier, reaper. And a support who can essentially screw off to Narnia and still be helping the team? #LucioMafia.
Let me say this one more time. Introduce a pick/ban system like every other fucking moba. You pick your team at the start and there is no switching champs after every other death.
literally nobody can seem to understand that these characters were designed for 6v6 not 5v5 anyone who thinks this game will ever be close yo balanced either doesnt play ow or doesnt understand it
"Can't die through a bap lamp"
It's practically just a winston bubble that you take damage in. Outside of tyre/gravitic flux, it's not offering much more survivability than what had already existed. Barrier ignoring attacks such as Rein/Winston should be able to destroy a barrier fast enough that it's a non factor. Genji Blade is dependant on timing, may take 2 more swings, which is big. Moira/Mei are affected, but it feels like it's more middling on them.
It doesn't act as a barrier from abilities, so shatter strike/sleep/nade is still getting you. It doesn't stop enemies from healing through it. DPS passive is still present on targets within it.
4 months ago, maybe your opinion has changed now, but outside of DPS passive, it feels like the same ability. Honestly it feels like it's only a problem because it's on a support, and unlike with tanks in the current balance, supports are less of a thing people counter pick, so they get to have their cake and eat it without too much hassle, despite also being number 1 on the list of targets to kill if they become available.
How do you balance imortality? Well in the case of Bap Lamp, shoot the lamp first. Same goes for Torb Turret, for example.
Chat reciting the lyrics to "No Mercy" was epic
People were quick to agree that Cassidy's Flashbang needed to be reworked but are still hesitant when talking about nerfing Bio-nade, Lamp, or Suzu.
Because the loudest voices in this game are support players
Something to note about Ana's "Anti Heal" grenade is that it's not just anti-heal. It also heals and boosts friendly healing. However, the anti-heal component is SO powerful that it's almost not worth using it as an actual Heal Grenade - which is what it was originally envisioned as. As such, his core idea is solid. Nerf the anti-heal capability, reduce the cooldown and you give Ana an extra use for her existing tools - an extra use which was always there but not worth using.
I'll give you an example. Brig's Shield Bash used to be a pure stun ability. Damage + Stun and not much movement. Blizzard gradually reduced, then outright removed the stun, but added significant movement to it. Now it's a decent attack and ALSO a decent movement tool. It makes the character a bit more versatile, at the cost of reducing a frankly way too powerful ability.
1:06 ones of the best quotes I’ve ever heard, and bro was talking about Overwatch
Lamp is easy to change. Make it give the hero under it overshield based on their max hp. They can now still die but it also keeps its saving potential.
Great analysis Subbed. Love the choice of Marvel vs. Capcom 2 Music at the end. So Flats; how's your feeling about fighting games as it relates to Overmatch. As a long time FGC guy Overmatch feels like a gateway drug into shooters from fighters. We have the same power creep struggles too, so hearing the balancing debates familiar territory.
How about switching Bap's lamp with matrix? That is making Lamp the ultimate and matrix an ability.
Matrix could be changed to amplify damage at a lower value since it's no longer an ultimate, and lamp could be tunned up to have more HP.
My Immortality Field idea is make it act more as a shield gate. Player's still can't fall below 25% however any damage dealt to players that would reduce them below that 25% is dealt to the lamp instead (maybe add a visual between the player and lamp to show this). Damage dealt to the lamp this way would be reduced, to incentivize shooting the lamp directly. Finally, any overkill damage would be absorbed by the breaking lamp. A lamp at 1 hp would still eat a D.Va bomb's damage and leave a team at 25% hp like it does now.
28:00 But... There is a circle. Ok, if you set your "Option/Video/Graphic quality/Damage Effect" to "low", this circle disappear. But in default settings, each time you hit, inspire become visible. (Why should it be visible when inactive ?)
I'd like Baptiste's lamp to be reworked so that it redirects damage from players in range to the lamp itself, increasing the lamp health (to 600 hp for instance). That way it still acts as an invulnerability, but allows more counterplay by targetting the protected tank with a larger hitbox instead of the tiny lamp, or landing criticals to destroy the lamp faster. Still allows bap to tempo it out to gain a second or so in a grav, or peak a widow. Not as strong as today where the strat is to just lamp around a corner and get your tank invulnerable for 4-5 seconds, or burst heal up to 200HP.
alright, now i know FOR SURE that my algorithm is working properly, since this is the fourth video flats has reacted to that I saw first through my recommendeds. good job youtube 👏 (feels weird to say that)
Something for bap: it's a damage reduction field, but the closer the target is to death the more aggressive the reduction is. This would mean that oneshot things would need some calculations, however.
Switch bap’s ult to an ability and immortality field into the ult.
Make the window smaller so the whole team can’t use the window, it only stays up for a few seconds, you can use it selfishly or put up a window for a teammate, and reduce the damage multiplier.
Then rework immortality field for ult. Increase the drone health and duration
Immortality Field could still act "immortal" but instead of preventing death, damage dealt to the affected low life patients would instead deal damage to the Lamp's life pool by a small percentage until it breaks. The killing blow's overkill damage on the lamp will not apply to the patient as a means of tanking a heavy hit.
Suzu could lose the intangibility and immortality and focus more on being a tool for cleansing and burst healing, maybe affected players can stay cleansed for a duration?
Anti-nade could instead prevent a percentage of incoming healing, which can be negated by a friendly anti-nade so cleansing isn't so reliant.
Moira is OK, simplistic focus on high healing and mobility is cool. Biotic orb could apply some kind of minor movement (de)buff which stacks the longer anyone is affected by it.
I've tried keeping things as simple as possible, I don't think making abilities more complicated for the sake of balancing specific matchups is a good idea. I'm not happy with the Lamp idea but I'm trying to preserve the identity of Baptiste, I'd rather if it just reduced incoming damage but then it wouldn't be immortal.
I think Ana’s nade should apply a much more potent healing effect with anti removed, but you could change nano to make the buff slightly weaker but with an aoe of anti around the target of the nano
I actually like the idea of changing lamp to a Lifeline drone that follows either you or other players
The marvel vs capcom 2 clock tower theme took me back to a happier time 😂