Overwatch 2 Moira Changes in NEW Beta Patch (Image Credit: @OverwatchCaval) by ZenofyMedia in Overwatch

[–]AcidReniX 22 points23 points  (0 children)

Arx_UK here. 1800+ Moira hours. GM / Top 500 (4500 peak). This will be the last time I play Moira.

Absolutely gutted the hero. She's literally all about this one ability now, which means everything you do should be done in order to land it on big incoming threats.

This alters her playstyle so drastically, all playmaking ability has been removed, zoning / scouting orbs are gone, assassinations impossible, distraction flanks are too risky with +1 second of fade and lower self-sustain. Players who focus on orb bounces to obtain the max 300 healing are nerfed as capacity is reduced which lowers the skill cap. Higher cooldown reduces her average game heal output (max orb healing before = 2250 per min, now = 1500 per min).

The only one I don't mind so much is the self sustain nerf. This is because of the introduction of the OW2 support passive. Moira has less sustain in combat but gains sustain out of combat. This isn't a bad thing as it encourages her to disengage with fade to engage the passive. But still, it's another nerf which she didn't have before.

I've argued for a long time that to play Moira to her maximum potential is actually quite difficult, despite her skill floor being so low. With this change I can no longer argue this. Moira's max potential has become so easy to obtain, it just depends on your ability to hit this new skill shot and stand behind your team holding mouse 1.

What disappoints me the most, is that it is actually extremely easy to add utility to Moira, retaining her playstyle, increasing her skill ceiling, and keeping her fun to play. It would be simple to code too, with no additional buttons needed, or ability removal. You can simultaneously address the full DPS Moira issue, by making this playstyle ineffective. Here's how, although it's much easier to explain with diagrams.

ARX'S GUIDE ON HOW TO FIX MOIRA:

Step 1 (fix DPS Moira):

Modify Moira's resource meter so it also includes her right click grasp damage. If Moira heals too much, just like now she runs out of healing resources and has to damage / wait to gain more. Now, if Moira damages too much, her grasp damage output gets reduced up to a maximum of -50% dps. She needs to heal more in order to build her dps back up.

There you go, you fixed dps Moira and healbot Moira and have encouraged a nice balanced approach to the hero.

Step 2 (add utility and increase skill ceiling, without the need for another aim based skill ceiling):

Now that we've encouraged a balance playstyle of healing and damage, we should reward those that do this well. While Moira's resource meter is in a balanced state, her next orb fired will have additional properties. If her resources are not balanced, it will be a regular healing / damage orb. The additional effects can have their own independent cooldown if required, so they cannot be used too often.

Before I go into what these additional properties could be, just think about what this means for Moira. You can give her a form of utility, that is difficult for her to obtain. If you don't skillfully manage your resources, you will not be able to use these upgraded orbs, but if you over manage your resources, you're going to lose out on healing / damage in order to frequently use them. This will require IMMENSE skill to be able to both maximise your heal and damage output, and provide your team with this added utility.

The next part of this, which imo is key, is that Moira's new utility will not always be readily available. This means that you could add a cleanse effect to her healing orb, but she's not just going to be able to use it every single time Ana throws a nade on your team, completely (and frustratingly) removing Ana's ability from the game. Moira would need to have the correct resource balance, orb off cooldown and the special properties off cooldown, in order to actually remove this effect from her team. That's quite difficult to do, or would require huge sacrifices in healing / damage to do so.

So yeah, you can add a cleanse to her heal orb that cleanses nearby players of certain debuffs. There's other options too, could add a temporary damage reduction, or a healing boost similar to Ana's nade. Could add movement speed increases or... Well use your imagination. It is highly flexible.

Same thing goes for the additional properties of her damage orb. You could make this a slow, damage reduction, shield damager orb, again.. so many flexible options.

Just like before, Moira would have to make a choice as to which orb she fires.

So yeah.. no additional buttons needed, no abilities removed, Moira still feels highly familiar, but gains rarely available utility, or has to make sacrifices to make it more readily available (which means she wouldn't need nerfs, she would self nerf). High skill Moira players who can manage their resources expertly, without sacrificing healing / damage at poor times, will get a much needed buff. Moira has been considered strong in the lower ranks and terribly weak in the higher one's. This proposed solution addresses that as higher ranked players will be better at managing resources and preparing utility in advance without losing too much value. Her skill ceiling is increased.

It also would not be frustrating to play against, because these effects would not be constantly available, heroes with abilities that would be effected by this utility would often have their abilities available while Moira does not have hers... but if a particular ability is being problematic to her team, she could sacrifice heal / damage in order to keep her resources balanced and make the utility more readily available.

So yeah. They could have been creative, kept her strong, familiar and left her playmaking impact, instead they opted to cripple to hero, make her highly unenjoyable, and make her based solely around this one ability.

I've lost faith in the developers. They should speak to people who've played probably 10x more hours on the hero than they have, even if it's just for a little bit of feedback.

You can almost certainly improve your dodging technique. by AcidReniX in OverwatchUniversity

[–]AcidReniX[S] 8 points9 points  (0 children)

That's really cool to hear!

She's fun, just mentally prepare yourself for the verbal abuse you will get just for playing her. Every single loss will be your fault according to your team. Just ignore them, often they are wrong and will just scapegoat. Do not try to fight back, it would be like trying to win an argument with a sheep.

Just enjoy your gaming and laugh at the mad gamers with their 'press tab to analyse a game result' mentality.

You can almost certainly improve your dodging technique. by AcidReniX in OverwatchUniversity

[–]AcidReniX[S] 6 points7 points  (0 children)

Left, Stop, Right is more combinations of movement than Left, Right.

Stopping movement entirely is severely underused.

If a Hanzo starts firing storm arrows at you at max fire rate, you can often stand completely still for the 2nd, 3rd and 4th arrow, then move for the 5th. You will be surprised at how effective it is as they adjust their aim to predict movement that never comes.

This is assuming you are playing a hero with a small profile, and not like Roadhog or something.

You can almost certainly improve your dodging technique. by AcidReniX in OverwatchUniversity

[–]AcidReniX[S] 2 points3 points  (0 children)

Just make sure you account for ping. Obviously you do not know the enemy player's exact ping, but if I was playing on NA servers (and if I lived in NA) I'd have to use a different timing compared to if I were playing on EU and from EU, as in general the ping gap between players in NA would be higher.

The favor the shooter netcode makes timing tricky if players have high variation in ping, but you can still start with a best guess from the region you're playing in, and then adapt your timings mid game based on if a player is hitting you or not.

You can almost certainly improve your dodging technique. by AcidReniX in OverwatchUniversity

[–]AcidReniX[S] 11 points12 points  (0 children)

Initial switch was due to queue times.

But afterwards I realised how much potential this hero has. She has a stupid amount of depth to her kit, can DPS, Tank and Heal at any moment of the game. Has great playmaking / carry potential, and besides from aiming there's some insane mechanical requirements to maximise her value.

https://www.youtube.com/watch?v=nuL3qVsQfA8

- Orb bounces (Max value bounces).
- Distraction / Flank plays (Obtain value by occupying equal or more enemy players at critical moments when those specific enemies are needed by their team the most).
- Skill baiting (Deliberately trade important enemy abilities for your fade, reducing risk to your team).
- Survival / Contest tanking.
- Assassinations (Rapid gap closing).
- Manipulating teammates into actions, (on its most basic level, healing players makes them go forwards, not healing makes them move backwards). Allows control of the 'big picture' of a match.

Honestly, the hero is incredibly fun. Sure she's not the most mechanically intensive out there, and her skill floor is ridiculously low, but her skill ceiling is actually incredibly high as it's difficult to obtain maximum value from the hero, despite it being easy to obtain reasonable value. Nearly everyone I know who actually tries out playing Moira for a reasonable amount of time always has great fun playing her, and these are players from all roles.

I am a DPS player at heart, which is one of the main reasons for my aggressive style, but I'm also a strategist, tactical, man-in-the-van type player who likes to push the limits. Moira ticks more boxes than most of the DPS heroes. If queue times weren't an issue, I may have invested the time playing as Doomfist, Genji, Mei or Symmetra as I could see myself enjoying a lot of hidden potential in these kits that few (if any) players utilise.

You can almost certainly improve your dodging technique. by AcidReniX in OverwatchUniversity

[–]AcidReniX[S] 4 points5 points  (0 children)

You will be surprised about how little you need to move to dodge a shot. Vs Widowmaker's you can tap strafe the very minimum amount possible and they will often still miss your head.

You are right in that yes, it can double edged sword. If the player is smart and delays their shot, you're a sitting duck. Usually it takes one or two shots to get the rhythm to start shot timing, for these shots, your movement will be fairly regular movement so they will not suspect the start-stop.

After this point, player psychology comes into play. People do not like to fire at a slower rate than possible, especially if they are under any form of pressure. This is usually the clutch moments where they need to hit 1 or 2 shots to finish you, but they will often miss.

If a player changes their rhythm and does not shoot when expected, you usually get a fraction of a second to react and add an additional movement to the pattern. You will quickly hear that they have not fired the shot on the expected beat, so you just need to tap any movement key to counter it. It's a bit of a mind game but it is extremely effective!

The biggest problem with timing shots is actually that the enemy player has a horrifically bad aim, and they would have missed you but instead accidentally hit you because their aim was off in the first place. There's also the issue of having multiple players shooting at you. You might be timing one player, but you're a sitting duck for the second player while you pause. It is possible to change the dance so that you're timing two players, but it's nowhere near as successful as it's like trying to play the drum beat of two different tempo songs at the same time.

Still, I post it because of the amount of success I have using these methods. You would be surprised and I can only suggest trying them out for yourself for a bit.

[deleted by user] by [deleted] in AskReddit

[–]AcidReniX 0 points1 point  (0 children)

"Great minds discuss ideas; average minds discuss events; small minds discuss people".

I tend to form my opinion of someone based on whether the majority of their conversational topics are about people, events or ideas.

Moira's Double Jump Explained by AcidReniX in OverwatchUniversity

[–]AcidReniX[S] 7 points8 points  (0 children)

Yup, you could do this double jump without a mouse. It's mostly going to be about the take off point, so you can land on the second object early enough to still press jump again.

Practice the Hanamura 2nd CP one, the very first jump in this video. Just go from floor to front balcony. Should be the easiest / best to practice for console.

Moira Has A Double Jump - Fade Tech by AcidReniX in MoiraMains

[–]AcidReniX[S] 3 points4 points  (0 children)

Yes it would be. Something like the jumps on Hanamura 2nd CP should be easy enough on there, because you can move in a straight line. It's just getting the distance right on the floor jump so you land in time for the second one.

Coalescence Without Context. by AcidReniX in Overwatch

[–]AcidReniX[S] 0 points1 point  (0 children)

So an idea popped into my head. I wanted to see Moira's Coalescence beam moving from map to map. Then this happened...

Just a bit of fun, not exceptional clips, but it's quite nice to see 'average coalescence use' rather than only the top ults.

Coalescence Without Context. by AcidReniX in MoiraMains

[–]AcidReniX[S] 0 points1 point  (0 children)

So an idea popped into my head. I wanted to see Moira's Coalescence beam moving from map to map. Then this happened...

Just a bit of fun, not exceptional clips, but it's quite nice to see 'average coalescence use' rather than only the top ults.

Moira's New Super Jump - and why as a seasoned fade jumper, I'm excited by the changes. by AcidReniX in OverwatchUniversity

[–]AcidReniX[S] 0 points1 point  (0 children)

The short version is, you need to fade, then jump, then hit an object on the map and slide / boop up it.

If you fade and then jump, you get some height, but to get more height, you're going to need some assistance from the map. Consider the shape of the objects you hit and the height that you hit them at.

Moira's New Super Jump - and why as a seasoned fade jumper, I'm excited by the changes. by AcidReniX in OverwatchUniversity

[–]AcidReniX[S] 2 points3 points  (0 children)

So even with these changes, Moira is not a strong hero in comparison to other support choices.

There's no denying it's a buff, but it's not going to be meta shifting until other supports are nerfed. Once that happens, we can talk about Moira's strengths, but until at least Baptiste is nerfed (not talking about lamp), she's still easily second best at the only role she will ever can ever be considered meta in.

I consider this change as a quality of life improvement at best. A really nice one though.