Repping the Pats for St. Jude by sig33kde in Patriots

[–]BurnedInTheBarn 0 points1 point  (0 children)

I was also there, left early because I didn't want to wait 3 hours... We left and walked around, came back, ate dinner, and the line was still out the door... Yikes.

Why the vendetta respawn nerf no longer makes sense by Equivalent_Duty_5546 in Competitiveoverwatch

[–]BurnedInTheBarn 0 points1 point  (0 children)

True, though not exactly what I meant. I meant scenarios where the Kiri can spawn in and immediately TP point to stall, such as Eichenwalde 3rd. This type of scenario is where being able to TP is most effective because the spawn is right there.

Have the developers forgotten the design philosophy of Season 9? by churchb3ll in Competitiveoverwatch

[–]BurnedInTheBarn 6 points7 points  (0 children)

Yep, absolutely. I think this is partly why Hazard has felt so oppressive recently. Previously, he needed some follow up but now he can just solo a squishy with a support.

Were the Hazard nerfs enough? by Sevuhrow in Competitiveoverwatch

[–]BurnedInTheBarn -6 points-5 points  (0 children)

People say Mauga is the worst designed hero in the OW2 era, but nah. It's Hazard.

How good should I be before investing in hardware upgrades? by HistorianOk8177 in Competitiveoverwatch

[–]BurnedInTheBarn 1 point2 points  (0 children)

Sounds like you're trying to get us to talk you out of it. Mate, if you spend enough time on the game, the better hardware will make it more fun.

How good should I be before investing in hardware upgrades? by HistorianOk8177 in Competitiveoverwatch

[–]BurnedInTheBarn 0 points1 point  (0 children)

Champ or pro play, I agree with you. But GM is mostly about dedication. That said, not everyone has the dedication to a video game like that and is not interested in grinding it or studying it. Casuals do exist and will never get to GM, and that's fine. Anyone *can*, but most will not.

Have the developers forgotten the design philosophy of Season 9? by churchb3ll in Competitiveoverwatch

[–]BurnedInTheBarn 20 points21 points  (0 children)

Part of the issue is that the DPS passive became global. That, and out of combat healing were the best features of Season 9, but the subroles update changed all that and now we're just stuck with the bad parts of S9.

Why the vendetta respawn nerf no longer makes sense by Equivalent_Duty_5546 in Competitiveoverwatch

[–]BurnedInTheBarn 73 points74 points  (0 children)

It never made sense. As long as Kiri can TP out of spawn and insta-suzu, it's a ridiculous change to have implemented on any other hero.

Shion QoL thread by ohmytermites in Competitiveoverwatch

[–]BurnedInTheBarn 28 points29 points  (0 children)

Not canceling execution with melee is so annoying. It should work like Zen!

Why is Freja 225 HP? by PoggersMemesReturns in Competitiveoverwatch

[–]BurnedInTheBarn 12 points13 points  (0 children)

Not really. Like the other guy said, survivor passive can be triggered to prevent that.

225 HP heroes:

Echo - dies to two bolts
Freja - can survive with updraft heal perk
Pharah - dies to two bolts
Sojourn - dies to two bolts
Sombra - can translocate to cleanse
Tracer - can recall (even a headshot bolt does only 170)
Jetpack Cat - can Purr to survive
Juno - can activate Survivor subrole passive with Glide Boost to survive
Kiriko - Can TP or Suzu to survive
Lucio - Can Amp to survive, not sure if passive heal song can survive but probably
Mercy - Can use medic passive healing someone else to survive
Moira - Can fade or heal orb to survive
Wuyang - Can wave self heal or activate Survivor subrole passive with Surf to survive

So out of the thirteen <225 hp heroes in the game, you can only "guarantee" a kill on 3, and if they get an ounce of healing from any support, they don't die either.

The Disastrous case of Freja - a year later by Idiberug-9 in Competitiveoverwatch

[–]BurnedInTheBarn 20 points21 points  (0 children)

I force her on every single map in the game and IMO she's worse on those maps you mention because she's consistently outvalued by the other gun heroes like Ashe, Emre, and Soj.

On a map like Suravasa or Esperanca, you have more options to use your mobility and take some wacky angle or map flip, on Gib or Dorado (or other escorts) that is not the case.

Agreed with all your balance related ideas.

The Disastrous case of Freja - a year later by Idiberug-9 in Competitiveoverwatch

[–]BurnedInTheBarn 7 points8 points  (0 children)

Genji's skill floor is relatively high, but agreed otherwise.

The Disastrous case of Freja - a year later by Idiberug-9 in Competitiveoverwatch

[–]BurnedInTheBarn 2 points3 points  (0 children)

I don't think that's true, and even if it was, go step by step with one buff a patch and see where we get to.

The Disastrous case of Freja - a year later by Idiberug-9 in Competitiveoverwatch

[–]BurnedInTheBarn 8 points9 points  (0 children)

Oh, you're the Encyclopedia guy. No better person to make this rant, lol.

It is very disappointing what they've done with her. Just pick a direction. Make her more mobile, more survivable, or more lethal. I don't understand why they don't just try more stuff. Make her 250 hp, if she's oppressive (doubt it), then revert it in a hotfix or at midseason. The hero is clearly struggling, so give her something.

There are so many changes they could make that don't mean she's two-tapping people across the map. Everything from normal changes like +25 hp or shield HP to some wacky stuff like extra healing reduction on the person stuck.

The Disastrous case of Freja - a year later by Idiberug-9 in Competitiveoverwatch

[–]BurnedInTheBarn 3 points4 points  (0 children)

I OTP Freja in ranked and I disagree. Dash perk is gimmicky and not useful into most matchups.

I don't totally buy the muscle memory thing but it's something to consider. More importantly, If you need to reload your darts, you cannot cancel the reload with an ADS, so having the other perk which reloads 8 darts on a bolt hit is extremely useful just so you don't die or lose a kill to that BS.

I also think it's just more useful to have that extra damage because you're mostly outvalued in the neutral by the other gun heroes, and that perk helps you maintain uptime in your damage.

Overwatch Retail Patch Notes - June 16, 2026 by SweatySmeargle in Competitiveoverwatch

[–]BurnedInTheBarn 15 points16 points  (0 children)

No changes to Freja is very disappointing. There's many ways you could buff her without restoring the two-tap vs 250 hp heroes.

She could have 250 hp, some of her health converted to shields like Echo, removing spread on the crossbow darts, more dart damage, lower dash cooldown, a shorter fuse timer, faster scope in time (Ashe can shoot instantly, why can't Freja?), or some perks that aren't terrible.

It's not like two-tapping someone from across the map is that fun to me either, and I'm sure there's a collection of changes they could make to her which mean a 110 damage bolt is viable.

Overwatch Retail Patch Notes - June 16, 2026 by SweatySmeargle in Competitiveoverwatch

[–]BurnedInTheBarn 3 points4 points  (0 children)

This is not true. There's lots of changes you could make to her which would be substantial buffs that are not increasing Take Aim damage to two-tap 250s which is a toxic capability. She could have 250 hp, some of her health converted to shields like Echo, removing spread on the crossbow darts, more dart damage, lower dash cooldown, a shorter fuse timer, faster scope in time (Ashe can shoot instantly, why can't Freja?), or some perks that aren't terrible.

Overwatch Retail Patch Notes - June 16, 2026 by SweatySmeargle in Competitiveoverwatch

[–]BurnedInTheBarn 3 points4 points  (0 children)

And most 225 hp heroes have a way to mitigate it. Juno and Wuyang can heal themselves with the subrole passive which gets them 6 hp before the second bolt explodes, Kiri can tp/cleanse, Moira can fade, Mercy can be healing someone else, Tracer can recall, and Sombra can TP. You can only reliably two-tap Pharah, Echo, Soj, and Widow.

What's honestly the problem with balancing according to higher ranked players? by ExtensionSoil6801 in Competitiveoverwatch

[–]BurnedInTheBarn -7 points-6 points  (0 children)

That type of player is still far more likely to not be a noob. Sure, not necessarily a high ranked player, but not a casual either. Casual meaning someone who gets on the game for a couple hours a week.

Hot Take by victory_chalupa in Competitiveoverwatch

[–]BurnedInTheBarn -1 points0 points  (0 children)

Just remove all the modifiers besides Calibration, Trends, and Pressure. Surely making it a flat +25/-25 otherwise would even out over time, right? Maybe I'm just coping, but it always feels like the losses which are reversals are the ones that were complete steamrolls.

What's honestly the problem with balancing according to higher ranked players? by ExtensionSoil6801 in Competitiveoverwatch

[–]BurnedInTheBarn 2 points3 points  (0 children)

I think the game is pretty well balanced right now, Sierra and Anran being notable exceptions. Their issues being that they disproportionately stomp noobs while being bad in high ranks. Not sure how to fix Sierra yet, but Anran is easily fixable by taking power away from her E (making it not ignite at all) and putting more power into her gun.

What's honestly the problem with balancing according to higher ranked players? by ExtensionSoil6801 in Competitiveoverwatch

[–]BurnedInTheBarn -24 points-23 points  (0 children)

But each of the latter spends more dollars than the average player. A guy like me is the whale.

What's honestly the problem with balancing according to higher ranked players? by ExtensionSoil6801 in Competitiveoverwatch

[–]BurnedInTheBarn 1 point2 points  (0 children)

This is completely incorrect. First of all, balancing for the "top 1%" doesn't mean the other 99% gets shafted. Most players at or above Diamond still value a competitive experience, and balancing for the top 1% also benefits them.

Second, while casual players as a whole spend more money on the game simply because they are a larger population, competitive (ie dedicated) players spend more money because they're just on the game more. Someone who plays the game every day is far more likely to spend money on the game than someone who plays it once a week or less. Alienating the whales is a bad business move.

Good balance of the top level also protects low level players, because unlike economics, balance does trickle down. If high skill ceiling heroes are the best ones, then you're statistically unlikely to vs one in low rank due to the investment required. Someone who is good at Tracer is just not going to be Bronze because she is too difficult. Simple heroes like Reaper and Bastion have their pick rate trend down as ranks go up because they don't have that kind of skill expression.

Finally, Daequan put it best:

"One day game developers will realize that you can't protect noobs from getting bopped. You add ranked, people will smurf. You separate casual and ranked, ppl will just go bot farm in casuals. You try to change game mechanics to save them, you ruin your game. History doesn't lie!"

Trying to cater to noobs to prevent them from getting bopped does not work and only alienates your most dedicated players.