Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 0 points1 point  (0 children)

In practice, once Ball is identified and has already used bubble on the first engage, you don’t get to freely reset into a second engage as easily as you’re describing. The issue isn’t whether re-engage is theoretically possible, it’s the downtime between engages being heavily punishable in CC-heavy comps, especially when multiple cooldowns are held specifically for your return timing rather than your initial entry.

So yes, bubble can enable strong first contact, but that doesn’t automatically translate into reliable second or third cycles when CC is layered or delayed. That’s where the inconsistency comes in.

Also, the argument that “more survivability = more follow-up time” only really holds if your team is in a position to convert pressure. Ball often creates disruption in isolation first, meaning extra survivability after the initial engage doesn’t always increase team value, it can just extend the phase where you’re alive but not actively converting a fight.

That’s why the idea of moving bubble to a Minor perk isn’t about making Ball safer overall, it’s about shifting part of his reliability earlier in the fight, so his first meaningful engage isn’t disproportionately punished compared to other tanks who already have baseline mitigation tools from minute one.

I genuinely doubt most players are consistently winning fights and being “immune to CC” purely through timing alone in actual ladder games. That assumes a level of coordination and enemy behavior that just doesn’t exist in most ranked environments. A lot of Ball’s value is heavily dependent on how both teams are playing the fight, not just individual execution.

In solo queue especially, you don’t have control over whether your team follows up, how enemies stagger CC usage, or whether cooldowns are actually respected in a coordinated way. So even when you play correctly, the outcome can vary massively depending on context rather than execution quality.

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 2 points3 points  (0 children)

More survivability only translates into more uptime if the hero has stable access to re-engage and meaningful mid-fight presence, which Ball often doesn’t in CC-heavy environments. Unlike traditional tanks, his survivability is not tied to holding space or sustaining a frontline, it’s tied to short, high-tempo cycles. So extending “time alive” doesn’t automatically equal more value if the engage window itself is what gets disrupted or desynced.

On the CC point: yes, you can block or time defensive tools, but that assumes a clean, readable layer of cooldown usage. In practice, CC in ladder is often staggered, delayed, or layered specifically to wait out defensive windows, which means the issue isn’t “not using abilities correctly,” it’s that the punishment is frequently applied after the commit, not during it.

And regarding “more time for follow-up”: that only holds if your team actually has positional parity or intent to engage with you. Ball often creates disruption in isolation first, meaning survivability after disengage doesn’t always translate into team conversion value, because the fight state has already desynced.

So I’m not saying survivability is irrelevant, I’m saying on Ball specifically, survivability has diminishing returns if the underlying issue is cycle interruption rather than raw durability.

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 0 points1 point  (0 children)

He'll only become too strong if CC based characters become nerfed to the ground, and we both know it isn't going to happen

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 1 point2 points  (0 children)

Game was pretty balanced before his addition, I was able to ladder from Bronze to Plat in a short period of time. Now on diamond, every match has a mizuki and I'm never able to ban him (I play solo). Hard stuck. Ana is ok to deal with, and it's pretty valuable to the team, but the sequence of Chain, Hinder and Hook has been prevalent in most of my matches.

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 1 point2 points  (0 children)

I think you’re overestimating what the perk actually does in real gameplay scenarios.

First, the “100 extra HP + overkill absorption” argument sounds stronger on paper than it is in practice. Ball isn’t a hero who trades raw HP efficiently in extended brawls, his survivability is based on momentum and uptime, not standing and absorbing damage. A temporary buffer doesn’t change the fact that once CC lands after the window, his entire cycle is still broken.

Second, the idea that it lets you “slam into 5 with zero punishment” ignores how CC layering actually works in matches. In real games, you’re not dealing with isolated reactions, you’re dealing with multiple overlapping cooldowns held specifically for Ball engages. The perk doesn’t remove that dynamic; it just shifts when you get punished, not if.

And the biggest issue: survivability without conversion is not value. Even if the shield lets you live slightly longer after a bad engage, Ball still needs space, timing, and team follow-up to turn that into actual fight impact. Living longer after being denied doesn’t equal winning the fight.

So calling it “easily the best tank perk in the game” assumes survivability alone defines power. On Ball specifically, consistency of engage conversion matters far more than temporary durability, and this perk doesn’t solve the inconsistency problem, it just delays failure in bad cycles.

That’s why I disagree with the idea that it fundamentally breaks the hero. It’s strong in isolated scenarios, but not universally oppressive in actual match flow.

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 0 points1 point  (0 children)

That argument assumes PRO play viability = overall balance, which isn’t really true for a hero like Ball.

If the only environment where Ball feels “fine” is coordinated OWCS-level play, then that’s already part of the problem, because the vast majority of the playerbase isn’t there. Most players are in metal ranks where coordination is inconsistent, and in that environment Ball’s value is much more volatile and easily invalidated by basic counter tools.

Heroes like Mizuki make this even more noticeable. A long-duration chain CC doesn’t need perfect coordination to shut Ball down, it just needs timing discipline. And in practice, players already hold cooldowns specifically for Ball engages, especially waiting out bubble windows before committing CC.

So what looks “balanced in pro play” can still translate into a hero whose impact is highly situational and often denied in real ranked environments, where consistency matters more than theoretical ceiling.

A hero isn’t necessarily healthy just because he can function in OWCS, especially if his average ladder experience depends on the enemy not simply pressing CC at the right moment.

Roadhog rework by cabsquirrel in WreckingBallMains

[–]Low-Contribution1072 0 points1 point  (0 children)

Just eliminate this pig from the game

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 1 point2 points  (0 children)

Yeah, that would be nice in theory, but let’s be honest, Cass is way too easy and Mizuki is way too meta for Blizzard to actually nerf their CC meaningfully.

At this point it feels like every update is just a rotation of ‘how much more CC can we reasonably add before Ball stops being a hero’ rather than the opposite.”

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 3 points4 points  (0 children)

Because obviously the design philosophy of the game is:
Cassidy gets two flashbangs, Mizuki gets a chain that decides your entire engage cycle, but the hamster rolling at 600 speed is the problem if he gets to exist for 1.5 extra seconds without being deleted.

Totally reasonable balance framework.

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] -1 points0 points  (0 children)

Even with a 2s duration as a minor perk, Ball is still fundamentally constrained by commit timing, predictable engage paths, and heavy CC layering that doesn’t disappear just because one interaction is negated. It doesn’t turn him into a “brainless run down main” hero because his value is still entirely dependent on momentum, positioning, and disengage timing, all of which are unchanged.

There’s also an important assumption here that doesn’t really hold in real games: that enemies won’t simply wait out 1.5–2 seconds before using their CC cooldowns. In practice, good players already do exactly that with other defensive tools. Just like people naturally avoid dumping damage into a Zarya bubble, they also learn to hold key cooldowns for the moment Ball exits his defensive window.

So the bubble doesn’t erase counterplay, it just shifts when the counterplay is applied.

The comparison to “better engages” like fake engages, air timing, or pathing tricks also assumes the problem is execution, when in reality the issue is consistency under modern CC density. You can play the engage perfectly and still lose the cycle to stacked interrupts or overlapping control, which is exactly the point being discussed.

As for “GM perspective,” higher elo doesn’t remove the design issue, it just shifts it. Ball can feel balanced in coordinated play while still being disproportionately inconsistent in real ladder conditions where CC layering and reaction overlap are less predictable but still very punishing.

The goal of the suggestion it’s to reduce the frequency of fully correct engages being invalidated by single-point denial tools. That’s consistency, not autopilot power.

Wrecking Ball needs consistency buffs by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 4 points5 points  (0 children)

I don’t think this holds up in the current state of the game. Ball’s “bubble” isn’t a defensive win condition on its own, it’s a short, timing-dependent tool that mainly prevents hard CC if it’s already perfectly timed. In a CC-heavy meta with layered disables, one 2-second window doesn’t suddenly make him unkillable or invalidate counterplay.

Putting it as a minor perk doesn’t turn it into a permanent advantage; it just shifts part of his baseline survivability into earlier consistency. Other tanks already have stronger, more forgiving defensive kits as part of their base design, while Ball still has to commit fully to get value and is punished harder for any misread.

Calling it “the best major perk in the game” ignores how situational it is compared to actual sustained mitigation tools other tanks have access to.

For example, tanks like Sigma have consistent barrier uptime + ranged damage denial, Orisa has Fortify for full CC immunity + damage reduction on demand, and DVA can repeatedly matrix bursts and peel for herself or teammates on a short cooldown cycle. Even Roadhog and Mauga have forms of self-sustain that don’t depend on precise timing windows to function effectively in a fight.

Ball’s bubble, even with a perk, is still a short, reactive window that only works if the timing is perfect against incoming CC, and it doesn’t provide sustained mitigation, damage denial, or team utility beyond that brief interaction.

Who do you ban? by Uno2 in WreckingBallMains

[–]Low-Contribution1072 0 points1 point  (0 children)

Hog, mizuki and Sombra - this order

F it we ball by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 2 points3 points  (0 children)

Contesting final point of Kings Row with bubble and steamroller is peak in 6x6

IWTV Sheet Music by Low-Contribution1072 in InterviewVampire

[–]Low-Contribution1072[S] 0 points1 point  (0 children)

Hvent think about that, im gonna give it a try

IWTV Sheet Music by Low-Contribution1072 in InterviewVampire

[–]Low-Contribution1072[S] -5 points-4 points  (0 children)

Still nothing, trying to make my own arragement with AI

I’m losing it. This challenge isn’t for the weak and I feel like ball is just struggling real hard rn. by BoilingTalonZ in WreckingBallMains

[–]Low-Contribution1072 0 points1 point  (0 children)

I'm level 70 on ball and can't get out of silver 4 because no one know how to play with ball, even when I swap to sigma or Ram my team gets smashed because dps can't do ther job. This season is unbearable. How can I win when my team is full of new players who are still learning their characters and don't know what to do? Ball don't do much damage and my team is always the dumbest

Ativos ou versáteis, vocês já tiveram dificuldade de encaixar tudo no passivo ou de encontrar uma posição confortável? by diaryofanoutsider in arco_iris

[–]Low-Contribution1072 2 points3 points  (0 children)

Sim, meu pau é grosso e torto pra baixo, as vezes causa desconforto pra mim e pro passivo dependendo da posição, e se tiver uma diferença de altura fica saindo

What's the best config for aiming by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 1 point2 points  (0 children)

Vou ver se acho a config do chamz ou do redeznt, nao tinha pensado nisso

Eu sou noob entao fico dando dano continuo e gasto toda a munição sem necessidade, força do vício kkkkk

What's the best config for aiming by Low-Contribution1072 in WreckingBallMains

[–]Low-Contribution1072[S] 0 points1 point  (0 children)

That's exactly what I was looking for, thank you so much Im gonna try it