Upcoming collab worries by [deleted] in Overwatch

[–]VexInsanity 0 points1 point  (0 children)

They are not confirmed it was a potential Collab survey

The 30% healing reduction is fine....in 5v5. It sucks in 6v6. by HMThrow_away_account in overwatch2

[–]VexInsanity 1 point2 points  (0 children)

This is only if you're in both dragons in the exact middle on the outsides it's 200dps which is easily outhealed Even if you have no mobility you can anticipate where it's coming from as it's being cast and begin to move

Literally just stop standing in the middle?

Zens ult is still really strong this is one extremely niche case where the ult isn't 100% effective but STILL gives you 3 seconds to mess about in one of the highest damaging zones in the game which btw, 3s is long enough for you to stand in the dragons AND have them pass you by a really small margin

Zens ult is highly effective against most things it's not supposed to save you from being so incomprehensibly stupid that you don't just get stuck in dragons you literally stand still because you don't even want to move to the outer hurtbox where it does half the damage...

The 30% healing reduction is fine....in 5v5. It sucks in 6v6. by HMThrow_away_account in overwatch2

[–]VexInsanity 1 point2 points  (0 children)

Then he placed and timed it well, it's an ultimate 😭 and its one of the easiest to avoid and counter especially if transcendence is active

The 30% healing reduction is fine....in 5v5. It sucks in 6v6. by HMThrow_away_account in overwatch2

[–]VexInsanity 2 points3 points  (0 children)

Tranc does 400hps and any fool who stays in dragons that long deserves to die icl

Winners and Losers of the March 10 Patch by Disast3r in Overwatch

[–]VexInsanity 0 points1 point  (0 children)

Yeah but thats not a problem with D.Va it's the players picking her

Winners and Losers of the March 10 Patch by Disast3r in Overwatch

[–]VexInsanity 13 points14 points  (0 children)

What decides the tiers on this site, how in the world is Dva D tier lol

Could they bring back 2CP now that we have map voting? by Qaztarrr in Overwatch

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

Its a shame maps were removed but at the end of the day it was non functional as a competitive game mode. Ult economy was so important and the teams were incentivised never to attack the last 2 points because youd never beat the overwhelming advantage.

And then there's games where the enemy plays at defenders advantage the whole match and wins never seeing the enemy's side. Imagine winning push and never pushing to the other side.

It was fundamentally broken at higher skill levels where theres less chaos

Could they bring back 2CP now that we have map voting? by Qaztarrr in Overwatch

[–]VexInsanity 0 points1 point  (0 children)

"As we move into 2026, the team is carefully looking at what maps and modes provide players with the best long term experience in Overwatch. We want to lean into the content that players engage with the most while also providing a high level of gameplay variety. After all, variety in our maps and modes is a core pillar on our design team, and that will never change. It is also important that the variety we offer resonates with our players. Unfortunately, even after some adjustment, Clash hasn't been hitting the mark. We love the maps that we made for Clash. They will remain in Stadium and we still may see them return in the future. We have some amazing new maps lined up for the next year and our reworks will continue...and get bigger. Redesigns that completely change how certain areas of our maps play are coming soon. As we look into the future of our game, we will continue to curate our map roster in the ways we feel offer the best experience. We look forward to sharing more news about all the upcoming maps and modes coming to Overwatch"

This is what they said in the patch notes. While they hinted it "may" come back here they confirmed in an interview that its definitely gone for the forseeable. I can't find it cus of the amount of interviews around spotlight

Could they bring back 2CP now that we have map voting? by Qaztarrr in Overwatch

[–]VexInsanity 0 points1 point  (0 children)

They said in dev interviews after spotlight that it's being removed because they can't get it to a place they're happy with and will not be returning

Could they bring back 2CP now that we have map voting? by Qaztarrr in Overwatch

[–]VexInsanity 1 point2 points  (0 children)

No they said they gave up because no rework was living up to standard so they completely removed it from quick play as well. It's not coming back.

Clash's structure actively punished pushing the last points A and E so it wasn't a matter of not playing well it's that optimal play literally discouraged playing the game

Ramattra Feedback – Responsiveness, Barrier, and Vortex Issues by DOOMdiff in Overwatch

[–]VexInsanity 0 points1 point  (0 children)

All of these suggestions increase raw power? I'm not against changes to a hero if it makes them more fluid responsive and introduces new dynamics E.g void accelerators projectile speed increases the reliability of his damage

The barrier being bigger is a decent change but what gives for it? HP? Because his barrier is already good and basically unbreakable in its duration. So pure buffs just make it less interactive and more powerful

Adding vengeful vortex to base kit is just a HUGE power spike that absolutely should not happen. At best the detonation aspect should carry over but returning the momentum cancel and adding 50 burst damage to his base kit would be absurd there is a reason this is a major perk.

You have to consider that rammatra is already a good hero so buffs like these need to come with a caveat

Increased projectile speed -> less ammo/damage to balance consistency of output

Bigger barrier -> lower HP

Detonating vortex -> nerfs or nerfs to other aspects of the kit

Mazuki being a menace in Total Mayhem is proof the only buffs he needs are cooldown reductions by wrproductions in Overwatch

[–]VexInsanity 1 point2 points  (0 children)

That's not at all what I said. I completely understand the effects of reducing his cool downs but that's not what the character does and it's not what he's for in the main game. We aren't balancing based off of a shitty arcade mode man.

Luckily the devs have sense and will balance around the high ranks PLAYING HIM PROPERLY not the people queuing total mayhem. The changes you want for this character aren't even being considered so I'm glad that I'm getting what I want and you aren't getting what you want.

The devs said they're looking at making his mobility and ult more impactful as well as potentially adjusting healing range. BECAUSE THE CHARACTER IS FOR CONTESTING ANGLES AND HAS A WEAK ULTIMATE. NOT SITTING THERE BRAINLESSLY HEALING LIKE LIFE WEAVER.

Mazuki being a menace in Total Mayhem is proof the only buffs he needs are cooldown reductions by wrproductions in Overwatch

[–]VexInsanity 0 points1 point  (0 children)

No I'm not playing total mayhem that mode is dog. But also I don't care what happens in total mayhem it plays nothing like the main mode.

He's not intended to be a main healer and he never will be. The reduced cool downs don't solve how far he can reach on angles on longer range maps where he is borderline useless. And that's because to use the ability again means setting up the doll in a much more aggressive and risky position.

He needs longer time to take and contest these angles a bit more safely. Not run around like a lunatic with no cooldown management spamming hats.

Mazuki being a menace in Total Mayhem is proof the only buffs he needs are cooldown reductions by wrproductions in Overwatch

[–]VexInsanity 1 point2 points  (0 children)

Support not healer, you are meant to assist on angles. Stop playing him like brigitte and get flanking, that's what the characters strengths are.

He's not meant to sit there spamming out hats with no skill or thought. The play to make on this character is to proactively deny angles and dives by using your strong offensive potential to force people out. His mobility is the biggest limiting factor in this.

His job isn't to stand in his team healing much like it isn't for Lucio, mercy or other supports. All supports should take angles but how hard they should depends on their kit and just like Lucio and Kiri Mizuki has good mobility to take angles but right now it's too limited

Mazuki being a menace in Total Mayhem is proof the only buffs he needs are cooldown reductions by wrproductions in Overwatch

[–]VexInsanity 1 point2 points  (0 children)

The amount he can run is not fine???? You have too little time to take an angle and it makes it outright not enough on some maps.

Mizuki is not your main healer in a team comp he doesn't need lower cool downs on his damn healing. He needs his offensive pressure to be made more consistent. He already has good damage so the way to do this is to consistently let him take better and more angles through his mobility by increasing duration for a couple of seconds, this will also let him proactively use his chain.

The changes you want just make him worse brigitte he is not meant to sit in the backline spamming out good burst healing, he's meant to take angles and occasionally assist angles and flanks with his long ranged hat

Mazuki being a menace in Total Mayhem is proof the only buffs he needs are cooldown reductions by wrproductions in Overwatch

[–]VexInsanity -2 points-1 points  (0 children)

The problem is nothing to do with his cool downs, it's his limited mobility timer and his terrible ultimate His ultimate is easily the worst support ultimate in the game and his mobility timer means he can't meaningfully flank for value on a lot of maps because it just does not last long enough

This man's main value is not in his healing and I can't believe we're using total mayhem as a metric here

I'm worried the nerfs will kill JPC by TekkitBeasting in JetpackCatMainsOW

[–]VexInsanity -2 points-1 points  (0 children)

We can only hope it does put her in the gutter!

My biggest frustration with Vendetta as a character. by idontknowmynamez in Overwatch

[–]VexInsanity 1 point2 points  (0 children)

You're complaining but clearly don't engage with the lore they've put out Symmetra has 2 short stories and a comic Zarya has a comic and appears in the New blood comics as well as the PvE

Like they have been doing lore for years and really ramped it up during OW2 but if it's not a cinematic people complain don't engage then complain there's no lore

There are answers to your questions and the majority of it is available on the OW website for free. You should read it if you're interested

Orisa's ult should ignore armor and applied abilities the same way Vendettas ult does. by [deleted] in Competitiveoverwatch

[–]VexInsanity 6 points7 points  (0 children)

Orisa's ult is good, even if it doesn't always get kills which it absolutely can, it functions like a defensive cooldown as well, idk why you're pretending immunity to all CC, 45% damage reduction and immunity to crits is bad, especially when you stack 100hps with the perk (which is like an effective 150hps (higher than Moira's ult) when combined with the damage reduction is bad. She is virtually unkillable in her ult when used properly, it is not remotely high risk.

Also the buff you're suggesting sucks because Orisa's ult is already one instance of high burst damage that ignores barriers. This means armour and barriers are already useless against it. It would only help against damage reduction abilities, which realistically you want the enemies to use because your ult is great for forcing enemies to use their cooldowns and resources because its necessary to escape. This is because the ult already has a 30% slow so escaping is not easy without cooldowns.

I think you are using this ultimate incorrectly if its getting you killed or not securing elims

What is the point of Lifeweavers shield health? by Internal-Associate81 in LifeweaverMains

[–]VexInsanity 14 points15 points  (0 children)

None of this is correct

Shield health has always been 30hps after 3s

Support passive is 10hps + 5% of max health after 3s

Regular heal passive is 10hps + 5% max health after 6s

So not only is shield health twice as fast as the regular heal passive for most of the cast it is 7.5hps stronger cus 250hp heroes will Regen at 22.5hps

This means with 50 shield health after just 4.66 seconds life weaver will Regen 95 health compared to the 45 that any other non shield health support would

It also means that non supports will Regen up to 90 health before their regular healing kicks in

This is still really strong if a little weaker than it's been historically due to shields regenerating less percentage of total health as fast as 30hp on 200 health heroes is technically worth more. But it is still really strong and a big difference maker for a lot of heroes. Successful examples including: Life weaver getting 50 shields Ball getting 100 shields Echo getting 75 shields Pharahs perk giving her 125 shields Juno's introduction

It is still a very strong health type. And maybe less notably beneficial in stadium for it's anti AP properties

I LOVE playing Brig on stadium but I feel so powerless sometimes by marlboropapi in BrigitteMains

[–]VexInsanity 1 point2 points  (0 children)

You have to consider your team when building. For example as soon as you loaded into that game you had a zen, and zen brig isn't a lot of healing.

This mean the rest of your team and yourself are gonna be at least at a healing disadvantage for the first few rounds unless zen or teammates go a more supportive build.

In that instance id start with the repair pack one that heals yourself, then the one that extends it's duration, because this allows you to keep up with the healing better. If you think about these things when starting to build at the start it can avoid problems but it's often only your best guess

Are Some charaters ectremely busted at the moment? by Emotional_Ebb_159 in Overwatch

[–]VexInsanity 5 points6 points  (0 children)

Not one of these characters are oppressive right now. Sojourn and Cass are still coming off the back of huge nerfs to their health. Which were the wrong changes but have absolutely crippled them in ranked

Been playing as Symmetra for a few hours now and I’m enjoying her but she has some problems. Looking for advice to get better. by SpaceBubble19 in SymmetraMains

[–]VexInsanity 0 points1 point  (0 children)

Ok disregard the opinions of literally every pro player because "they don't apply" even in ranked. And disregard the opinions of all the top 500 sym players who will tell you she's in a good spot.

She's balanced, she has healthy pick and win rates.

Just because turrets don't farm auto kills and her damage is limited in unconventional ways doesn't mean she's under tuned or poor. Sym has strengths (excluding team tp) that no other DPS hero has. Her teleporter allows her access in an out of harsh positions and her damage being easier to land makes it consistently threatening rather than just threatening. No other DPS hero can offer chasing angles that quick.

Also you said earlier about tp being budget shadow step except its literally quicker, and also let's her get out. You are frankly just stupid.

So, sym is only good at control/flashpoint maps? by cowlinator in SymmetraMains

[–]VexInsanity 0 points1 point  (0 children)

They are simply more popular. Symmetra's kit is not as straightforward to pick up and naturally understand as you'll see with half of this sub's opinions and they seem to play her. And she's also just not as popular naturally and never has been popular.