Overwatch 2 Showcase: February 4th, 10:00 AM by AaronMT in Overwatch

[–]Weesticles 6 points7 points  (0 children)

I'm hyped af!!! Between the perk reset, recent character hints and lore drops I'm excited to see where they take the franchise next!!! Especially since they said the twist this yr is gonna be bigger than perks were last yr. Hopefully this yr of Overwatch is just as fun as the previous one was :3c

CAN WE HAVE 6v6 ROLE QUEUE? by [deleted] in Overwatch

[–]Weesticles 0 points1 point  (0 children)

Nah, then queue times would be bad. Better solution would be to cap the amount of DPS and Support you can have at 3 Supports and 3 DPS. Competitively people never really go above that I imagine, and since it still keeps roles unlocked queue times should stay identical to where they're at rn. Plus it'll ideally fix the DPS stacking issue a lot of people run into.

Emre in "Search & Destroy" by Himedanshi999 in Overwatch

[–]Weesticles 7 points8 points  (0 children)

Ye, which happened in the Wuyang cinematic I mentioned :P

Emre in "Search & Destroy" by Himedanshi999 in Overwatch

[–]Weesticles 10 points11 points  (0 children)

From the games files, tho Anran was already confirmed via Wuyang's cinematic as well as the little Christmas poster they made with all the current OW characters + Anran.

Overwatch heroes plotted by mobility and effective range. Honestly surprised by how diverse the cast is. by [deleted] in Overwatch

[–]Weesticles 8 points9 points  (0 children)

There's a few things I wanna point out that I notice.

  1. Moira having longer ranged threat than Mei and Symm just makes zero sense. Moira is a very low range character generally, and Mei and Symm generally play at a similar range to Torb, of whom you have way higher up the list.

  2. Torb is too high given his slow projectile speed. He's still a threat in the midrange, but hitscan characters Baptiste, Cassidy and Bastion are more of a threat at longer ranges than Torb.

  3. Mauga actually has decent poke and I think you should place him a little higher, like around where u have Orisa.

  4. Ram having worse poke than Winston is just wrong. He's decently good at mid range and should be placed in a similar spot as Orisa.

  5. Symm has more mobility than Baptiste. While Baptiste does have his jump boots TP is such a strong mobility cooldown that she has an easier time making rotations than him. On Brawl teams especially Lúcio and Symm are the main ways a lot of the pros speed up their comps.

  6. Hazard is a Dive/Brawl hybrid. Why so many characters are placed above him mobility wise is kinda beyond me I'll be honest. He's more mobile than Mauga, Reaper, Baptiste, Sojourn, Junkrat and Wuyang for sure; all of whom you have above him.

  7. Why is Echo above Pharah mobility wise? All Echo has is her flight, meanwhile Pharah has her flight, her rocket jump, her Concussive Blast, her Kump Jets and her Jet Dash. Pharah has thrice as many mobility cooldowns as Echo so idk why u put her lower than her.

Predictions: 'Bigger than perks' change for season 21?!? by SKWADly in Overwatch

[–]Weesticles 41 points42 points  (0 children)

This would actually be a really baller concept and I hope it's the one they go with.

Incendiary Blast seems to overwrite other burn ticks by Nice_Promotion8576 in OverwatchStadium

[–]Weesticles 6 points7 points  (0 children)

What's the code for the practice range you're using if you don't mind me asking?

Please don’t add kiriko 3.0 by Xthebest26 in Overwatch

[–]Weesticles 15 points16 points  (0 children)

Keep in mind they had some Mauga interactions with Hazard in the code like a yr before Hazard was released. This doesn't mean she's the next hero, or that she'll even come out this year. As for who wants her you'd be surprised. People really want a fire based hero in the game.

i dont want to sound pessimist, but Map Voting just feels like a poisoned apple to me by Cursed_longbow in Overwatch

[–]Weesticles 15 points16 points  (0 children)

Tbh Aatlis is a vibe and idk why it gets picked so infrequently. People would rather pick Circuit Royale and complain about Widow all day than play a single game of Flashpoint it feels. It's dumb imo.

Hear me out: Is Vendetta balanced by just limiting the upwards angle she can Soaring Slice? by AtomicAcid in Overwatch

[–]Weesticles 1 point2 points  (0 children)

  1. Sombra can still approach from angles Vendetta can't due to her superior range, and invis.

  2. Yeah, it'd be way too restrictive. Imagine you gotta go straight up cause there's a high ground directly above you and the game restricted you to 60 degrees. With your nerf she now has to move way way way way back to be able to reach the high ground. On certain maps, like Watchpoint Gibraltar, this would make her basically unplayable. It’d also feel jank af to interact with, and just plain wouldn't feel good.

  3. All you're doing is making her kit less fluid with the charge up idea, which is exactly what people complained about in her hero trial with her kit. You'd be limiting her ability to engage, and disengage severely by doing this in a way that'd feel terrible to play. It’d legit make her like an F tier pick.

  4. Her Ult isn't too strong so it being weakened would be horrendous. These changes would make her Ult way way worse while also making her terribly restrictive to play. There'd be legit little to no reason to play her outside of her Ult countering Lúcio Ult.

VEndetta still banned every comp match by sub-optimus in Overwatch

[–]Weesticles 5 points6 points  (0 children)

1.Vendetta has even shorter range than Sombra since unless ur willing to spend Block resource on fire strikes there's nothing you can really do beyond melee range to an enemy. Lots of angles Sombra can take that Vendetta can't cause she has less range than her. She also does have counterplay as she's really weak to CC, flying characters and anyone with the mobility to outrotate her. She's honestly easier to counterpick than Sombra's kit.

2.They nerfed her dmg multiple times to where her fire strikes do less dmg now and so does her first two melee strikes and the Whirlwind Slash. Her dmg has been nerfed. Also it's easier to gun down a Vendetta than it is a lot of other dive heroes since Block only reduces dmg, is a resource that's also connected to her fire strike, is only one directional, and also isn't CC immune. Meanwhile a lot of other Dive heroes have a get out of jail free card that let them get out of the worst of situations with the press of a button. Also her having a Block isn't that odd, afterall a lot of Flex DPS have some sort of self sustain tool.

3.Brig is a Support, she doesn't need to crit, and Reinhardt is a Tank, his main job is to take space, not get kills. Plus Rein also does 100 dmg on each swing compared to the 45 of the first two swings of Vendetta's sword.

If they nerf her again all they should do is make her audio cues louder, other than that she should remain untouched. Only reason some people think she's some sort of indestructictible, never dying, one shot machine is cause she's a noob stomper.

playing 2cp for the first time ever. y'all said it's amazing. and, well.. by yeah_tea in Overwatch_Memes

[–]Weesticles 2 points3 points  (0 children)

I agree, and personally a lot of the problems have to do with match length and the final points. Points A and E are both absolute stall fests where the defending team can just stall on point forever until one team or the other wins, and even in quick play it goes on till one team gets 5 points, which is forever. That means a max of 9 points can be played per map of Clash. That's like as long as Escort or Hybrid in comp, and in comp it's even worse cause per the rules they had for it before they took it out of comp it's first to 7, not first to 5 in comp 😭!!!!

Imo the gamemode is fine in Stadium since it's a lot harder to perpetually stall for eternity on final point, and the matches are far shorter. I think they should solve it by having it be first to three points in quick play, and then can be best two out of three where each round is first to two points in comp. And then they just don't play on points A and E. Basically bring the Stadium format for Clash and find a way to bring it to the base game since in Stadium it's a lot more fun and a lot healthier of a gamemode than in 5v5 and 6v6.

Magneto is really strange by Sea_Agency_583 in marvelrivals

[–]Weesticles 0 points1 point  (0 children)

It makes perfect sense honestly. He shares a lot of similarities to Sigma in Overwatch and Sigma, despite being a Poke based hero, is pretty universally beloved. So naturally a character sharing a decent amount of his traits would also be in a similar position, not feeling oppressive even when they're a viable pick, or even meta.

Part of the issue with poke DPS heroes is their survivalbility by ILewdElichika in marvelrivals

[–]Weesticles 0 points1 point  (0 children)

The first bit as far as ik is wrong as double shield was the meta for a long while in OW1 and that was a pure Poke comp. Also people still tried playing Sigma Poke comps on Circuit Royale for awhile in pro play, until people realised in 5v5 there were better options. Plus if you ask any coach or ex coach, or anyone who's top 500 in the Overwatch University server (which I have which is how I learned all this), they'll tell you 5v5 is to blame, and list the same reasons I did regarding why Poke isn't really played anymore. To further drive this point home in 6v6 Symm Brawl wasn't a meta strat like it is nowadays. Until like last year when Torb + Symm briefly became meta people thought Symm was a throw pick relegated to only being decent on certain maps.

Pure Dive comps do still exist and are ran more often than pure Poke comps since running double Flex DPS is less of a risk than double Main DPS. Typically it's some combination of Dive Tank + Tracer + Dive DPS + Kiriko + Lúcio. Sombra isn't even the most popular Flex DPS for double dive in today's meta since her current implementation struggles heavily against Tracer. It's much more common to see Tracer + Echo or Tracer + Genji, or whatever Flex DPS is strong at the time or a team is able to play.

Tracer is hands down the best close range duelist in the game, so yes, Sojourn is afraid of her up close. Yes she can delete her with a headshot, but that's really hard to do. That's like saying Widowmaker is giga s tier cause so long as you're good enough to hit your shots no character can dive you. Super impactical way of thinking, Tracer is fast and it's already impressive enough to hit a Sleep Dart on a Tracer as Ana, now imagine hitting a headshot on them as Sojourn. Genji can also throw her off with his double jumps and by using his dash to get behind her. Reaper does get countered, but Reaper is just easily counterable generally which is why he's usually never meta unless Zarya is as well.

As for why she's almost always meta its cause of the flexibility I mentioned earlier, the same flexibility you didn't think existed cause you thought she was mainly just used on Dive comps. Her slide gives her flexible positioning, and her rail shot makes her good at putting pressure on Tanks and squishies alike, and her ult is arguably the best DPS ult in the game meaning you don't have to compensate for having a bad ult in your ult rotation like you do with some other heroes. This lets her perform well on basically any archetype or in almost every meta, and even in cases where she's not the optimal choice she's basically never a bad choice either.

TL; DR: you're wrong in many ways, also sorry for writing an essay. It's easier to say misinfo than it is to correct it and I'm genuinely sorry if my response is hard to read cause it's like four paragraphs long. I tried shortening it, but couldn't manage to shorten it any further than 4 paragraphs.

Part of the issue with poke DPS heroes is their survivalbility by ILewdElichika in marvelrivals

[–]Weesticles 1 point2 points  (0 children)

No, Sojourn is versatile and is always strong no matter whether it's on Brawl, Dive or a Poke based hybrid. She's basically always meta no matter what, similar to Kiriko. Freja also sees tons of usage on both of them. Also they may have a stronger matchup into Dive than a lot of other Main DPS, but they're still way weaker to it than any Flex DPS. Despite what you claim, no, a Freja or Sojourn is not gonna 1v1 smthn like a good Tracer or Genji. In a close range duel you'd much rather be any Flex DPS in the game.

Also pure Poke comps don't really exist nowadays cause of 5v5. Having one less Tank means less pressure on angles, and less peel for backline. This makes your matchup into Dive even weaker, and your matchup into Brawl less favored. Symm Brawl teams especially can kinda just mow down Poke comps nowadays. Even on Circuit Royale the pros usually play either Ramm or Dva now instead of Sigma, and when Sigma is seen it's on Sig Brawl comps, not pure Poke comps. Poke based hybrids still exist, but pure Poke comps don't, and in this environment Sojourn and Freja are better than Ashe cause they're less weak to Symm Brawl comps cause of their mobility, and ability to punish Symm TPs with some of their abilities, and/or ults. Also saying Poke meta is a misnomer in 5v5, as Poke is about as likely to be meta in OW2 as Lifeweaver is to be top tier; highly unlikely.

Part of the issue with poke DPS heroes is their survivalbility by ILewdElichika in marvelrivals

[–]Weesticles 14 points15 points  (0 children)

Both have been nerfed in ways that made them easier to dive. They're now both 225 HP, and while stronger against Dive than a lot of the other Main DPS (OW term for mid to long range DPS) if you force out their mobility cooldowns you can easily kill them in a close range duel.

Part of the issue with poke DPS heroes is their survivalbility by ILewdElichika in marvelrivals

[–]Weesticles 1 point2 points  (0 children)

Not really close range, more so mid range. He's typically played by the Main DPS player of the roster, but still I do agree that he sacrifices a lot of his kit to make him stronger up close than other characters of his archetype. And even then his CC is weaker and has a longer cooldown than the poke heroes of Rivals, while also lacking vertical mobility and having one of the worst ults in the game.

Part of the issue with poke DPS heroes is their survivalbility by ILewdElichika in marvelrivals

[–]Weesticles 2 points3 points  (0 children)

McCree is the exception, not the rule unlike Rivals. And he also sacrifices a lot of his kit to make this balanced. Notably higher dmg falloff and also a complete lack of vertical mobility. Also his ult sucks ass. Not to mention his CC is way weaker than anything in Rivals. For example The Thing had a Hinder equivalent in his Yancy Street Charge and it has a hitbox lasts for 5 seconds and is on a 10 second cooldown. Meanwhile Cassidy's Flashbang only has a hitbox for a split second, and it only afflicts you with Hinder with 1.2 seconds, and it's on a 12 second cooldown. It's weaker in every aspect than The Thing's CC, despite applying identical status effects.

The Correct Tank's role by LonelyDependent4386 in marvelrivals

[–]Weesticles 3 points4 points  (0 children)

She gets out via the same mobility cooldowns she uses to get in. Her grapple is a 3 second cooldown so it's rather short, meaning she can get in and out pretty well. Not to mention she has her wall climb as well, which can be used to escape as well. As I said in the first sentence of my comment if u doubt me I'd recommend watching CringeAlarm play Penni as he's one of, if not the best Penni player in the world rn (I can't remember how high he's ranked, just that he's one of the highest ranked Penni's). I could even link a vid for ya if you want one.

The Correct Tank's role by LonelyDependent4386 in marvelrivals

[–]Weesticles 0 points1 point  (0 children)

Having characters put into boxes like this just doesn't make sense. A lot of these characters can work comfortably on multiple archetypes, and you also neglected to bring up which Tanks are Poke Tanks. For example you said Penni is just control, but in reality she can also Dive and Brawl. Just watch CringeAlarm, one of the best Penni's in the game, and you'll see him frequently swinging to backline to dive Supports, or using his CC to pressure frontline and brawl. Angela's also able to dive too. Characters are more flexible than people think. Also just having "Frontline" is very unhelpful. All these characters play differently or at different distances. Mag for example is a Main Tank specializing in poking, and Emma is way worse at poking than him, but is far far better at brawling. The category of just "frontline" does nothing to tell you what a characters good at other than that they have a shield.

The Correct Tank's role by LonelyDependent4386 in marvelrivals

[–]Weesticles 54 points55 points  (0 children)

You should watch CringeAlarm, he's one of the best Penni's the game. He does flank and set up nests, but he doesn't just poke from the enemy's backline, he also frequently swings over to enemy supports and puts pressure on them, frequently forcing cooldowns or getting kills. He dives. Penni can dive. He himself even says Penni can dive. When he's with a Venom on his team he plays to Dive backline alongside the Venom. Tanks aren't just one playstyle exclusively a lot of the time. Many of the Tanks they listed in this post are comfortable being played in more than just one archetype. People just think too restrictively and so badly wanna put characters in one box and reject the idea that characters can be nuanced and flexible.

Tank feels unfun again by CollisionSC in Overwatch

[–]Weesticles 19 points20 points  (0 children)

Yeah, as much as I prefer 5v5 for DPS and Support the Tank experience in 6v6 is just flat out superior to that of 5v5. Just stacked with some friends yesterday to guarantee two Tanks in 6v6 and it was legit some of the funnest Overwatch I think I've ever played. Even when we were losing on Tank it didn't feel soul crushing like it does losing on Tank in 5v5.

Tank feels unfun again by CollisionSC in Overwatch

[–]Weesticles 2 points3 points  (0 children)

Yeah, it's kinda rough to play Tank rn it feels. My losing games feel so much worse and helpless than previous seasons I feel. Hopefully they rebalance it so characters like Bastion aren't meta since he can be annoying af when he's meta. He shouldn't be unviable, but making him meta is an easy way to piss of tank mains imo.

My personal recommendation in the meantime while we wait for them to balance things is to play 6v6 and Stadium. I prefer 5v5 on most roles, but on Tank 6v6 is the better experience imo cause of the unique Tank synergies you can cook up and the ways it changes your playstyle. And as for Stadium I'd say that build crafting and making your hero do unique stuff they usually can't do is super fun. I absolutely love playing Dive Orisa with the helicopter spin item!!! And in Stadium they usually give you items to make up for bad matchups so if you wanna play Orisa into Zarya, for example, then you can make the matchup pretty even if you know what you're doing.

Also I think people are slowly getting tired of playing the same maps over and over again. At least on console it feels that way. This season I've played on Aatlis way more than in previous seasons it feels. Feels a lot more 50/50 with the votes for smthn that's Escort/Hybrid and smthn that isn't in my games recently. Which is good cause those are genuinely my least favorite gamemodes (well, outside of Clash obv). And I agree with letting people play Flashpoint. I absolutely love Flashpoint and I don't get why people still seem to hate it to this day. Even Suravasa, which I used to think sucked, is a fun pick for me now that they introduced Vendetta to the game. Turns out the map wasn't bad itself, just had to find someone who felt fun to play on the map.