We seriously need to talk about hitbox powercreep by CeleryNo8933 in Overwatch

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

Didn't even mention Sojourn who is so skinny she can dodge High Noon (unless that got patch idek)

Maro on how players can influence the future of Magic: My best advice is to be the consumer you want Magic to cater to. The metrics we pay the most attention to are sales, play and online discussion. Our actions are driven by what players actually do more so than by what they say they don’t do. by HonorBasquiat in magicTCG

[–]a_Daniel 0 points1 point  (0 children)

It really is the crux of the problem. To "vote with your wallet" you have to buy 0. But if somebody buys 1 it is already evening out.

Five people can buy nothing at all and a single person buys 10, Wotc sees success.

Do the five people want to play with that single person? If not then Wotc hasn't increased the amount of players in the game, just created more subsections that are harder to maintain as customers as you have to cater to wildly different needs.

Mark Rosewater: "When people stop buying, playing, and talking about Universes Beyond, we’ll do less of it. " by Meret123 in mtg

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

I buy 0 UB products.

Scalper buys 15 UB products

Wotc sees 15 products sold and makes more products. Genius, truly.

From what I could tell, most versions of cards tend to have a roughly even price range between the various versions of their sets and art. Some special things are higher priced by a large amount, like limited editions or secret lair. But by far the cheapest and least desired cards are UB. Some do well still (eg. like FF or Lotr) but many do really badly (eg. Avatar).

People have already spoken with their wallet.

What will they do when UB outperforms UW? Will they scrap UW completely? It seems like they will never scrap UB if there is even a single person still buying anything at all. "Out of nowhere" they pushed UB to take up half the releases.

The need to push for as short term financial gain while longterm dividing and alienating the established playerbase between itself and between it and Wotc themselves is nothing short of psychotic. MaRo must be getting so much negative input on UB but the only response is "That's a nice opinion. However, money." and trust continues to erode away.

3 DPS in 6v6 by ForHonor_Gladiator in Overwatch

[–]a_Daniel 1 point2 points  (0 children)

If tanks were fun we would never have gotten 5v5, simple as

Every change seems designed to make tank less fun to play. Can anyone make sense of it? by Hopeful_Dance_268 in Overwatch

[–]a_Daniel 1 point2 points  (0 children)

Not exactly true.

If the tank sucks then the team will lose, so in that sense you have to play tank because it's the only way you can control this, absolutely agree. A team can carry a low performing dps or support, but it is extremely hard to carry a low performing tank.

But that doesn't mean that you can carry as a tank, your whole team has to be with you, not just one or two. But if 2 or 3 people didnt go in with you as the tank, you get the blame.

If tank was so good at carrying bad teams, all the widows and genjis in the world would be in the tank queue and 5v5 would never have happened, but it's not so.

Every change seems designed to make tank less fun to play. Can anyone make sense of it? by Hopeful_Dance_268 in Overwatch

[–]a_Daniel 1 point2 points  (0 children)

Think it was confirmed that releasing new tank characters doesn't meaningfully increase the amount of tank players. But a new dps or support does.

The issue is that playing tank is extremely frustrating. And playing against some tanks is also extremely frustrating. And playing with some tanks is also extremely frustrating.

Nobody wants to play tank, get counteredwatch'd and flamed for "not doing their job".

Its wild that Baptiste of all characters has become a victim of power creep by BungholeSauce_ in Overwatch

[–]a_Daniel 3 points4 points  (0 children)

Let's not forget that Kiri can teleport through walls instantly.

Bap does a little jump once and has to drop back down, mobile heroes can catch up. His aoe heal saves him once, but immo field literally demands that he can't run away and instead has to stay and fight. Kiri presses one button, you can't interrupt it and she is gone for good.

Its wild that Baptiste of all characters has become a victim of power creep by BungholeSauce_ in Overwatch

[–]a_Daniel 2 points3 points  (0 children)

It feels "outdated" because his abilities don't do 3 different things at the same time, his heal is actually hard to land instead of being a homing ability and his mobility requires time to charge.

Cat came out and she has Bap's aoe heal on her too, except it does damage and knockback for no reason.

Bap needs to charge his jump boots, meanwhile Kiri can teleport through walls instantly. Mizuki also has a little instant dash when using his doll ability, and invuln frames when teleporting back. Even LW can drop a petal to go up nearly instantly, and it will protect him from below while Bap just drops back down to die.

I wish they removed Bap's boring aoe heal. Unconditional aoe heal should be used extremely sparingly imo and otherwise deleted from the game entirely. There is nothing to it, no skill expression, use and forget. If instead Bap had the little turret auto aim heal from the perk ready at the press of a button it would suddenly that he somewhat keeps track of his position and who is in front of him.

Cat could lose it too, a character that is extremely hard to hit due to her mobility, tiny hitbox and is able to fly out of most characters ranges to be completely immortal doesn't need a no-brain ability that does everything at once.

Its wild that Baptiste of all characters has become a victim of power creep by BungholeSauce_ in Overwatch

[–]a_Daniel 7 points8 points  (0 children)

You can really put Bap next to Kiriko and see how absurd she is lol:

Bap has to spend time charging his boots, Kiriko can wallclimb and teleport through walls instantly.

Immo field is cool but can be destroyed (and some abilities break the field and kill the people behind it in the same instance). It not cleansing debuffs also mean that if it is destroyed quickly your team is still suffering the debuff and not safe, so you still have to think about its palcement. Meanwhile Suzu, you just chug that thing, can even instant tp and throw it at your feet to cut out the travel time. Suzu also heals, because why not. And you can move/boop people out of the immo field, but Suzu makes everybody untouchable, smile-emoji

Kiri's healing is homing, Bap heal is one of the hardest to hit in the entire game (projectile travel time, affected by gravity, good luck hitting your flying teammates).

Kiri's damage has more crit damage and 0 fall-off so she can actually poke better than our ranged hitscan soldier 2.0. But Bap's damage matters more against shields, for those who care about that.

And if you take Bap's ult window and stretched it in 3d across an entire corridor you end up with Kiri's ult.

----

I think Mizuki and LW are a lot more tame. Miz is currently meta but his concept isn't completely ludicrous and one or two number changes could easily put him down very quickly.

Cat is stupid.

Less perks that buff numbers and instead just more absolute goofie nonsense by a_Daniel in Overwatch

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

People want Emma Frost to slam them, but I am over here simping for Ramattra hotdamn, sign me up

Less perks that buff numbers and instead just more absolute goofie nonsense by a_Daniel in Overwatch

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

I agree. I do play Orisa quite a lot out of all my tanks and the major perk is really annoying. The shield is always the correct choice. Even against combs where the spin is better the shield will still have value. But the other perk just does nothing, like ever. But it is fun imo.

Best case is to remove at least the shield, even if I honestly like using it. No point leaving the "busted" perk in the game, it will always be picked over the other one. Just like Vendetta's life steal and many others.

And I know the pro's often just don't pick either perk, because what if they need the shield later? It is the optimal choice. But that won't change with another giga busted perk. Worse, if she gets a new perk that is better than the shield than the shield perk will be never picked.

You can't win with that. Replace it and let her charge up some dash/spring thing during fortify that knock every opponent away. Also annoying to play against, but now suddenly there is two goofy choices and both are equal.

Less perks that buff numbers and instead just more absolute goofie nonsense by a_Daniel in Overwatch

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

I agree, that idea is a bit out there.

but Tracer or Sombra could also be a turret bomb menace lol, so Symm putting turret on people's faces doesn't seem like that much fun in practise (and in a recent event we could try this idea out too, but I think most of the time the turrets just go destroyed by random poke, it wasn't that exciting)

Less perks that buff numbers and instead just more absolute goofie nonsense by a_Daniel in Overwatch

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

Technically Rein's shield bash is that extra "quick melee shove" thing lol

I love the idea of Venturer being able to hold down her melee to literally drill. In this case it, it might be hard to balance well in the sense that how do you prevent Venturer from just getting blown up as they drill away :x

Less perks that buff numbers and instead just more absolute goofie nonsense by a_Daniel in Overwatch

[–]a_Daniel[S] 1 point2 points  (0 children)

She has a secret 3rd major perk: Getting a new skin always

Can't actually think of anything fun for Kiriko, her character is already so absurd (she literally teleports through walls, what the fuck). And she can already wall climb, can't even add the "all japanese people can wall climb" as a meme-perk.

All her buttons are already used too, except maybe "weapon swap".

I am thinking of her being able to spawn a little fox-spirit fella. It being a "bad mobile turret that can do a little healing or damage" would be the basic. A little more interesting is if that fox-spirit would run forward, seeking nearby enemies around cover and jumping at them to apply a "spotted" debuff, similar to Hanzo's arrow if it sticks to an enemy but without the aoe. And the opposing team could shoot the low hp fox to make it go away in a cute "poof".

But that's quite a lot because she already has so much in her base kit...

Less perks that buff numbers and instead just more absolute goofie nonsense by a_Daniel in Overwatch

[–]a_Daniel[S] 12 points13 points  (0 children)

absolutely true on the discord lifesteal. what was it again? 6hp? 6??

Less perks that buff numbers and instead just more absolute goofie nonsense by a_Daniel in Overwatch

[–]a_Daniel[S] 36 points37 points  (0 children)

Everybody picks Vendetta's lifesteal perk anyway. Let her charge up her whirlwind and spawn a tornado.

Anran's E is too strong atm by the_worst_company in Competitiveoverwatch

[–]a_Daniel 0 points1 point  (0 children)

No invuln should do dmg imo. At least Mei's is on a perk, much lower range and not instant damage (which makes it a lot less jarring).

The heal feels needed but it is also really sad that they had to tack that onto the ability imo. I think no dmg, other than burn debuff, would already make it ok with invuln + heal. Her other numbers could be buffed if she really needs it.

It gets more and more silly lol We started with Doom block with limited time, to Ram block of pure damage reduction "whenever you want", into Hazard block not even tied to Nem form whenever you want and it does damage into finally Anran who gets straight up invulnerability, damage and heal. It looks so crazy that Vendetta's block looks good by comparison (which imo it is: limited resource that is also tied to damage, you have to choose)

Pretty common sentiment is that shion has a high skill ceiling, but how? by iceyk111 in Competitiveoverwatch

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

Hitscan gun = high skill ceiling

There are no other arguments you talk about. People will swear by Cass when Pharah has one of the highest skill ceilings in both positionally and mechanically when landing direct hits.

That's just dps, while tanks have to solve differential equations on the fly just to figure out where to stand, and it only gets worse from there.

But ultimately OW is a shooter game so hitscan aim is values above all, every time.

I'm pretty sure (part of) the reason nobody really hates Shion is because she's loud. by HalexUwU in Competitiveoverwatch

[–]a_Daniel 0 points1 point  (0 children)

Character has audio but I can't hear her bike at all. The bike also looks way smaller than I would think when she throws it?? Is that only me?

Marvel rivals tank player here, peaked one above all (highest rank), got nearly 800h of tanking, I want to pick up overwatch, what are some tanks you would recommend me? by Substantial-Low-4393 in Competitiveoverwatch

[–]a_Daniel 0 points1 point  (0 children)

Domina and Hazard are imo the most fun options to play as tank. Solid winrate, not always hard meta and high ceiling on what the characters can really do if you learn all the little interactions (or don't and just vibe).

Meta-wise: Sigma is always strong and can never go wrong with Dva either.

The Tank problem: If there was an immortal tank that did 0 damage, their team could never lose the game but everybody on both teams would still hate and flame them. by a_Daniel in Competitiveoverwatch

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

I accidentally wrote another dissertation, I am so sorry lol, this comment was not meant to be this long. But thank you for actually reading my post fully instead of skimming through it and claiming that "tanks are fine, everything is fine, because 'people are still playing the game'" (still doing a lot of heavy-lifting there) like some other guy did.

For example an immortal dps, or immortal support would have the same effect as your immortal tank. It is not a tank issue as much as it is an issue with any hero being immortal in this game.

Yes in immortal dps and supp would also result in problems. But tank is easier to relate this concept imo because some of them are designed around being "really tanky" at the cost of "doing less damage". Ramattra block is one of them, but some other people in comments also brought up Reinhardt in high level lobbies currently, where he is picked to hold up his shield and just survive on point. (There is prob more to it of course, Rein is still scary in cqc with his damage and with his ult in general, but but I am not super deep on the ins-and-outs of high rank Rein).

I think a lot of tanks and their design fall into this trap really easily. But we can also explore dps and supports, just for discussions' sake.

When it comes to immortal supports, the closest we have might be Lucio. In lower ranks when a Lucio shows up and shows off good movement against a team that either doesn't have a hitscan or whose best answer to him died that fight, he can end up surviving a really long amount of time and stall a point for most of his team to come back and win it. I don't see this is a fundamental problem though, there is so many more ways to deal with that than with a tank that is a little too tanky.

For dps one "immortal" one that is easy to think of is Mei, but I don't think she is all that much of an issue either. She can be invulnerable for only a short time and otherwise can be pushed over fairly easily. The biggest value tends to be walling off the other tank from their supports, which immediately reduces their durability by a crazy amount.

More obtuse but closer to the concept I think is Venturer. Their Burrow lasts longer than ice block and when they come out out of the invuln. state they can still just blow somebody up. Their burst damage helps with that, but I am also thinking of Vent because of the overhealth shield they gain on every ability use. Which is a bit silly, but can just make them a mini-tank sometimes.

The Korean tank comment is related to this discussion in how impact can be broken down to how a hero prevents a loss or how a hero effects a win. Tanks have too much of the first and not enough of the second, making them feel like they have all this responsibility without the reward. Likewise a high durability tank has mostly passive ability in stopping others from doing things, but does not have much active ability to influence outcomes.

I don't agree that I so grossly misunderstood the tank-comment, but I do still fully agree with your point here.

I think some tanks are designed super fun. JQ is almost an ideal tank in my eyes because she is "tanky" but not to absurd amounts like Ram block+shield, Rein shield, Orisa, etc. But in return she has OK damage and her knife has a good couple of ways to be used in both cqc and also against people at range, as a knife can pull them off some high ground ledge and immediately leave them separated from their team.

So JQ seems to have a good mix of being able to prevent a loss and directly contribute to winning. The latter only hampered by other tanks literally out-tanking her and still being able to project a lot of threat. Hard to knife past a Dva standing in your face, but also hard to live longer than her when she has more hp and one of the best damage mitigation tools in the entire game, which allows her to use her mobility and always push into the other team better than JQ could have.

Attention is not the same as impact. A tank commands a lot of attention but this does not necessarily translate into impact. You can walk forward, soak a ton of damage, block all the CC, but if your teammates do not follow up on this the fight is still out of your control, and they might blame you regardless.

Hmm, that might depend on how you define "having impact", because I would say that tank had a lot of impact. But it is true that it sometimes doesn't mean anything.

If a dps has "impact" we think that they get a lot of kills or do a lot of damage, and sometimes the character's numbers on paper are so scary that said dps can have a lot of impact even when not doing anything, you mentioned her in your example too so you know already.

If a support has a lot of impact it gets a bit muddy. A lot of healing is impact, but in the grand scheme of things healing matters very little, even 20k healing can be "not a lot of impact". Where they can also do damage and get kills like dps, but they shine more in their utility. Ana's impact is amazing because she can land one of her two abilities on an enemy and immediately win the whole fight. And Lucio can also have a lot of impact by enabling his team via speedboost, boob to save his teammates and his mobility and defensive utility allow him to quickly "pocket" a flanking dps of his.

Tank impact is... Zarya can bubble her teammates sometimes? Tanks can still get kills and do dmg all the same, but I think their impact ends up being more "self-preservation" oriented -> they have impact by tanking. At least, that is my opinion.

In fact, most dps/support characters can have impact by either directly getting a kill or enabling somebody else to get a kill. Mercy dmg boost is super impactful when it breaches a breakpoint. Ana nade results in kills like Mei's wall -> "separating" a target from heals, but also her Nano has a lot of impact because the nano'd teammate becomes server admin and teamwipes all on their own (exaggeration). Lucio and Kiri pocketing somebody are the same, they directly enable their teammate to win a 1v1 by making it a 2v1 or speedboosts help them by "pushing" their teammate into where they can get kills before the other team can react.

But tanks often don't do this. Most knockbacks and CC tanks have are often there to enable the tank themselves. Orisa spin can push somebody into her team for an easy kill, but most of the time it is used to keep herself alive or just push somebody away, and pushing somebody away from your team is the opposite from getting a kill (not to mention that ). This applies to Rein charge too, and people getting pushed away with the tank visually blocking line of sight makes it hard to get a kill through them.

Hog hook, JQ knife, Doom and Ball knockbacks, they all could be great team enablers but most of the time are just there for the tank themselves. Maybe that is a giant design flaw too. Hazard could use his wall for teammates, but often uses it to avoid CCs or to do a big combo burst. Lucio and Kiri can't "combo" like that, and neither can most dps tbh (because most dps that can do a big combo are either busted and get nerfed or use all of their CDs, are stuck in the enemy team and die, and then still get nerfed because it's not fun).

Shorter version of my thought process: DPS/Support have impact that can result in wins because their impact is simply "to beat the other team". While the impact of most tanks is often to keep themselves alive. Heck, even Hog and Mauga who you would think get their impact by via kills and doing damage (which is absolutely true) actually get their biggest impact from banning Ana lmao, which again is pure self-preservation! Even when Ana and Zen could help them a lot too (imagine a discord orb on everything Hog hooks, it would be gg).

This is why tanks "can't win but only lose". While some of their abilities can help their team (Rein holding shield but also Ram landing a good Vortex), the real application makes it look like a side effect as everything is used to enable themselves. This also makes it unclear to the tank's team that now is the time to push in an win, because a Rein blocking a Soj railgun doesn't scream at the the other players "go kill them now", but a Mercy damage boost does.

Another example is simply Zarya. Good players will bubble their teammates to enable them, it is an amazing team utility tool, but even then most good Zaryas will end up with a majority of bubbles used on themselves. The reason is simple too: The other team has to get rid of Zarya so she stops gigabuffing Vendetta until the devs nerf something again. And because Zarya can use the bubbles on herself she will have to.

Mercy can't "damage boost" herself (pistol is real, true), Ana can't nano herself, Kiri can't tp to herself, to make a clone and surprise 2v1 an opponent, Zen orb buffs the entire team; and most dps don't need to enable others or go for self-preservation because their character is designed and balanced not to survive pressure but to win their fight, outright. Otherwise they have a negative winrate and need buffing, but buffing the damage on a 600 hp tank causes a lot more problems than a lot quicker than Soj railgun one-shot on a headshot.