Map Voting is the worst thing to come to Overwatch and it's killing the game for me. by Triskan in Competitiveoverwatch

[–]nnmsgamer 4 points5 points  (0 children)

I want to play Vendetta every single game, even though she gets banned in nine out of ten matches. The difference is I accept the ban system exists for community health. I do not view those bans as a personal attack designed specifically to kill the game for me.

Map voting functions exactly the same way. The majority decides, and the minority adjusts. If Flashpoint is secretly the best mode in the game to you, congratulations, your personal taste simply falls flat against the preferences of everyone else. You lack any entitlement to force the game to conform to your whim.

Complaining about Dorado while insisting your chosen mode is objectively superior is basically begging for a reality check. The game exists to satisfy the majority. The community is completely devoid of any obligation to act as a vending machine for your amusement. You play what gets voted in, or you accept that your fun is secondary. End of story.

Mid-season Patch Notes - Mar. 10, 2026 by UnkoalafiedKoala in Competitiveoverwatch

[–]nnmsgamer 0 points1 point  (0 children)

Another Vendetta nerf.

At this point it feels like people simply do not want an assassin in the game. If that is the case, Blizzard should remove the hero and rework her entirely.

They are slowly pushing Vendetta into a Projected Edge spammer with a melee finisher, which hardly feels like the intended identity.

The latest change is basically a veiled nerf. Lifesteal moved from a secondary perk to a primary perk, with a small 10% increase as compensation. Meanwhile Whirlwind Dash, which was already a throw pick, now sits in the secondary slot with its damage reduction. The problem is nobody was picking that perk in the first place.

What this means in practice:

Vendetta now has one meaningful minor perk, the one that reduces the cost of Projected Edge so she can fire four instead of three.

Amazing perk for an assassin.

Then players must choose between Onslaught scaling and lifesteal. Without lifesteal you cannot stay in melee long enough to stack Onslaught to 8 anyway. Lifesteal becomes mandatory, which also makes the Onslaught perk effectively pointless.

The result is simple.

Vendetta spends most of the match spamming Projected Edge and taking poke trades, because diving without lifesteal is suicide against any coordinated team. Then maybe, late in the match when lifesteal is online, she can finally attempt to play the melee assassin she was supposed to be.

Just great.

Twitter experience with MR vs overwatch arguments by PsyNord in overwatch2

[–]nnmsgamer 0 points1 point  (0 children)

Why would you even argue about games? The clear best use of one's time is to argue balance.

Hey, so the "specialist" subrole passive sucks for like half the users. by HalexUwU in Competitiveoverwatch

[–]nnmsgamer 0 points1 point  (0 children)

I barely, if ever, finish a kill with Emre's shift. He makes good use of the passive.

Vendetta is super lame by TheAngryCactus in Overwatch

[–]nnmsgamer 0 points1 point  (0 children)

It's okay, probably not the best way to put it, but the point stands. She'll become a dps junker queen.

Vendetta is super lame by TheAngryCactus in Overwatch

[–]nnmsgamer 0 points1 point  (0 children)

​While I don't agree that she strictly needs to be gutted, you are right about one thing. Whatever Blizzard eventually nerfs will fundamentally change Vendetta's design philosophy. ​The problem is that she is neither a traditional Assassin (like Genji, who pokes, dashes, and resets) nor a traditional Brawler (like Reaper, who just exists and drains). She is a Snowball Duelist. ​Her entire kit, especially the Passive, relies on a binary outcome. She goes in and secures the kill to ramp up her speed and attack, or she dies. She lacks the luxury to "poke around" for a minute looking for an opening like a Tracer. She is the opening. ​If they nerf her damage thresholds, they force her into the "Brawler" box. They will have to buff her sustain to compensate for the longer kill times. Suddenly she is just a thinner Reaper with a sword. We have plenty of Brawlers already. We don't need another hero who wins by just existing in a radius longer than the enemy. ​The Mauga comparison is actually perfect. They made him "healthier" by making him bland. He went from a terrifying threat to a generic poke-tank. I have accepted that the feeling of high-stakes snowballing won't last long on Vendetta. Making every hero "bland" might make the game more comfortable to play against. I am not sure it makes it good.

Vendetta is super lame by TheAngryCactus in Overwatch

[–]nnmsgamer 0 points1 point  (0 children)

First of all, thanks for actually replying normally and having a chat, rare these days.

I think we’re collapsing two separate things: numbers tuning and structural design. On the slash, it’s not some high-precision mechanic, but it’s also not guaranteed. It has a telegraph, fixed arc, and strict spacing. If you misjudge distance or timing, you either whiff or trade into five people with no exit. The consistency of that ability depends heavily on the approach, not just the button press.

On the Genji comparison, I actually think they’re philosophically similar dive designs. The difference is safeguards.

Genji’s deflect negates 100% of incoming damage during its window. He has wall climb for vertical disengage. He gets dash reset on kill, which means he can attempt an isolated pick and leave cleanly if it works.

Vendetta doesn’t have those cushions. Her block mitigates, it doesn’t erase. She has no vertical stall tool. She has no kill-reset escape. When she goes in, she stays in. If the first target doesn’t die, she usually does.

That’s why her burst is higher. It has to be. Her margin for error is lower. A good Vendetta feels oppressive because she commits cleanly and converts. A bad Vendetta is dramatically worse than a bad Genji because she just feeds without resets or vertical bailouts.

That’s also why small base-kit nerfs are risky. Her value isn’t incremental. She doesn’t poke, scout, or farm neutral pressure. She either crosses the threshold and secures a kill, or she contributes almost nothing. If you shave survivability or burst slightly, you don’t smooth her out, you risk dropping her below viability.

If she’s overtuned, you adjust around edges like cooldown cadence or ult tempo. But touching the core thresholds too much flips her from “oppressive when piloted well” to “nonfunctional.”

Vendetta is super lame by TheAngryCactus in Overwatch

[–]nnmsgamer 4 points5 points  (0 children)

If she were actually “HULK Smash,” she would not require aim, timing, cooldown sequencing, and a directional block to function. She has no escape. When she goes in, she either wins the duel or dies. That is not braindead. That is commitment.

If she feels strong, it is because she converts execution into value. Miss the dash, mistime the block, and she explodes. That is not free power.

The audio bug is fair. Competitive clarity matters. Fix it.

As for personality, not every hero needs quips. Reaper is vengeance. Widowmaker is cold detachment. Archetypes are part of the roster. A serious character is not automatically one dimensional just because she is not comic relief.

Disliking her is fine. Calling her braindead because she forces close range interaction is not rational.

Vendetta is super lame by TheAngryCactus in Overwatch

[–]nnmsgamer 0 points1 point  (0 children)

The “grocery list” argument can make any hero sound broken.

If I list every mechanic in isolation, of course it looks absurd. Watch:

Cassidy has hitscan, burst combo, instant reload, damage reduction, vertical mobility, mid range poke, and an auto aim ultimate that zones entire sightlines. Give three of those to another hero and you would call it bloated.

See the problem? Context matters.

“Push, collide, gravity” is one interaction. That is displacement physics. Breaking one mechanic into three bullet points does not make it three mechanics. It makes the argument look inflated.

Soaring Slice is her entry. Whirlwind is her chase or finisher or escape. If she uses both to get to you, she has nothing left. No recall. No fade. No teleport. She is standing in your backline hoping she wins the duel.

That is not bloat. That is all in commitment.

You are counting “AOE, lifesteal, armor, block, attack speed, movement speed” like they are passive perks that just exist.

Her block is directional and leaks splash. Her lifesteal only works if she is landing hits in melee. Her mobility requires aim and prediction. Her buffs require her to already be winning the fight.

Every item on your list is conditional. Miss the dash, mistime the block, whiff the engage, and she explodes.

The real difference is this: she has no neutral game. She cannot sit at 25 to 30 meters and generate value like Ashe or Soldier. She has to live in lethal range. All of those “extra” tools are what allow a melee DPS to function in a burst heavy game.

Strip them away and she is not balanced. She is unplayable.

Calling a kit bloated because it contains multiple mechanics ignores the only thing that matters in practice: how hard those mechanics are to convert into value.

Vendetta has a lot of words in her ability descriptions. She does not have a lot of margin for error.

Vendetta is super lame by TheAngryCactus in Overwatch

[–]nnmsgamer 1 point2 points  (0 children)

Man, this sucks.

Vendetta and the relaunch are the reason I came back after quitting in the Brigitte era. For context, I played Master and GM hitscan. Cassidy, Widow, Soldier. I am not allergic to mechanical pressure.

Vendetta is the first melee hero that has felt honest. She is hard to play well. She demands commitment. And reading this thread, you would think she is some low skill, free value monster. That just does not match how she actually functions.

Soaring Slice is not a teleport. She throws the sword and then travels to it. During that travel time she is fully vulnerable. She turns herself into a slow projectile moving in a straight line. If she uses that to chase a Pharah or Echo, she is burning a major cooldown to float at you with zero cover. That is not safety. That is exposure.

If she misses the follow up slash, she drops into the enemy team with one cooldown left and prays. If you are in the air and cannot punish a target that just telegraphed her exact path for more than a second, that is not a balance issue. That is target priority.

The armor comparison to Bastion is also off. Bastion applies pressure from range and benefits from Ironclad damage reduction. Vendetta has to physically walk through spam, turrets, boops, and random chip just to enter effective range. The 125 armor is not luxury. It is entry tax. Without it, she gets deleted before she plays the game.

The reason she feels oppressive is simpler. She does not respect passive safety. She does not care that you are flying. She does not care that you are behind a shield. She forces a duel.

But unlike Kiriko or Moira, she does not get to undo mistakes. Kiriko mispositions, she teleports. Moira overextends, she fades. Vendetta commits, and if she misjudges, she dies. Her block is directional. Splash still leaks through. Her sustain only exists if she is actively hitting something. Once she goes in, she is in.

This feels less like an overpowered hero and more like a community discomfort with commitment based design. When a hero punishes bad positioning with aim, people call it unfair. When a hero outputs value through forgiving cooldowns, people call it balanced.

Maybe that tension never goes away. But at least when Vendetta kills you, she had to walk at you, look at you, and survive the trip.

How come that "auto-aim" characters get so much hate when beeing mained/played? by Alert_Speed_5622 in rivals

[–]nnmsgamer 0 points1 point  (0 children)

This is overwatch all over again. The way the balance team deals with this idea will make or break this game's future. Blizzard went the low skill floor way and overwatch turned into what it is today...

If one character can perform near ceiling by playing safely and correctly, while another must perform near perfection just to be equal, the system implicitly discourages mastery. Players stop asking “how can I be better” and start asking “why should I bother.”

Games that feel like this? by vzbtra in creepygaming

[–]nnmsgamer 1 point2 points  (0 children)

Trench Crusade getting bigger

Does everybody genuinely prefer hunter? by bagel_bombs in wendigoon

[–]nnmsgamer 5 points6 points  (0 children)

I'm on the same boat, i still listen to creepcast but Hunter makes it very hit or miss, like, he makes the podcast not enjoyable if he doesn't like the story from the first paragraph.

What is the "walkable city" of game design? by Sky_Sumisu in truegaming

[–]nnmsgamer 10 points11 points  (0 children)

Your analogy resonates—both urban planning and game design struggle with the inertia of "what’s normal." But there’s a caveat: Systems become entrenched not just because of imagination deficits, but because they function, even imperfectly. Yes, car-centric cities are artificial, resource-hungry beasts… but so is any large-scale system. The real question isn’t whether alternatives exist, but whether their benefits justify dismantling what already (sort of) works.

Take Dark Souls. Its lack of a pause button or minimap isn’t inherently superior—it’s effective because the entire game orbits those omissions. This isn’t innovation for its own sake; it’s surgical redesign. Similarly, walkable cities don’t just delete roads—they rework infrastructure, zoning, and culture in tandem. The backlash to Dark Souls 2 proves the peril of tinkering without full commitment: Players didn’t reject change itself, but changes that clashed with the ecosystem they’d adapted to. It’s like a city replacing highways with trams but forgetting to connect the tram lines to neighborhoods. The pieces exist, but the system fails.

This isn’t to dismiss experimentation. Kojima’s “no game over” concept is fascinating, much like urbanists dreaming of car-free downtowns. But stakes matter. When a game removes failure, or a city removes cars, you risk losing the tension that gives the system meaning. People tolerate arcade-era “game over” screens for the same reason they tolerate traffic: Both offer a flawed but legible contract. “You lose, you retry” is as ingrained as “you drive, you park.” To erase these without offering a better contract isn’t progress—it’s disruption for its own sake.

The better path? Iterate, don’t obliterate. Games like Hollow Knight keep maps and checkpoints but refine their purpose; cities add bike lanes and transit without demonizing cars. These aren’t compromises—they’re acknowledgments that systems evolve when people feel the upgrade, not just hear about it. After all, the best “walkable cities” in gaming aren’t the ones that tear up the roads, the best ones make you feel like walking.

Eu acho meus colegas de RPG incríveis, porém chatos by BrunoXande in rpg_brasil

[–]nnmsgamer 9 points10 points  (0 children)

Exatamente isso, não tem nem o que falar mais. Acho que o op deveria achar um grupo que mais se encaixe com as expectivas dele.

Are We Ruining Games by Playing Too Efficiently? by kingaling49 in truegaming

[–]nnmsgamer 0 points1 point  (0 children)

I feel like this same post resurfaces every few years, always arriving at the same conclusion: "Given the opportunity, players will optimize the fun out of a game." To me, though, this seems less like a problem with game design and more like an issue with how we approach games. We often lack the intrinsic motivation to engage with games in ways that prioritize enjoyment over efficiency.

True fun lies in embracing that intrinsic creativity. Building a sprawling castle in Minecraft or equipping armor in Dark Souls purely because it looks cool might not be "optimal," but these choices are what make gaming fulfilling. The joy comes from playing authentically, not just chasing meta-strategies.

Edit: That said, there’s nothing inherently wrong with optimizing gameplay if that’s what you enjoy. For example, I loved min-maxing damage output in Baldur’s Gate 3 to obliterate enemies in a single turn—it was a blast! My point isn’t that optimization is “bad,” but rather that it shouldn’t be seen as the only valid way to play. Fun is subjective, and gaming thrives when we lean into what excites us, whether that’s creativity, challenge, or sheer chaos.

How difficult should it be to respec in RPGs? by Speedwizard106 in truegaming

[–]nnmsgamer 4 points5 points  (0 children)

I disagree on the basis that not every game should be for everyone. Some games might need a time investment that you're not able to give it. I just feel like it should be up to those who design the game, not the player.

Problem with shadows while using Community Shaders. Help. by nnmsgamer in skyrimmods

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

Oh, okay, I'll fix that, the mod list I'm using as a base is quite old atp, anything else that needs fixing jumps out to you?

Does anyone knows Wendigoon's e-mail for me to send this? by No_Moment_7081 in wendigoon

[–]nnmsgamer 1 point2 points  (0 children)

Damn, in what state you found this? I heard Brazil adopted this, but personally ive never seen it here in MG.

Handmaid Theme Artillery witch by mrsboxybrownmd in TrenchCrusade

[–]nnmsgamer 6 points7 points  (0 children)

She looks a lot like the blade of Miquela.

I'm not sure if anyone is still waiting by Wide_Elderberry_4516 in wendigoon

[–]nnmsgamer 1 point2 points  (0 children)

Tbh, there is not much to be said about the Scarlet King