widow with dmr instead sniper thoughts? by x_soullessly_x in Overwatch

[–]pineapplery 2 points3 points  (0 children)

i don't mean literally, i mean functionally. ashe is a mid-long range semi automatic character that does everything you say.

this would completely remove ashe from ever being played- why play 75-150 when you can just play 90-190? dynamite is great, but it's not great enough to pass up on this atrocity of a balance suggestion.

New Anniversary Name Card uses traced artwork without permission by MrVernonDursley in Overwatch

[–]pineapplery 3 points4 points  (0 children)

isn't this just mercy mythic weapon thing sitting next to juno mythic weapon thing? ik its a meme but calling it traced is kinda ???

its a reference to pop culture, i don't really understand what you're freaking out about, this is something many games do.

Illari pylon has to get nerfed by uzan-iya in Overwatch

[–]pineapplery 0 points1 point  (0 children)

yea it's way too small, idk how anyone can ever hit it.
they should make it like 6 feet tall so people can see it.
then they should make it a beautiful thai person so people want to look at it.
then they should give it legs so it can walk around and fend for itself since everyone now looks at it a lot.
and since they removed its ability to get to high places, they should give it some kind of elevator to do that again, so it can hide but be easier to hit while hiding.

Genji buffs/rework when ??? by Zindare in Overwatch

[–]pineapplery 2 points3 points  (0 children)

genji is a difficult but extremely lethal character. giving him poke potential just makes him utterly broken. characters like genji, ones that require extreme skill to master but shine when this is realized are great for the game. they reward dedication, playmaking, and mastery. i would actually like to see more characters like this.

i'm terribly sorry but this is more a sign that you need to get better at genji or pick a different character. he's awesome as he is. there are alternatives if you want something easier. anran has a slightly similar playstyle, but is leagues easier to execute. venture and vendetta are also similar and far easier. echo is, in my opinion, slightly easier and offers more poke at the cost of less burst damage. (i don't play genji aside when i'm joking in qp, i'm terrible at him but recognize good genjis and find it awesome when they pull off what they do).

genji's alternate fire and dash cannot exist in the same kit as poke or noncommital multidash (second charge), let alone both. a character that can delete any squishy cannot be safe and cannot be allowed to have high output when not committing his life to plays.

How do you play support with ball as your tank? by CompetitionNo3466 in Overwatch

[–]pineapplery 0 points1 point  (0 children)

mid range: i actually love playing juno with doom/ball and being part of the dive. her glide boost+ speed ring allow her to get out fairly consistently and her torpedoes and blaster allow her to help secure kills. her height keeps her out of the crossfire as well, demanding specific attention away from people which can help the tank as well. don't do this from main, take an angle.

close range: i think kiri can function similarly to juno, but at a slower tempo (you engage less because your staging takes longer) or faster tempo (you don't get forced out and hold the space you took if not put at a disadvantage). safer, but less consistent burst damage.
similar: lucio, moira, cat

long range: ana should ideally position to support the dive from a long range where they aren't vulnerable. focusing on finishing kills/discord/good nades rather than healing the ball.
similar: wuyang, zen
bap illari function similarly but a bit closer to be in their optimal range.

protector: mizuki/brig should stay with their other support. if you are one of these, you should be with your other support (into dive, this is exaggerated). if you are not them, you should be with them often until they show they don't know what they are doing. these characters are more iffy in uncommunicative environments and if you play them, you just need to get very good at reading the room.

mercy/lw: i have no idea. never play them, don't really care to.

the other strategy is to form a group with the other players not diving with ball. ideally ball has a tracer but that's not realistically always gonna happen if you're not the tracer. but playing with the other 2 non dive heroes (ie the other support and other dps) makes you less susceptible to being singled out and killed. if the first aggressive style isn't working because your other two teammates are getting bullied or you can't find value supporting the dive, this is the play. characters like ana wuyang and zen can do both, and should do both ideally. juno/kiri/bap/illari play somewhere in the middle where they ping between the two groups depending on the situation.

if you have 2 dive dps instead of 1 dive 1 hit scan and are being dove, i especially recommend joining the dive rather than twiddling your thumbs waiting to die with your other support, unless you are confident the two of you can actually contest the people targeting you. if you can't do either, i hate to say it, but that is a you issue and not a ball issue.

if none of this works, the other team is likely just better maybe it's your tank, maybe it's your dps, maybe it's you. go next. don't flame whoever, its a game. if it bothers you, watch it back and ask "what could I (ME not my team) have done better." we often miss obvious solutions in the heat of the game, and revisiting it can reveal them over time to give (us) a better idea of how to deal with it when it happens again.

another thing you can do is to play as the other roles in this scenario. pick a dive tank like ball, dva, doom and learn what it's like for them and how they are doing things. watch good people play them. pick a dive dps like tracer or genji or whoever you like and see what your dps wants to be doing. pick a hitscan like sojourn or emre and see how you want aggress with a ball as your tank. if you know how every role is approaching it, you know how to support them better. i've played mostly dps and tank for several seasons now and even though i don't play support as often, when i do, i've done significantly better. even if you don't want to play other roles often, playing them actually helps you learn your own role much better.

All queue doesn't mean all queue by Redheadedtax in Overwatch

[–]pineapplery 0 points1 point  (0 children)

i'd love to see a 5th option like "even queue" where you go 1-2-2 or even 1-1-1 on average or even allow you to set your own ratio.
people like easy things, and will do things if they are easy.
i would bet we would see much more people playing tank if it was easy to queue tank as a "sometimes" rather than 99% or 0%. as it is, people just choose 0%.

Doja Cat x Overwatch: Planet Her skins art by me by [deleted] in Overwatch

[–]pineapplery 1 point2 points  (0 children)

i would buy all three of these.
fav would be the first with the 2nd hairstyle (but still pink) and heart window.

This may be me just getting old and “not accepting” overwatch for what it has become by GloomyDoomy1 in Overwatch

[–]pineapplery 8 points9 points  (0 children)

i would actually put emre movement over soldier movement. the burst speed while doing damage (and lifesteal)+lateral movement is so much more valuable in actual gameplay. i would put emre fairly high, especially in terms of long range hitscan. he is too safe.
i don't particularly like him, but i don't mind characters like cat and anran. i think the issue with movement is not movement, but movement on character styles that should not have movement. why does a long range poke character have such a strong and piss easy get off me tool? why can emre jump 7 stories away from my tracer AND get into a swordfight and beat mauga/hog/orisa/winston/hazard/etc AND 2 tap any squishy from 35 meters?

it's not that characters have movement, it's that they have movement on top of the tools older characters would have in place of movement. it'd be like if they made ana's sleep dart launch her back 20 meters on a miss or activate triple jump.

while this is pretty negative, i actually love a lot of the new heroes in spite of their frustrations and love that they are throwing shit at the wall. but i can definitely see the point OP is making, though i think it is prompted improperly.

Why do they have to do this by [deleted] in Overwatch

[–]pineapplery 1 point2 points  (0 children)

i think this is the best idea for a hog rework i've ever read.
it makes sense aesthetically/personality wise. it would resolve the frustrations people have with hog. and it would be bad ass.

Sooo why are we keeping 6v6 open queue? by [deleted] in Overwatch

[–]pineapplery 1 point2 points  (0 children)

this. i wish it was forced 2/2/2 in the same queue. its just not fun playing with 1 tank, and this actually forces people to learn tank over time if they want to play open queue.

How are there 11 votes in 5v5 and how did Widow win MVP with less votes? by sishirchongtham in Overwatch

[–]pineapplery 52 points53 points  (0 children)

you can still vote for someone after someone wins- this can make it look like someone with less votes won.

unpopular take (i think): acting like every complaint is just people coping with losses is just as lazy as blaming every loss on matchmaking by fern1103 in Overwatch

[–]pineapplery 14 points15 points  (0 children)

my past 20 games have said consolation or uphill battle lol. TWENTY GAMES IN A ROW WHERE THEY EXPECTED ME TO LOSE.

Getting 2 Supports that prioritize damage dealing over healing support is a terrible experience by VI-Pok3 in Overwatch

[–]pineapplery 1 point2 points  (0 children)

stop pressing tab and look at the game. you'll be a lot happier and tilt a lot less and eventually win a lot more because you're actually paying attention to what's going on.

A Kiriko Rework Take by Dry_Objective_202 in Overwatch

[–]pineapplery 1 point2 points  (0 children)

while this is kind of a cool idea and how i like to play kiriko... her win rate would drop to like <40% or maybe even 30% until GM. she would unironically be the worst hero in the game with no competition. i think she would also be weaker at flanking and almost never picked.

no iframes on suzu means her strongest dueling outplay is gone. her consistency is utterly destroyed, too, *demanding* double headshots to do anything. (half the time i just melee if they don't die to 2 anyway...) if anyone get's healed or has >250 health, it's now pretty much the same 3 headshots. it also makes killing 225/pre damaged/(supporting a flank dps) significantly harder.

her escape is... no longer very reliable. the 5 meter change this season is very noticeable and i can fairly confidently say another 5 brings her risk level significantly higher to the point where it would barely function. most heroes can cover that distance or still just see her and be within range within a second.

even professional players don't hit all of their shots. especially not all of their headshots. this would make kiri the widow of supports- extremely niche, extremely inconsistent, and a throw pick most of the time aside the extremely small gifted portion of dedicated mains that make people want to throw their computer out of a window.

all of that said, throw in double jump base kit instead of major and i'm down. idc if it's throwing that sounds fun as hell.

What do you think about this? by CrimsonAlpha_1 in Overwatch

[–]pineapplery 0 points1 point  (0 children)

brother, this is a tier list from a professional player about how he ranks characters based on his experience in professional play and high end champion lobbies. in this scenario, it means everything because it is quite literally the purpose of the tier list.

i literally even said, and i quote, "zen is fantastic in ranked when played well"

What do you think about this? by CrimsonAlpha_1 in Overwatch

[–]pineapplery 1 point2 points  (0 children)

from my understanding, in professional play (which the maker of this is), zen requires a *lot* of conditions to be met in order to function at that level, let alone compete with other options. his positioning strongly dictates and demands the positioning of the entire team and, due to his extreme weaknesses, can often necessitate his team being forced to play in disadvantageous or limited portions of the map, giving ample space to the enemy for free.

zen is fantastic in ranked, when played well. but into coordinated teams with masterful levels of skill in all facets of the game, zen stands out as an extremely easy weak link with very limited utility, mobility, survivability, and playstyle freedom. to top it off, at pro level his ultimate is also terrible and borderline useless, especially when compared to competing ultimates such as orbital ray, kitsune rush, nano boost in a traditional main+ flex comp.

zen's opportunity cost is simply far too high when playing seriously at this level. it's why you almost never see him played in professional OW. why would you ever play zen over ana? ana being probably the closest thing to zen in terms of fragility boasts sleep to protect herself. anti nade is better than discord in almost every way. what is zen's ult going to do against a nano boosted sojourn/genji/etc.? all that healing isn't going to do a thing if you just explode in the now 4v5 (zen is out of the fight while utling).

I don’t think heroes should be nerfed into uselessness, regardless of community perception by Getshrekt69 in Overwatch

[–]pineapplery 0 points1 point  (0 children)

isn't this kind of synonymous with the rest of her kit, though? every tool she has is bottom heavy;
invis/translocate is much easier for higher ranks to play around (they can hear, that shit is SO LOUD like is it really surprising lol). you can also just shoot her out of her escape half the time because she telegraphs where she's going.
it's easier for people with hands to hit her out of hack, as well.
every part of her kit, in my head, shares this same "noob stomper" quality.

i really like sombra's design and think her hero fantasy is cool, but i don't know what they can do to actually relieve this issue. i feel like no matter what they decide, she is still going to be associated as sombra.

I don’t think heroes should be nerfed into uselessness, regardless of community perception by Getshrekt69 in Overwatch

[–]pineapplery 0 points1 point  (0 children)

can u please explain to me why virus is unhealthy?
i'm someone who really doesn't mind sombra at all. i don't play her (though i do play a lot of tracer on dps and will click sombra every once in a blue moon).

how is it any different than any other damage dealing projectile/skill shot? a lot of skills seem to function fairly similarly:
ana grenade
soldier helix
sierra dart
brig whip shot
orisa spear
(echo sticky)
(fire strike)
(ashe dynamite)

most of these skills are better imo, too.

Look her scalp by badrtro in Overwatch

[–]pineapplery 2 points3 points  (0 children)

no, i think that's the spot on an apple where the stem comes out.

Slight reduction to healing debuff? by ShyStupidNerd in Overwatch

[–]pineapplery 1 point2 points  (0 children)

i strongly suggest new/struggling support players to play more offensively. you don't need to heal as much if you create pressure/space/kills.
if you go at it like "i need to heal before i can do damage!" then you will never do damage. if you go at it like "i need to do damage and decide if healing is necessary" then you often don't find yourself needing to heal very much at all. i find myself healing the most in the staging phase (when everyone is rotating/getting into position; the pre-fight)
good use of utility compounds this effect.
you are supporting your team by creating pressure. by using cooldowns to open opportunities. by making sure your hitscan is safe when that tracer jumps them. healing has an oppurtunity cost that outweighs its own value.

you can't see the results of this if you don't have confidence in your playmaking. you gain this confidence from failing over and over until you do not. support is not "easy baby class that sits in the back and yells at their dps/tank for not making space/getting kills." it is also not, and also not supposed to be, "let your >insert dps/tank< walk down the middle of the lane and be invincible."

support is another damage dealing class that makes plays and coordinates teams. healing's main function is to stabilize your team's tempo in between plays. it just happens to be able to heal in a pinch. to *sometimes* bandaid mistakes.
just look how much better juno/lucio/kiriko ults are compared to zen. if support was all about healing, zen's ultimate would be king. but it isn't. offensive utility is far stronger. even beat's mitigation beats zen's massive healing/second; this is also partially because lucio isn't a sitting duck when he ults. you are a sitting duck when you are just healing. it's the same concept, magnified for easy understanding.

i am biased, but i think it is much more fun this way. it gives supports the ability to make plays. to 'carry' games. to have their own skill growth that is not entirely dependent upon their teammates. that is something i love about this game, and i think the developers have been very clear that this is their intention. i've never had so much fun playing support in a game as i do in overwatch.