On the psychology of shooting an armored target point - I wonder if they could just have a different sound effect for damage ticks when you're hitting armor that's less viscerally satisfying. That would both make it feel worse to shoot the armor and also provide additional information through regular gameplay.
They already did this last season right? I do think the sound needs to be much harsher to achieve the effect of putting people off, it’s a start though
Solving tank is difficult. Choosing to nerf dva if youre gonna nerf Winston tho? Thats only a difficult decision for this balance team and nobody else.
Watching your ball guides/VOD reviews got me from silver3 in season 10 to now plat4 this season playing about 75% ball and 25% queen with 65%-70% win rate last season :) (Also, looking forward to the sombra changes!)
Tbh, if they would put hard 10 min timer and make it first to two wins in Comp it would work (there should be another changes to avoid situations where both teams dont want to push, but that's a real good base)
If they do that, they just incentivise attackers to camp those objectives even more instead of pushing the last point. why would anyone want to risk the 3 points when they can safely just farm 2 points repeatedly, teams already do that now when it is worth 1. IMO, the best change would be to not give defenders any points for defending their home base (the reward is not losing the game) this would mathematically mean they actually have to push into your side of the map to win too.
@@CrazySuperJEBUS I believe he literally said "games cooked the game will never be elite again I don't want auto aim healing" Usually if I'm making a statement that strong I'm already committed. He should be more careful with his language if he doesn't want to sound like an unprincipled buffoon.
The problem of clash is really simple : points that can be captured that quickly do not work if both teams can capture the points. The reason why every clash team fights feels like it's overtime and everyone has to throw themselves onto the point without any coordination or set up is because if you try to take your time to set up a play, reposition, charge your ult or take an early pick, whoever in on the point can just take it for free. So obviously, we wouldn't want to just change the points to percentage base points that unlock slowly since it would just transform the gamemode into a smaller flashpoint and that's not what we want. We also don't want to just make the time between fights longer since the points are already so close to each other that a team is just gonna take control of it anyways. To me the solution is pretty simply to go back to the roots of the game mode and have a defending team and an attacking team on second and third point, basically turning the game into 2cp after first point is taken 1. This would clearly reward whoever won the first fight as they would only have to win one team fight and capture the point, while the defending team will have to hold on to the point for a bit, making it more normal that the map geometry inherently favour the defending team 2. This will allow the attacking team to take a bit more time to set up a proper attack, not making them have to rush to the point imediatly 3. It will distinguish the game mode further from flashpoint and koth, and bring it a bit closer to 2cp without having the inherent problem of 2cp, making the different game modes more varied. Of course, this wouldn't solve every problem of the game mode, for example the attackers will still be too close to their next point which can still make defense hard to set up for the defenders, but that's a problem in the existing game mode too and I feel like overall the change would be a net positive. To solve that last problem we could also drop the second point altogether as it's kinda redundant anyways and make it so the attackers would only really have to win the first team fight and take third point to win, and if they lose it's time for the defenders to attack point B and for the attackers to defend it. Then since it would obviously make the game mode shorter, make the first point take longer to unlock.
Tanks in 5v5 should have less HP and a smaller hitbox/model size. It would partially solve the "center of the attention" issue while also leading to a more fast paced gameplay loop, which is what we were told 5v5 would be back in the days. I prefer 6v6 but I also think there are definitely ways to improve 5v5, unfortunately the devs have gone the completely wrong direction
I just can’t think of a way to bring back the feeling of working together with someone else in your role and solving counterswapping without going back to 6v6.
@@Waywurd08You could work with the other 4 people on your team...ironically your comment highlights the problem that tank players create in their own head. Which is "I'm the only tank, I'm all alone" So then, they actually play like they are all alone and forget that they have a team, and they try to 1v1 the other tank. So then a DVA tries to 1v1 a zarya, loses the 1v1, and then says"i just can't think of a way to bring back the feeling of working with someone else in your role and solving counterswapping without 6v6" With your logic, the tank should 1v1 tank, dps 2v2 other dps, and supports spectate(or maybe they could 2v2 as well) And that is simply not how the game is meant to be played. In 5v5 or 6v6. For example, as Genji, I will dive with my Winston. I benefit from his shield/presence, he benefits from me doing more damage to his target. We are different roles, but we have the same goal. Heck, even a Kiriko can dive with a Winston, dva, genji, tracer etc. And of course there is a thousand other combinations based on team comp, enemy comp, map etc. 5v5 isn't perfect. Neither was 6v6. I enjoy both, because I adapt my playstyle. In fact, I would say I adapt my playstyle based off the map I am on, or what enemies are running(poke vs dive vs brawl) MORE than I had to adapt from 6v6 to 5v5. People just like 6v6(mostly) because of nostalgia. You remember having fun "back then". Literally every player in every game thinks their game was better "back then" at least in competitive games. Long ass comment sorry
@@austinjackson9650 “heck even” dude you sound just like spilo. This is my own opinion from years of playing the game. I miss TANK synergies the tank on YOUR team that would mitigate your weaknesses allowing you to win by trading with the other tank and taking space. Yeah you can work with other people on your team but their abilities don’t interact in the same fluid way tank abilities interact. Obviously you’re going to have more synergy with the other player in your role that you’re currently playing. Examples would be tracer echo, brig ana, rein zarya. These combos work the best because they make up for each others weaknesses and enable each other. I miss the days of 6v6 because blizzard REMOVED OW1 and replaced it with a game that is the almost identical, but different. Now I have to buy skins, now I have to play 5v5 now I have to counter swap, it’s all things that weren’t there before.
another nice change I would like to see with Clash is that both sides look identical, it would be nice if even just the colour pallet was slightly different, so every match didn't feel so samey.
@@danieldegobi713 That is my point though, I didn't even notice because it is one small thing. I get they have to be symmetrical, but I would like to see some different architecture or themes on each side.
For clash, these are my ideas 1) Make the final spawns have a buffer room between the invincibility and view of the outside map. Koth/flashpoint don't have these buffer areas in spawn because spawn camping/bunkering in spawn does not help you with the objective. Escort/Push has the buffer area because bunkering/spawn camping is a viable strategy to defending/attacking the last point. Clash spawns are like if Ana could bunker in her left door on last point gibraltr with full invincibility. 2) Add some type of overtime spawn mechanic for A/E defenders. Overtime spawns pretty much exclusively help attackers in Escort. It affects both teams but the relative difference in return-time between teams gives attackers an edge. That's why so often attackers are butting their head against the wall for 2 minutes on last point Havana/Rialto, until overtime spawns actually let them get progress into the armored fortress. 3) Make a draw condition for A/E. Where it results in no team getting a point, and the point moves back to B/D. Like if neither team gets a tick for X seconds. It might cause some cheese stall strats from attackers, but it would be much harder for attackers to plan ahead and set up their comp for it. And much easier for defenders to swap to break the cheese because their spawn is right there.
About torpedos not doing single target: I had a thought about making juno torpedos lock on faster to enemies/allies she has hit in the last few seconds and maybe even doing more damage and healing to them. Maybe too good or changes her playstyle too much but it would be a skillful way to trade off between single/multi target impact.
Clash... I don't think I've lost a game when in a 4 or 5 stack (granted it's qp). That's playing with a range of friends from silver to masters. It takes turning your brain on and working as a team. Something that's hard to do in solo or duo queue. Because of that I actually get excited when I'm going into it in a 4 or 5 stack. I know it's our game to lose at that point. This mainly comes back to the idea that the vast majority of the playerbase hasn't been taught to play the game mode from OWL/OWCS and content creators reviewing it. In general most players are not very tactically minded. They can't figure things out on their own. They need to be taught.
90% of clash is ult management and sustain. I main support and the only supports I play on Anubis are Moira and Lucio, sometimes Juno. Same for Hanaoaka but replace Lucio with Kiriko. Their ultimates do a ton for taking space and keeping people alive which = ultimate charge = turning fights with ult usage. Anytime I’ve rolled a >2min win out of a clash map, at least 1-2 people were trying to use their ults solo/ulting wrong, low hp, or poorly timed. Ults are EVERYTHING in that mode imo. Anyone with a very impactful ult has a great time generally but someone like Mercy, even Bap, sometimes Tracer, sometimes Ana just because she struggles to survive sometimes, anyone with a lower impact ult doesn’t have very much fun unless they play very well & the rest of the team has a bigger impact
"decrease current stomp rate" is crazy because so far every single clash game ive had always goes to 5th point bc the defenders advantage really is quite crazy so idk whos getting stomped on those maps since theyre always so drawn out for me
Why on earth are they just doing the same thing over again in regards to armor. It feels like they are just begging people to continue playing bc they know its bad for everyone
If the devs dont want to remove invis and hack due to the fantasy of sombra. Then an easy Sombra change is from the content creators patch - Double the radius on when she is seen. Give her 25hp extra to compensate if need be.
Could taking away the wave respawn potentially help fixing clash? I feel like enemy respawning together always gives them an easy setup and thus extra fight in their territory
Moira Orb does take thought in terms of where you are going to bounce it to get maximum value out of it also knowing which orb to use in certain situations. Juno you just stand in LOS of people for a few seconds.
@basuki_panda16 Juno having to peak multiple people's Los puts her more at risk then moira just bouncing her orb off a wall into the enemy team. It's way more riskier with an even bigger reward.
@@basuki_panda16 juno needs to stand in front of as many people as possible on both teams to get max value, moira just has to bounce the orb off a wall in the direction of the enemy team/near allies
@@BeastMode-bw2ry I am a Moira main so pinch of salt but for me Orb is a more interesting ability to use than Torpedoes I have to think less using Torpedoes than Orb. Orb is a lot more flexible and can be used for multiple things. Especially in an overtime situation it forces a lot of really quick decisions. Whereas the plan with Torpedoes is pretty much always the same. I agree Torpedoes is riskier but I don't think it's a better balanced ability.
"Hope its not just a number tweek"... spilo... its gonna be a number tweek... when has it ever not just been a number tweek?? 😂 Just like how theyre gonna change sombras invis, and itll feel bad because i dont see how a passively activating ability like her invis can now be given a duration without feeling horrible, and sombra will get a compensation buff to hack or her ttk and since sombras only issue is that she even exists at all, I just dont see how you fix the hero without a full overhaul, because her entire kits comprised of annoying pain points, the only way she can work is as an uber niche hero like she was in ow1 and even that sombra was hated by people for the 5 second hack duration because when hack lasts 5 seconds it not only fks over the heavy ability based heros, it now fks over everyone and just fks the ability based heros even harder. Sombra cant be anything but niche because if you shift power in her kit itll never work due to the fact every knob they could turn on the hero is bad, its like being stuck onna raft out in the ocean, doesnt matter which way you walk off the raft, its always gonna result in you drowning in the ocean 😂 These changes are meaningless and im tired of acting like they arent! These devs got no clue what theyre doing and theyre hiding behind stat balance as the game crumbles around them.
As someone who religiously played Juno since her full release I want to comment specifically about the torpedo thing. Juno's torpedo's are conceptually easy to use but put into practice there's a lot more that must be considered. For example using it on a single target is often times not worth it unless in a 1v1 with a diver or something similar. However trying to peek 3-4 enemies and allies to get decent poke and ult charge from it will usually end with you immediately getting double tapped by an enemy hitscan due to Juno's huge head hitbox and low health. Usually to avoid enemy barriers or just big people like Mauga tanking all of them, and avoid wasting it you would need to go high up and use hover, depending on the map that is either not possible or makes you even more of a sitting duck in the air. Juno has a very rigid animation while charging torpedo's making her very easy to shoot down. Something important to remember also is that the farther the target the longer it takes to lock on meaning more time exposed. It is a very high risk-reward ability which I feel is well designed. Taking all of that into consideration you realize that sure it doesn't really take any mechanical skill but there is still skill expression on when to use them and positioning in a spot that gives you as much value as possible without being too exposed to enemies. Besides even with the torpedo's Juno seems to have a crazy high skill ceiling especially as a pseudo flanker to pick off the backline from crazy angles. She's naturally a more aggressive support and seems pretty balanced considering her low survivability when compared to most supports as she has no self heal or easy escape.
Definitely found myself getting a little sad about not being able to dodge a killing torpedo before, but some of them are very sneaky so I respect it honestly. There have been situations where there just isn’t anything to do about it or you genuinely can’t burst her down quickly enough/escape, but most of the time it’s skill and timing that I respect. And for every time I’ve been annoyingly killed by her torpedo, I have absolutely melted Junos tenfold. She has a lot of skill expression for such a simple kit so I respect her player base for sure. I’ve never thought she was OP or anything anytime she doesn’t get burst down and actually gets a good torpedo off is a team fault. I like to play her occasionally just for highground accessibility
everyone was calling juno trash and i was one of the few who disagreed. when she came out i instantly clicked with her playstyle and reached t500 within 17 hours of playtime. i didn't realize it at the time but when i played the other supports i was forcing myself to play how they should be played, but juno fits my natural playstyle so well that i just play the game how i naturally want to play it and it not only works, but its also the most fun i've ever had playing the game. tldr: ppl said she was bad cause they didn't jive with her playstyle, and i was right all along
tanks should be great at taking up space around them, peeling and survivability, like in all other games where tanks are fun. constantly topping damage as tank always felt weird to me, like ok its a consequence of staying alive longer, spending less in respawn and more in fights but like, some tanks can pretty much threaten their entire line of sight like roadhog or orisa, which also feels weird.
As a tank main I still feel absolutely melted with all the CC, but I'd be fine if I was more punish-able if I were out of position. I think reducing global health pools by 150 for tanks (keep the armor though since I can play around that) and reduce CC effectiveness would mean that a single sleep or hack doesn't delete me every time, while over aggressive play leads to a dead tank pretty fast.
I still sceptical about it. Im expecting some director take about it ruining fps for players or too much visual noise or othe bs excuse to not work for free
Clash aint fixed dawg that game mode needs to GO. I legitimately don't believe it can be salvaged at all without becoming this overly complex Frankenstein's monster of a game mode
Respectfully disagree with your comment about the torpedoes, I think Samito was right. Look at the amount of value you were able to list at 2:12 that she has over a character like Lucio who is a top tier support. The ability heals and does damage to multiple players at the same time and is on a cooldown. No other character is able to replicate that, especially over such a wide area.
I totally get what you’re saying but to get max value out of it, you need to make sure of a couple things: 1: you’re out of LOS of hitscans, which could be the entire enemy team some games. 2: you’re out of range of the enemy tank from diving you. 3: you have LOS of your entire team and the entire enemy team, which is difficult most games. 4. The enemy teams mitigation cooldowns are used already(spear spin, dm, shield, bubble, etc) 5. The enemies/team mates are LOS enough to receive the missiles without running behind a wall and this gets more difficult as you move up in rank. I totally agree that the ability is a lot of value but as someone who’s grinder juni in masters for at least 20+ hours, it’s a lot easier to always get value out of panic/bail out abilities like fade, lamp, tp, Suzu, life grip, because those abilities have far less prerequisites to get max value for minimum value from that pulsar torpedoes.
I completely disagree. Tanks are not over tuned! They feel great to play and play against except for dva and occasionally Winton. I don't hear a single person complaining about tanks except for dva. Here we go again, buff/nerf/buff/nerf in circles.
I can't wait for 6v6 to inevitably come back. I can see it coming in 2025 or 2026. Or whenever they gane really starts dwindling players and they need something to bring everyone back. Even if right now they're willing to switch back, they're probably waiting for that to use this trump-card.
It's dumb. Perma invis has never been an issue. Just fix hack. And make spawn camping impossible. Also, you just suck, like, as a person. That mentality should never be rewarded.
@@MyCommentsRMaturelolPerma invis has always been an issue, it's trash design and even a good amount of Sombra mains have been hating it since the day it was introduced in 2018.
I just had all my 'Controls' (hero, sens, crosshair) settings reset without doing anything + Blizzard support closed my ticket without responding... So that's pretty cool👍🏼
As a day 1 overwatch player I haven't cared less about a blog or post than now, Deadlock is a great alternative and blizzard has fumbled this game so hard it actually is depressing, they've really pushed away their loyal fans
@@neilmallick20 thats because its a moba mixed with a hero shooter while ow is a hero shooter mixed with moba elements. I dont think its an alternative either tbh, only marvel rivals really is as it hits that same appeal as what ow was trying to go for
shes always been like that when the tank changes benefit her more. Good queens know how to use their cooldowns really well so shout with rotation of heals make it feel like she cant die.
This. I know Flats was saying Reaper was as good as tracer last season, i know it felt that way in plat. Feels bad to have to fight against up close, is actually free at range. Tele is way too good against characters with no escapes and ass otherwise, wraith is way too good against continuous damage and ass against cc. And that could all be fine, except he nearly breaks tanking singlehandedly while being near useless against skinny targets past melee range. Its extreme feast famine at a low skill floor, and feels more like chance how well his team enables him and your team handles him than anything any one player can do. Hes practically a tank. Thats probably not a good thing. I have no idea what they would even want to start with changing about him. Even more accuracy and lowered damage? Who knows @mycelia_ow
WOW. I thought of changing beams in 2016, it’s amazing it took a group of paid professionals 8 years to equal up to the ideas of a high schooler. These devs are just twiddling their thumbs in the office, why didn’t they think of this sooner? They don’t even play the same game as us. I can’t believe the most crucial part of counterswap meta in both 5v5 and 6v6 is finally being touched. I’m sorry but I cannot stand this balance team, they need to be replaced immediately.
On the psychology of shooting an armored target point - I wonder if they could just have a different sound effect for damage ticks when you're hitting armor that's less viscerally satisfying. That would both make it feel worse to shoot the armor and also provide additional information through regular gameplay.
Kinda like the sound effects when shooting Ram and Doom block
This is a really good idea
They already did this last season right? I do think the sound needs to be much harsher to achieve the effect of putting people off, it’s a start though
Do they not already have a sound difference?
They did that recently
Solving tank is difficult. Choosing to nerf dva if youre gonna nerf Winston tho? Thats only a difficult decision for this balance team and nobody else.
The Stockholm syndrome level of not being critical to people who have ruined this game is the worst part of this community
If they put a timer on stealth, I hope they're finally gonna turn Sombra into an actual dps
Love that they snuck in a dva buff into the convo, beam weapons damage decreased during matrix might be the final straw, lol 😅
They alawys find a way
Watching your ball guides/VOD reviews got me from silver3 in season 10 to now plat4 this season playing about 75% ball and 25% queen with 65%-70% win rate last season :)
(Also, looking forward to the sombra changes!)
Huge W keep grinding! You've got this
Very nice
Gigachad hero picks
any good ball tips besides don't slam without line of sight of allies
Very impressive... and with honest heroes. Congratulations :)
I say they make it like TF2 5cp where it ends if you cap all 5 bases and not a soft cap first to 5 captures. 2 hour long games lets go
PHOS SPOTTED 🔥🔥🔥🔥
Give me cp_process and put me on roaming soldier I’ll show these doom players what a real rollout is
@@alexkilgorekaidus rollout on demo :)
Tbh, if they would put hard 10 min timer and make it first to two wins in Comp it would work (there should be another changes to avoid situations where both teams dont want to push, but that's a real good base)
Wonder if they should make B, C, and D worth 2 points, increase the time, and raise the total to 7.
If they do that, they just incentivise attackers to camp those objectives even more instead of pushing the last point. why would anyone want to risk the 3 points when they can safely just farm 2 points repeatedly, teams already do that now when it is worth 1.
IMO, the best change would be to not give defenders any points for defending their home base (the reward is not losing the game) this would mathematically mean they actually have to push into your side of the map to win too.
@@bigfudge2031 This would also incentivise attackers not to push the defenders points, as they lose nothing if they just save ults and positioning
"I've seen many content creator's talk about lock on healing and lock on damage" *cough* samito *cough*
He backed off on that once he played Juno
its lazy either way
@@robo5209It’s variety, get used to it. We are not playing CS…
@@CrazySuperJEBUS I believe he literally said "games cooked the game will never be elite again I don't want auto aim healing" Usually if I'm making a statement that strong I'm already committed. He should be more careful with his language if he doesn't want to sound like an unprincipled buffoon.
@@fractalelf7760yea if there’s no lock on damage in the game overwatch is basically cs. What a brain dead comment lmfao
The problem of clash is really simple : points that can be captured that quickly do not work if both teams can capture the points. The reason why every clash team fights feels like it's overtime and everyone has to throw themselves onto the point without any coordination or set up is because if you try to take your time to set up a play, reposition, charge your ult or take an early pick, whoever in on the point can just take it for free.
So obviously, we wouldn't want to just change the points to percentage base points that unlock slowly since it would just transform the gamemode into a smaller flashpoint and that's not what we want. We also don't want to just make the time between fights longer since the points are already so close to each other that a team is just gonna take control of it anyways. To me the solution is pretty simply to go back to the roots of the game mode and have a defending team and an attacking team on second and third point, basically turning the game into 2cp after first point is taken 1. This would clearly reward whoever won the first fight as they would only have to win one team fight and capture the point, while the defending team will have to hold on to the point for a bit, making it more normal that the map geometry inherently favour the defending team 2. This will allow the attacking team to take a bit more time to set up a proper attack, not making them have to rush to the point imediatly 3. It will distinguish the game mode further from flashpoint and koth, and bring it a bit closer to 2cp without having the inherent problem of 2cp, making the different game modes more varied.
Of course, this wouldn't solve every problem of the game mode, for example the attackers will still be too close to their next point which can still make defense hard to set up for the defenders, but that's a problem in the existing game mode too and I feel like overall the change would be a net positive. To solve that last problem we could also drop the second point altogether as it's kinda redundant anyways and make it so the attackers would only really have to win the first team fight and take third point to win, and if they lose it's time for the defenders to attack point B and for the attackers to defend it. Then since it would obviously make the game mode shorter, make the first point take longer to unlock.
ONE MINUTE AGO? THE GOAT IS HERE🔥🔥🔥
Tanks in 5v5 should have less HP and a smaller hitbox/model size. It would partially solve the "center of the attention" issue while also leading to a more fast paced gameplay loop, which is what we were told 5v5 would be back in the days. I prefer 6v6 but I also think there are definitely ways to improve 5v5, unfortunately the devs have gone the completely wrong direction
I just can’t think of a way to bring back the feeling of working together with someone else in your role and solving counterswapping without going back to 6v6.
@@Waywurd08You could work with the other 4 people on your team...ironically your comment highlights the problem that tank players create in their own head. Which is "I'm the only tank, I'm all alone" So then, they actually play like they are all alone and forget that they have a team, and they try to 1v1 the other tank. So then a DVA tries to 1v1 a zarya, loses the 1v1, and then says"i just can't think of a way to bring back the feeling of working with someone else in your role and solving counterswapping without 6v6"
With your logic, the tank should 1v1 tank, dps 2v2 other dps, and supports spectate(or maybe they could 2v2 as well) And that is simply not how the game is meant to be played. In 5v5 or 6v6. For example, as Genji, I will dive with my Winston. I benefit from his shield/presence, he benefits from me doing more damage to his target. We are different roles, but we have the same goal. Heck, even a Kiriko can dive with a Winston, dva, genji, tracer etc. And of course there is a thousand other combinations based on team comp, enemy comp, map etc.
5v5 isn't perfect. Neither was 6v6. I enjoy both, because I adapt my playstyle. In fact, I would say I adapt my playstyle based off the map I am on, or what enemies are running(poke vs dive vs brawl) MORE than I had to adapt from 6v6 to 5v5.
People just like 6v6(mostly) because of nostalgia. You remember having fun "back then". Literally every player in every game thinks their game was better "back then" at least in competitive games. Long ass comment sorry
@@austinjackson9650 “heck even” dude you sound just like spilo. This is my own opinion from years of playing the game. I miss TANK synergies the tank on YOUR team that would mitigate your weaknesses allowing you to win by trading with the other tank and taking space.
Yeah you can work with other people on your team but their abilities don’t interact in the same fluid way tank abilities interact. Obviously you’re going to have more synergy with the other player in your role that you’re currently playing. Examples would be tracer echo, brig ana, rein zarya. These combos work the best because they make up for each others weaknesses and enable each other.
I miss the days of 6v6 because blizzard REMOVED OW1 and replaced it with a game that is the almost identical, but different. Now I have to buy skins, now I have to play 5v5 now I have to counter swap, it’s all things that weren’t there before.
another nice change I would like to see with Clash is that both sides look identical, it would be nice if even just the colour pallet was slightly different, so every match didn't feel so samey.
the houses in throne of anubis actually have a different color depending on the side :3
@@danieldegobi713 That is my point though, I didn't even notice because it is one small thing. I get they have to be symmetrical, but I would like to see some different architecture or themes on each side.
For clash, these are my ideas
1) Make the final spawns have a buffer room between the invincibility and view of the outside map. Koth/flashpoint don't have these buffer areas in spawn because spawn camping/bunkering in spawn does not help you with the objective. Escort/Push has the buffer area because bunkering/spawn camping is a viable strategy to defending/attacking the last point. Clash spawns are like if Ana could bunker in her left door on last point gibraltr with full invincibility.
2) Add some type of overtime spawn mechanic for A/E defenders. Overtime spawns pretty much exclusively help attackers in Escort. It affects both teams but the relative difference in return-time between teams gives attackers an edge. That's why so often attackers are butting their head against the wall for 2 minutes on last point Havana/Rialto, until overtime spawns actually let them get progress into the armored fortress.
3) Make a draw condition for A/E. Where it results in no team getting a point, and the point moves back to B/D. Like if neither team gets a tick for X seconds. It might cause some cheese stall strats from attackers, but it would be much harder for attackers to plan ahead and set up their comp for it. And much easier for defenders to swap to break the cheese because their spawn is right there.
spillo idk who you are but thanks for posting the dev notes since i am a little too wary to read them
Spilo can you please add subway surfers gameplay in your videos it helps me focus. Thanks!
About torpedos not doing single target: I had a thought about making juno torpedos lock on faster to enemies/allies she has hit in the last few seconds and maybe even doing more damage and healing to them. Maybe too good or changes her playstyle too much but it would be a skillful way to trade off between single/multi target impact.
Clash... I don't think I've lost a game when in a 4 or 5 stack (granted it's qp). That's playing with a range of friends from silver to masters. It takes turning your brain on and working as a team. Something that's hard to do in solo or duo queue.
Because of that I actually get excited when I'm going into it in a 4 or 5 stack. I know it's our game to lose at that point.
This mainly comes back to the idea that the vast majority of the playerbase hasn't been taught to play the game mode from OWL/OWCS and content creators reviewing it. In general most players are not very tactically minded. They can't figure things out on their own. They need to be taught.
90% of clash is ult management and sustain. I main support and the only supports I play on Anubis are Moira and Lucio, sometimes Juno. Same for Hanaoaka but replace Lucio with Kiriko. Their ultimates do a ton for taking space and keeping people alive which = ultimate charge = turning fights with ult usage. Anytime I’ve rolled a >2min win out of a clash map, at least 1-2 people were trying to use their ults solo/ulting wrong, low hp, or poorly timed. Ults are EVERYTHING in that mode imo. Anyone with a very impactful ult has a great time generally but someone like Mercy, even Bap, sometimes Tracer, sometimes Ana just because she struggles to survive sometimes, anyone with a lower impact ult doesn’t have very much fun unless they play very well & the rest of the team has a bigger impact
"decrease current stomp rate" is crazy because so far every single clash game ive had always goes to 5th point bc the defenders advantage really is quite crazy so idk whos getting stomped on those maps since theyre always so drawn out for me
Why on earth are they just doing the same thing over again in regards to armor. It feels like they are just begging people to continue playing bc they know its bad for everyone
They should just use Spilo's idea for armor. Bring back the damage reduction to -5 and implement a 15-20% minimum threshold
that pun was a reference to when jeff made one of the most annoying quest chains in wow
I’m high af saw the spatula and auto filled the text mentally as “Meat? Borger?”
WE LOVE YOU SPILO
thank you for all you do for us as an influence
Balancing in this game is such a lost cause it’s not even funny. Just move things up and down endlessly. I honestly think hero bans are the way to go.
If the devs dont want to remove invis and hack due to the fantasy of sombra. Then an easy Sombra change is from the content creators patch - Double the radius on when she is seen.
Give her 25hp extra to compensate if need be.
Invis should be on a timer. It should be an ability that you choose to activate and have to have skill to use it properly and not waste it
Just make hack a skill shot like virus
LMAO no. that shit was HORRIBLE.
Could taking away the wave respawn potentially help fixing clash? I feel like enemy respawning together always gives them an easy setup and thus extra fight in their territory
Moira orb is way worse than pulsar torpedo. Less skillful, more damaging, and freer to use.
Moira Orb does take thought in terms of where you are going to bounce it to get maximum value out of it also knowing which orb to use in certain situations.
Juno you just stand in LOS of people for a few seconds.
Pulsar can do double and heal
@basuki_panda16 Juno having to peak multiple people's Los puts her more at risk then moira just bouncing her orb off a wall into the enemy team. It's way more riskier with an even bigger reward.
@@basuki_panda16 juno needs to stand in front of as many people as possible on both teams to get max value, moira just has to bounce the orb off a wall in the direction of the enemy team/near allies
@@BeastMode-bw2ry I am a Moira main so pinch of salt but for me Orb is a more interesting ability to use than Torpedoes
I have to think less using Torpedoes than Orb. Orb is a lot more flexible and can be used for multiple things. Especially in an overtime situation it forces a lot of really quick decisions. Whereas the plan with Torpedoes is pretty much always the same. I agree Torpedoes is riskier but I don't think it's a better balanced ability.
"Hope its not just a number tweek"... spilo... its gonna be a number tweek... when has it ever not just been a number tweek?? 😂
Just like how theyre gonna change sombras invis, and itll feel bad because i dont see how a passively activating ability like her invis can now be given a duration without feeling horrible, and sombra will get a compensation buff to hack or her ttk and since sombras only issue is that she even exists at all, I just dont see how you fix the hero without a full overhaul, because her entire kits comprised of annoying pain points, the only way she can work is as an uber niche hero like she was in ow1 and even that sombra was hated by people for the 5 second hack duration because when hack lasts 5 seconds it not only fks over the heavy ability based heros, it now fks over everyone and just fks the ability based heros even harder.
Sombra cant be anything but niche because if you shift power in her kit itll never work due to the fact every knob they could turn on the hero is bad, its like being stuck onna raft out in the ocean, doesnt matter which way you walk off the raft, its always gonna result in you drowning in the ocean 😂
These changes are meaningless and im tired of acting like they arent! These devs got no clue what theyre doing and theyre hiding behind stat balance as the game crumbles around them.
I'm glad the gooners moved on to Juno. Now I don't have to fight to lock Kiri.
This guy overwatches
Clash is great. The strat is more about timing. LHCloudy has a great take on it
I really want a dps like juno
Questrons gonna love the fact that they’re limiting stealth lmaooo
As someone who religiously played Juno since her full release I want to comment specifically about the torpedo thing. Juno's torpedo's are conceptually easy to use but put into practice there's a lot more that must be considered. For example using it on a single target is often times not worth it unless in a 1v1 with a diver or something similar. However trying to peek 3-4 enemies and allies to get decent poke and ult charge from it will usually end with you immediately getting double tapped by an enemy hitscan due to Juno's huge head hitbox and low health. Usually to avoid enemy barriers or just big people like Mauga tanking all of them, and avoid wasting it you would need to go high up and use hover, depending on the map that is either not possible or makes you even more of a sitting duck in the air. Juno has a very rigid animation while charging torpedo's making her very easy to shoot down. Something important to remember also is that the farther the target the longer it takes to lock on meaning more time exposed. It is a very high risk-reward ability which I feel is well designed.
Taking all of that into consideration you realize that sure it doesn't really take any mechanical skill but there is still skill expression on when to use them and positioning in a spot that gives you as much value as possible without being too exposed to enemies. Besides even with the torpedo's Juno seems to have a crazy high skill ceiling especially as a pseudo flanker to pick off the backline from crazy angles. She's naturally a more aggressive support and seems pretty balanced considering her low survivability when compared to most supports as she has no self heal or easy escape.
Definitely found myself getting a little sad about not being able to dodge a killing torpedo before, but some of them are very sneaky so I respect it honestly. There have been situations where there just isn’t anything to do about it or you genuinely can’t burst her down quickly enough/escape, but most of the time it’s skill and timing that I respect. And for every time I’ve been annoyingly killed by her torpedo, I have absolutely melted Junos tenfold. She has a lot of skill expression for such a simple kit so I respect her player base for sure. I’ve never thought she was OP or anything anytime she doesn’t get burst down and actually gets a good torpedo off is a team fault. I like to play her occasionally just for highground accessibility
everyone was calling juno trash and i was one of the few who disagreed. when she came out i instantly clicked with her playstyle and reached t500 within 17 hours of playtime. i didn't realize it at the time but when i played the other supports i was forcing myself to play how they should be played, but juno fits my natural playstyle so well that i just play the game how i naturally want to play it and it not only works, but its also the most fun i've ever had playing the game.
tldr: ppl said she was bad cause they didn't jive with her playstyle, and i was right all along
This was my experience as well. I stopped playing when i was just shy of t500 :(
tanks should be great at taking up space around them, peeling and survivability, like in all other games where tanks are fun. constantly topping damage as tank always felt weird to me, like ok its a consequence of staying alive longer, spending less in respawn and more in fights but like, some tanks can pretty much threaten their entire line of sight like roadhog or orisa, which also feels weird.
Most of my clash games have been under 3 minutes. I had one that was just under 2 minutes 10
To bad games been bugged for me for a week now and queue won't end /:
No tanks will be even LESS fun to play again lol.
Really fast upload wow
Torpedoes are actually kinda braindead theyre just mot that strong
As a tank main I still feel absolutely melted with all the CC, but I'd be fine if I was more punish-able if I were out of position. I think reducing global health pools by 150 for tanks (keep the armor though since I can play around that) and reduce CC effectiveness would mean that a single sleep or hack doesn't delete me every time, while over aggressive play leads to a dead tank pretty fast.
df has most counters in game fist should block cc
Wait, will 6v6 be back ??
Yeah they announced it like 2 months ago
I still sceptical about it. Im expecting some director take about it ruining fps for players or too much visual noise or othe bs excuse to not work for free
Clash aint fixed dawg that game mode needs to GO. I legitimately don't believe it can be salvaged at all without becoming this overly complex Frankenstein's monster of a game mode
Respectfully disagree with your comment about the torpedoes, I think Samito was right. Look at the amount of value you were able to list at 2:12 that she has over a character like Lucio who is a top tier support. The ability heals and does damage to multiple players at the same time and is on a cooldown. No other character is able to replicate that, especially over such a wide area.
It's basically a miniature Moira Ult if you can hit a bunch of people with it.
@@OrphanHart exactly and that's an ult, she has that on cooldown. It's an ult because of how valuable it is.
Yeah like bap lamp should be an ult imo
I totally get what you’re saying but to get max value out of it, you need to make sure of a couple things:
1: you’re out of LOS of hitscans, which could be the entire enemy team some games.
2: you’re out of range of the enemy tank from diving you.
3: you have LOS of your entire team and the entire enemy team, which is difficult most games.
4. The enemy teams mitigation cooldowns are used already(spear spin, dm, shield, bubble, etc)
5. The enemies/team mates are LOS enough to receive the missiles without running behind a wall and this gets more difficult as you move up in rank.
I totally agree that the ability is a lot of value but as someone who’s grinder juni in masters for at least 20+ hours, it’s a lot easier to always get value out of panic/bail out abilities like fade, lamp, tp, Suzu, life grip, because those abilities have far less prerequisites to get max value for minimum value from that pulsar torpedoes.
I completely disagree. Tanks are not over tuned! They feel great to play and play against except for dva and occasionally Winton. I don't hear a single person complaining about tanks except for dva. Here we go again, buff/nerf/buff/nerf in circles.
Lol mcdonalds dva
Bro that thumbnail got me dying.
I can't wait for 6v6 to inevitably come back. I can see it coming in 2025 or 2026.
Or whenever they gane really starts dwindling players and they need something to bring everyone back.
Even if right now they're willing to switch back, they're probably waiting for that to use this trump-card.
W
Overwatch MMO games should be 8 hours long and it should take 30 minutes to walk from one end of the map to the other.
Sad days Sombra changes are gonna make her less annoying. I dont wanna be less annoying. i wanna make you uninstall.
Love this energy. I’m not a somb player, but I Loove ruining the game for others by being a nuisance to play against 😩
100% of the time i'm not having fun on overwatch its bc of sombra. Tank Dps or Supp, sombra just makes the game not fun.
It's dumb. Perma invis has never been an issue. Just fix hack. And make spawn camping impossible. Also, you just suck, like, as a person. That mentality should never be rewarded.
Nah the game needs it. Sorry not sorry
@@MyCommentsRMaturelolPerma invis has always been an issue, it's trash design and even a good amount of Sombra mains have been hating it since the day it was introduced in 2018.
I just had all my 'Controls' (hero, sens, crosshair) settings reset without doing anything + Blizzard support closed my ticket without responding...
So that's pretty cool👍🏼
As a day 1 overwatch player I haven't cared less about a blog or post than now, Deadlock is a great alternative and blizzard has fumbled this game so hard it actually is depressing, they've really pushed away their loyal fans
I'm curious if you've actually played Deadlock. It is not an alternative to Overwatch at all, it is very slow paced and more complicated.
@@neilmallick20 thats because its a moba mixed with a hero shooter while ow is a hero shooter mixed with moba elements. I dont think its an alternative either tbh, only marvel rivals really is as it hits that same appeal as what ow was trying to go for
anyone found queen to strong like unkillable if your team isnt perfect
shes always been like that when the tank changes benefit her more. Good queens know how to use their cooldowns really well so shout with rotation of heals make it feel like she cant die.
where tf is the reaper rework
Next season, but tbh I don't think they've figured it out yet. Watch the rework come out and all they change is one ability.
This. I know Flats was saying Reaper was as good as tracer last season, i know it felt that way in plat. Feels bad to have to fight against up close, is actually free at range. Tele is way too good against characters with no escapes and ass otherwise, wraith is way too good against continuous damage and ass against cc. And that could all be fine, except he nearly breaks tanking singlehandedly while being near useless against skinny targets past melee range. Its extreme feast famine at a low skill floor, and feels more like chance how well his team enables him and your team handles him than anything any one player can do. Hes practically a tank. Thats probably not a good thing. I have no idea what they would even want to start with changing about him. Even more accuracy and lowered damage? Who knows @mycelia_ow
WOW. I thought of changing beams in 2016, it’s amazing it took a group of paid professionals 8 years to equal up to the ideas of a high schooler. These devs are just twiddling their thumbs in the office, why didn’t they think of this sooner? They don’t even play the same game as us. I can’t believe the most crucial part of counterswap meta in both 5v5 and 6v6 is finally being touched. I’m sorry but I cannot stand this balance team, they need to be replaced immediately.
yeah bro you're so much smarter
We spending too much time on reddit young man tone it down
who cares if dva counters zaria, u just play vertical n if map dosent allow it y r u on dva
first (nvm bro fell off)
yeah yeah yeah that's what I thought
get fricked
@@CoachSpiloSpilo curses at fans (shocking)
@@CoachSpilowow I can't believe you'd verbally assault your fans like this. Way to show your true colors. #cancelspilo
no way you got ratio’d by a washed coach