NO, PLEASE NO, OVERWATCH! (Season 10 Patch Notes)

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  • Опубликовано: 12 июн 2024
  • Season 10 is now live, but MANNN is this patch "mid" (as the cool kids like to say). Balance notes aside, though, there's a lot of new cool stuff coming out, though- what are you most looking forward to?
    OW2 Coaching: coachspilo.com/coaching
    Watch Live on Twitch: / spilo
    Discord: / discord
    Patreon: / spilo
    TikTok: / coach_spilo
    Instagram: / coach_spilo
    Twitter: / coach_spilo
    VOD Channel: / @spilo2
    Spilo's Band: open.spotify.com/artist/07JpQ...
    --
    Thanks for watching!
    0:00 Intro
    1:04 Clash
    4:58 Mythics
    8:14 Tank
    17:01 Damage
    19:24 Support
    26:55 Conclusion
  • ИгрыИгры

Комментарии • 383

  • @StormcrowProductions
    @StormcrowProductions  Месяц назад +16

    Initial reaction to the ranked/leaver/matchmaker stuff: ruclips.net/video/SPulLhJFMNA/видео.html
    What do y'all think of all this?

    • @ecclecticsayonce5131
      @ecclecticsayonce5131 Месяц назад +1

      Bad for casuals good for streamers v epic v cool

    • @silverpro8356
      @silverpro8356 Месяц назад +4

      This match maker really needs to be fixed i am convinced it forces 50/50 i will win 3 games and without fail the next 3 games will be unwinnable. Can we talk about this cause alot of pros are saying its rigged as well and i been predicting wins and loses in overwatch for the last 5yrs and all these players getting ult accounts then rising 2-3 ranks higher. The match maker in overwatch is the worst i have ever seen. We gotta talk about this more.

    • @Profes24
      @Profes24 Месяц назад

      Can you link the patchnotes in the bio next time?

    • @ecclecticsayonce5131
      @ecclecticsayonce5131 Месяц назад

      @@Profes24 literally type “overwatch season 10 patch notes” into google

    • @knyt0
      @knyt0 Месяц назад

      @@silverpro8356 you go against your rank, what more is there to say. Of course it's 50/50 if you are playing against equals

  • @Pamijay
    @Pamijay Месяц назад +275

    The Sisyphus analogy is honestly the most accurate description of OW2 balancing cycles. Half the time, I end up pleasantly surprised and feel like the team is balancing with a good understanding of the game and then the other half of the time they just give Lifeweaver more healing instead of literally anything else.

    • @justguitaring
      @justguitaring Месяц назад +23

      And that's always been Blizzards balancing MO in any of their games. 1 step forward, 2 steps back.

    • @yiago1
      @yiago1 Месяц назад

      what do you want him to have? everything else is good. His ultimate sucks, it either needed more healing or less charge time

    • @racmanov
      @racmanov Месяц назад +8

      Because ow devs have no clue how tge game is played. And patches are compleyr fail way to often. Good patch is juat pure luck on their end

    • @karentodd99
      @karentodd99 Месяц назад +2

      @@yiago1only thing I could think of is to make his life grip ability a little easier to target

    • @D_U_N_E
      @D_U_N_E Месяц назад +3

      @@yiago1 Honestly, I'd like to see Lifegrip changed.
      Personally, I'd see it with a cooldown dependent on the distance of the pull. So insta movement abilities don't leave you waiting 20 seconds for nothing.
      Same with if you only pull someone 0.1 meter, pushes for Weaver to be more forward if they want to do pulling shenanigans, while keeping orbital-weaver the same.

  • @DudeFood_
    @DudeFood_ Месяц назад +200

    Spilo said the Fr* word in his thumbnail, Blizzard is gonna nuke his account sadly

    • @rogue4340
      @rogue4340 Месяц назад +7

      Rip spilo

    • @BenDover-ku5px
      @BenDover-ku5px Месяц назад

      Y’all are so white

    • @Keetherz
      @Keetherz Месяц назад +6

      if they could theyd make it so we could report his youtube and have it count in game

  • @Axis0504
    @Axis0504 Месяц назад +133

    is that a new camera? looks a lot better than before.

    • @TU7OV
      @TU7OV Месяц назад +32

      bro washed his hair too

    • @Vaz_G
      @Vaz_G Месяц назад +3

      Bro thinks he knows cameras

    • @Axis0504
      @Axis0504 Месяц назад +1

      @@Vaz_G 💀💀💀

    • @ryanp652
      @ryanp652 Месяц назад +3

      spilo isn't real

    • @Summonick2
      @Summonick2 Месяц назад +1

      Good lighting

  • @FailingGH3
    @FailingGH3 Месяц назад +9

    Top 500 ball otp here. Been playing the ball rework for a bit, heres the review:
    Lots of people say there's more counterplay with grapple because you can let go of it before getting ccd. This does not happen. Ccs are timed for when you engage and are already in fireball. Specifically, cc is timed to cancel piledriver.
    Grapple retract introduced some qol and a new tech, you can retract while going around a pole for a slingshot effect, allowing you to ride the skybox at insane speed. This is good for spawn rollouts but has little use for team fights. The fun thing is retracting while stationary to a high spot for assassination attempts, and the reduced grapple cd allows for an escape after landing, or rarely, drop boops near boop spots. I imagine at low elo this is mostly for winching yourself out of spots where you may get stuck. I've noticed that the retract can pull you through enemies, which helps with body blocking, but it's inconsistent.
    The shield update seems weird to me, it is good with a dive comp, like tracer, sombra, or genji, but with a non dive comp it feels unintuitive to go in, use shields, leave, wait for damage to come at your team, give them some hp, and lose your own hp in the process. I've found more use double tapping the shields to save individuals from assassination attempts while im still near a teammate. Needs more testing, but seems to be extremely situational, and value from it seems random without coordination.
    What do i think ball needs?
    More gun damage, his guns are basically airsoft guns at this point, like 1 or 2 more damage per pellet
    The ability to displace enemies when in ball form, roll through like you roll through teammates to end body blocking
    Cc reduction or immunity when using adaptive shields, or a cleanse effect upon activation
    To not come out of ball form when hacked
    A different interaction with junkrats trap. Ball is particulary weak to trap due to overwatches 3rd person camera, this causes balls model to cover the middle of the screen, meaning that the trap is not visible if youre near it
    Theres more, but it crosses the boundary of just what i would want vs what is necessary for the hero.
    Of course, none of these changes would be necessary (except the the junkrat trap thing) in the old 6v6 format

    • @artimist0315
      @artimist0315 Месяц назад

      I think the hack interaction is the most necessary here, because it has always been the biggest problem with balancing ball to not be completely useless in a sombra meta, while at the same time making hack super undertuned against anything that's not ball or Doomfist. It's even more of a problem considering that outside of that Sombra and Ball are just very synergistic heroes, creating a big conflict in the meta. Hack should cancel grapple but not ball form.
      The roll through would be very nice, I'm even in favour of a priority where enemies that stand in the way will get displaced with no damage dealt to them. However I'm a bit worried about how strong this change would make ball, since the bodyblocking somewhat limited the options that can otherwise be limitless on this hero.
      The trap change I tend to disagree with, sure it can feel cheap but at least there is some sort of a mind game going on with it since you know there's a junkrat on the enemy team, and your team can support you in destroying the trap. Plus trap is a trash ability anyways, let it have at least one consistent use.
      I think the gun damage would be pushing it too far imo, sure the gun feels very weak but like with hero like Winston or old sombra, making primary fire stronger can leave a pretty negative impact on the game.
      I'd be curious to hear your change suggestions.

  • @arch_imedes7108
    @arch_imedes7108 Месяц назад +67

    The one second cooldown on grapple is a quality of life change for when you accidentally let go of grapple or accidentally grapple to the wrong spot.

    • @christiansteeves6583
      @christiansteeves6583 Месяц назад +28

      Missing a grapple is way too easy to throw a fight with when your the only tank. So I'm really looking forward to this change.

    • @justguitaring
      @justguitaring Месяц назад +8

      I don't play ball so I may be out of line with this, but shouldn't you be punished for making that kind of a mistake? Part of the fun and skill expression of characters is when they have ways of being punished that you learn to mitigate as you get better.

    • @penrilfake
      @penrilfake Месяц назад +24

      ​@@justguitaring problem is it's ridiculously easy to make Ball mess up before he goes into fireball.
      You can literally just... Stand in front of him, and he stops. This used to put claw at 6s and he was fucked.

    • @drkirbkennethkirby7634
      @drkirbkennethkirby7634 Месяц назад +7

      ​@@justguitaringhighest skill floor in the game should be lowered a bit

    • @blazefactor6849
      @blazefactor6849 Месяц назад +15

      @@justguitaring It's not really the kind of mistake that should be punished. Ball is a high-speed hero, he needs to make decisions pretty quickly, so it's not hard to accidentally fuck up your grapple. The placement is super important and misplacing it even by a little bit can completely alter the outcomes of fights for the worse, but getting it right is only the start of your decision-making process, so you've still got to do a bunch of challenging shit immediately afterwards.
      Realistically, it doesn't actually change Ball's skill requirements. It just makes things more consistent and lessens the need for quick, pixel-perfect flicks just to get your gameplan started.

  • @353darkesthour
    @353darkesthour Месяц назад +59

    Leaving Orisa untouched is wild

    • @prod.fffeedback7679
      @prod.fffeedback7679 Месяц назад +9

      orisa is absolutely reigning havoc of low-mid elo console games 🥲 hog orisa every game

    • @ducasse8473
      @ducasse8473 Месяц назад +29

      I was watching seagull yesterday. And a random GM orisa player had his whole team die around him and he did not care lmao. He stood on straight business and almost wiped seagull's whole team by himself, i think to be exact he killed 3 people during that moment. It was hilarious how hard his team had to try to kill a singular tank player. It was funny too cause after all this the orisa guy was like "bastion so OP" cause seagull was on bastion. And everyone started flaming him in chat lmao.
      Orisa players are something else.

    • @whateverusername
      @whateverusername Месяц назад +14

      Everyone swaps to her when they’re getting tank diffed, so boring and turns the whole game into two brick walls shooting at each other

    • @ChickenSoupMusic
      @ChickenSoupMusic Месяц назад

      Not if you’re a tank player 😂

    • @lukasg4807
      @lukasg4807 Месяц назад +2

      Orisa is bad though

  • @CorynFields
    @CorynFields Месяц назад +48

    When I read the "full cooldown on cc" my first reaction was like... "whats the point then wtf"

    • @jack-goose
      @jack-goose Месяц назад +10

      That was my first thought too, but this would encourage the Ball player to track cooldowns like sleep and hinder, and to release grapple if they thought one was about to be used instead of just receiving the benefit for free.

    • @seamusmooney1308
      @seamusmooney1308 Месяц назад +18

      Ball already has to do that, it’s so easy to ruin balls playing experience. Maybe people should get better at tracking ball then him eating like 5 ccs in a row

    • @seamusmooney1308
      @seamusmooney1308 Месяц назад +3

      @@jack-goose some ccs cooldowns are so quick too

    • @Matt-qm1th
      @Matt-qm1th Месяц назад +4

      @@jack-goosemag nade is not dodgeable at close ranges

    • @raffyarceus99
      @raffyarceus99 Месяц назад +1

      Maybe the solution is 6 v 6, we can't allow all the tanks to have cc immunity, because face it, every tank needs it in this stupid format, no surprise that orisa is the best tank in the game

  • @williambutler6558
    @williambutler6558 Месяц назад +27

    I like the contrast between measured your takes are and how unhinged clickbaity your thumbnails are now. Really brings me joy.

    • @unclebasil3489
      @unclebasil3489 Месяц назад

      kinda reminds me of Critikal, solid strat

  • @tortue_
    @tortue_ Месяц назад +54

    Didn't know Spilo's chat also knew Egyptian curses, from watching Bogur the most, it's really comforting to me.

    • @eyeden819
      @eyeden819 Месяц назад +5

      Bogur didn't come up with it it came from a meme

    • @Adam-zc1bz
      @Adam-zc1bz Месяц назад +1

      Curse of ra!!! 😂😂😂😂.... 😂😂😂😂😂😂🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣xqcL

    • @tortue_
      @tortue_ Месяц назад

      @@eyeden819 didnt claim so, its really common to see bogur and chat lose sanity so im pokin fun at it.

    • @yomama2376
      @yomama2376 Месяц назад

      @@eyeden819yeah but he undoubtedly made it popular to say to ow streamers

    • @blackomega34
      @blackomega34 Месяц назад

      When you say 'Egyptian curses' do you mean 'motherfucker' or 'return the slab'?

  • @Staineless84
    @Staineless84 Месяц назад +11

    The way I read the mythic prisms is that the battle pass doesn't give you the mythic skin anymore, it gives you enough mythic prisms to buy the skin or instead, if this season you don't play Mercy for example but missed a skin in the past, you can get that instead. I think it's a good change for sure.

    • @lukasg4807
      @lukasg4807 Месяц назад

      Yeah, 40 bucks for the first tier of a mythic is crazy though. I was going to buy an old mythic expecting it would be like 20 bucks for the whole skin, not 40 for the first tier.

    • @Staineless84
      @Staineless84 Месяц назад +1

      @@lukasg4807 Believe it or not this is standard price for a mostly exclusive skin in a free to play game. Since there are so few ways to get them, usually time sensitive, they fetch a much higher price when you miss out on them. Thankfully I don't want the Mercy skin so I can just do the battle pass, much cheaper, and get the Sigma skin I missed.

    • @lukasg4807
      @lukasg4807 Месяц назад

      @@Staineless84 I'd have thought it would be similarly priced to the exclusive owl skins like thunder doom

    • @jonasdowner
      @jonasdowner Месяц назад

      it's not 40 bucks for the first tier. play the battlepass and you get one.
      it's a bunch of money for you SECOND mythic skin of the season.

    • @lukasg4807
      @lukasg4807 Месяц назад

      @@jonasdowner thanks einstein

  • @ruben4913
    @ruben4913 Месяц назад +14

    On ball, if you release the grappling hook before the stun applies you should get the short cooldown.
    If i understand the wording correctly

    • @Real_MisterSir
      @Real_MisterSir Месяц назад +2

      Yes. So basically the best form of defense is to just pre-emptively give up lol

  • @ricegod7812
    @ricegod7812 Месяц назад +28

    I will always love the comparison between Life Grip and Suzu.
    LG is a 1 person saving ability that sometimes gets stuck on the dumbest things and doesn't do anything. You can literally go to the LW mains subreddit and find videos of LG being weird. Or better yet, I'll use the ability, and it seems to not fully activiate which causes my target to die, then I end up pulling someone else near them who is perfectly fine.
    Kiri suzu cleanses status effects, makes anyone invulnerable without displacing anyone, works on herself, and multiple people around the ability. And it has a 4-5 sec shorter cooldown than Lifegrip.
    The ONE thing LG has over suzu is that it can negate boops, but even then sometimes it gets stuck and refuses to go over cliff/wall.

    • @datyoutuber8640
      @datyoutuber8640 Месяц назад +2

      I mean LG can also reposition the player to a more safe spot to save them from any potential follow up from the enemy team while suzu does not do that (the player can still die from bad positioning and if kiri just tps and suzu without thinking, she can also die from misjudging the situation while Lifeweaver can chill in at a safe distance). Its also instant activation and cannot miss. Suzu on the other hand has travel time which can more often lead to mistiming than LG and she can miss. So no, LG being able to negate boops is NOT the only thing it has over suzu.

    • @samhamwich518
      @samhamwich518 Месяц назад +3

      @@datyoutuber8640you can also block suzu. Life grip has *zero* counter play besides forcing/baiting it

    • @theSato
      @theSato Месяц назад +4

      Nah, I play LW and Kiriko both quite a bit. LG has way more of its own advantages than that over Suzu. Here's a (non-exhaustive) list of situations and ways LG is useful in ways that Suzu isn't:
      >It enables aggression and picks that would otherwise be impossible/stupid. For example, Reinhardt can burn charge and go in deep for a pick, knowing LG is there to yank him out when the limit is hit. with Suzu, you only buy 1 second of invulnerability, you don't get him out, he probably still dies. And to even get that suzu you'd either have to a) TP in with him and put yourself in high likelyhood of being blown up, or, b) throw a long range suzu and hit which isnt always a guarantee.
      >It enables other allies to take nice positions. For example, pulling an ally Ana up to a nice high vantage point so she can get those heals and nades down from a safe location with good visibility. Or pull a soldier up somewhere to give him his all-important high ground in a place he'd not usually be seen.
      >It lets you save a far-away "out of position" ally from some huge thing like a McCree High Noon or D.Va bomb. Suzu could buy an extra 1 second to get to cover, but that's not always enough
      >It enables plays.
      For example, something as basic as petalplatforming and then pulling a Soldier or McCree up to pop their ult from a good vantage point.
      Or, more flashy, unexpected or effective plays. For example, jump pulling Rein for an air slamdunk Earthshatter, or launching an Orisa so she'll land in their team fully charged, or launching a McCree for a classic Sky Noon.
      >It saves allies who have fallen off the map (as you already mentioned) which is huge, any time you pull this off you're gonna get a "Thanks" emote (or a OMG ily in chat lmao - satisfying in a way that suzu just isn't). I don't have many instances at all where it fails to make the save - especially if you have a little foresight/think ahead to see it coming and give yourself a lift with Petal Platform before the boop happens.
      >It saves allies through shields. All it takes to counter a suzu is a sigma shield in your face, or rein holding his shield up when your tank dove too deep, etc, and suzu is worthless in that moment.
      >It can save airborne allies in imminent danger, or ones that might otherwise be hard to hit (pharah, echo, a junkrat that just launched himself, a tracer or genji zipping around, or any ally on a high ground above you at that moment)
      >It's reliable. It can't be "missed" (other than blatant player error), and takes place basically instantly. Suzu is not reliable in many situations - whether its due to missing, the projectile being blocked by something, or simply that the target died before the suzu reached them.

  • @madcapsymphony1064
    @madcapsymphony1064 Месяц назад +3

    With Wreckingball now being able to enable the flankers that go in with him alot more, then you still need some way to counter him, hence the cc's still working on him.

  • @stefanmayer9047
    @stefanmayer9047 Месяц назад +11

    One nuance with the shortened cooldown on grapple: if you can let go of grapple before you get cc'd you'll get the reduced cooldown. So you're not getting counterplay for free but the counterplay is absolutely there.

    • @eyeden819
      @eyeden819 Месяц назад +3

      Then he basically already had counterplay because he could also just not use grapple

    • @stefanmayer9047
      @stefanmayer9047 Месяц назад +5

      @eyeden819 i mean yes but he wouldn't get a 1 second cooldown lol. This isn't not using grapple; it's about cancelling grapple while its active right before being cc'd

    • @theSato
      @theSato Месяц назад +2

      @@eyeden819 that is some mental gymnastics

    • @josephreynolds2401
      @josephreynolds2401 Месяц назад

      ​@@eyeden819 See hampter shoot wire.
      Throw a sleep dart at hamster to cancel his cooldown and stop a piledrive/escape. Hampster cancels wire and gets his escape ability back. Considering how exposed piledrive makes him, this interaction makes playing him a whole lot cleaner in the interim.

    • @alexgordon7312
      @alexgordon7312 Месяц назад

      the problem with this is that you might as well just not grapple if you expect that CC anyway, for example if I think ana is going to sleep me I'm not gonna try grapple out and then let go, I'll just roll to avoid it, like the only one that MAYBE benefits from what you just said is hack because of the time it takes for that CC to go off, all the other cc applies more quickly (even including travel time) and it's just not really viable

  • @tqkf8878
    @tqkf8878 Месяц назад +5

    Pulse is still .05m larger than what it was pre-s9

  • @shioramenrabbit
    @shioramenrabbit Месяц назад +3

    LW is the character that's come out that aside from JQ I was the most excited about. He seemed like a utility character (my type of thing) with some complexity to cooldown cycling. And then. They turned him into a healbot. Like, that garbage with him being a throughput healer or whatever they said, was so TOTALLY NOT NEEDED. Look I'm not saying I'm the expert, but imagine a LW who:
    1) Didn't have such a clunky and time consuming animation to change his weapons so he could damage more
    2) Had less heal but it charged or fired a bit faster so he could actually have damage cycles in between his healing
    3) Still had the petal and dash I think that's okay buuuut the petal worked a bit differently, particularly aimed a bit differently so you could consistently use it at range on someone other than yourself. As it is because of how it works what should be a pretty powerful tool is really mostly used for LW because it's so f*cking finicky
    4) Swap pull for something else. I kind of don't care what, although I personally think that he needs one damage utility and one support utility, so really this should be something to help the team engage. We don't have a sap in game currently and I think he's a character whose concept makes sense for it, or some sort of thorn or bramble bomb thing, a venom spike, like, just, whatever man, something.
    Ruined a perfectly good support concept with mistaking that players want more healers, not more supports to play SMH.

  • @christiansteeves6583
    @christiansteeves6583 Месяц назад +14

    I dont want everyone to be able to play ball easily, as a ball main im drawn to the high skill floor. I dont care about the enemy having a sombra or cass 8/10 times because I just know how to track sombra and kill her, if the sombras better than me they can also be better than me on any dps. But now if i react i can let go of grapple before im slept or hacked. The difficult problem with sombra is if your in ball its nearly impossible to shoot her in time but i can let go of grapple instantly.
    He already has really good guns now I love the grapple change as of now, yesterday my aim was sloppy and I threw several fights by missing my grapple and doing nothing. So less fights thrown, fun stuff like hanging high up in the air without constant timer. I havent played it yet but im excited.

    • @avaluggglazer445
      @avaluggglazer445 Месяц назад

      His guns are the worst part of his kit wdym?

    • @hugoserrano-chan3699
      @hugoserrano-chan3699 Месяц назад

      @@avaluggglazer445 but they are arguably very balanced I think is what he means or they feel nice

    • @theSato
      @theSato Месяц назад

      @@avaluggglazer445 yes, because more of his power budget went into mobility, displacement, tankiness/unkillability, and damage from boops and slams. his guns are "good" in that they are balanced and fun to use.

    • @christiansteeves6583
      @christiansteeves6583 Месяц назад

      @@avaluggglazer445 His guns got buffed with the projectile size increase in season 9. Way better now than they were before especially from range.

  • @egtsokamien8390
    @egtsokamien8390 Месяц назад +1

    oh yes, its here! after i saw the patch i couldnt wait for this video to come out

  • @FailingGH3
    @FailingGH3 Месяц назад +1

    Top 500 ball otp here. Been playing rhe ball rework for a bit, heres the review:
    Lots of people saying theres more counterplay with grapple because you can let go of it before getting ccd. This does not happen, ccs are timed for when you engage and are already in fireball. Specifically, cc is timed to cancel piledriver.
    Grapple retract introduced some qol, and a new tech, you can retract while going around a pole for a slingshot effect, allowing you to ride the skybox at insane speed. This is good for spawn rollouts, but has little use for team fights. The fun thing is retracting while stationary to a high spot for assassination attempts, and the reduced grapple cd allows for an escape after landing, or rarely, drop boops near boop spots. I imagine at low elo this is mostly for winching yourself out of spots where you may get stuck. Ive noticed that the retract can pull you through enemies, which helps with body blocking, but its inconsistent.
    The shield update seems weird to me, it is good with a dive comp, like tracer, sombra, or genji, but with a non dive comp it feels unintuitive to go in, use shields, leave, wait for damage to come at your team, give them some hp, and lose your own hp in the process. Ive found more use double tapping the shields to save individuals from assassination attempts while im still near a teammate. Needs more testing, but seems to be extremely situational, and value from it seems random without coordination.
    What do i think ball needs?
    More gun damage, his guns are basically airsoft guns at this point, like 1 or 2 more damage per pellet
    The ability to displace enemies when in ball form, roll through like you roll through teammates to end body blocking
    Cc reduction or immunity when using adaptive shields, or a cleanse effect upon activation
    To not come out of ball form when hacked
    A different interaction with junkrats trap. Ball is particulary weak to trap due to overwatches 3rd person camera, this causes balls model to cover the middle of the screen, meaning that the trap is not visible if youre near it
    Theres more, but it crosses the boundary of just what i would want vs what is necessary for the hero.
    Of course, none of these changes would be necessary (except the the junkrat trap thing) in the old 6v6 format

  • @dirusj4006
    @dirusj4006 Месяц назад +1

    The shortened cooldown on grapple does allow for counterplay but its more on the high skill side.
    Mid fight you grapple like you are going to run and release it instantly. Many people will hold CC for when you try to run. If they CC after the grapple you can no grapple again as soon as the CC is off of you.
    Last season I started playing Ball as more of a Front line tank as soon as the counters started coming in. I found that just constantly booping people back was abnormally useful. The shield changes are huge for the playstyle I have been using. Also engaging with less intent to run away and heal does promote more deaths BUT Ball is also a character that can be back from spawn very quickly.

  • @wajfan
    @wajfan Месяц назад +2

    theoretically, ball's grapple change does still give opportunity to counterplay. you just have to release the grapple before getting stunned.
    because of this, i can virtually guarantee that the full-duration-on-stun thing will be removed in the future. if they don't hotfix it, it'll happen in a few patches, called a quality of life change.

  • @mitchconner6316
    @mitchconner6316 Месяц назад +2

    Kiri shouldn't be the gatekeeper of cleanse and Ana shouldn't be the gatekeeper of anti. If these cooldowns are going to be part of the game, there should be more options. Why must they both be thrown projectiles with AOE? Why not single target? Why not skill shot? There is so much potential here

  • @andreighinescu4946
    @andreighinescu4946 Месяц назад +2

    Literally my first thought reading was "healing buffs? We're literally running in circles"

    • @Real_MisterSir
      @Real_MisterSir Месяц назад +1

      Idk what they were thinking with Lifeweaver's design. They literally designed him to be a spectator in-game. And now they're buffing his heals further. Dev team is so incompetent, we gotta stop praising them whenever they get a W for every 99 Ls. Don't give them false sense of accomplishment. Shit's probably pure luck whenever they stumble into a W by accident

  • @Imp0st3r_
    @Imp0st3r_ Месяц назад

    Ball can still retract grapple before cc connects and get the 1s cd

  • @cooIguy
    @cooIguy Месяц назад +3

    spilo reading patch after patch with a thousand yard stare

  • @IsleOfHopelessMinds
    @IsleOfHopelessMinds Месяц назад +3

    I agree with just about everything except for the pessimism with the ball change. I would try to look at it as more of a playstyle change than a rework. Instead of the; yes skillful but admittedly unhealthy playstyle of in and out, force CDs then rush health pack we’ll have to adapt to a more close push-pull rush playstyle timing engages with our dps while still keeping his anti poke capabilities. Also note that if the retraction doesn’t activate fireball he can fundamentally zip for mobility somewhat consistently which adds a new dimension to his mechanics.

  • @amandopurperhart1351
    @amandopurperhart1351 Месяц назад

    I actually did (let chatgpt do) the math on wrecking balls adaptive shield area and its a 69% increase in size. From 100 square meters to 169 square meters

  • @jayspacedog6472
    @jayspacedog6472 Месяц назад

    my thoughts on ball are that you are gonna see spiderman wreckingballs. never get up to speed but constantly attaching to high ground. There is also some skill with the CC change where if you aren't ret at ramming speed and you let go of your grapple as you notice you are getting CCed, you will get the low cooldown.

  • @Daveyjonesvi
    @Daveyjonesvi Месяц назад +6

    The LW changes are not really doing anything necessarily. I wouldn’t even consider it heal creep. I think his ultimate can be underwhelming and you could get deleted instantly when placing it so the extra health is alright. He does need more of a fundamental change rather than number changes

    • @whateverusername
      @whateverusername Месяц назад +1

      Yea his ult could save people from the brink of death before season nine, now it’s only really useful for the overhealth (which is weaker now too because of hitbox changes)

    • @D_U_N_E
      @D_U_N_E Месяц назад +1

      Honestly, if they were gonna do more heal from tree, I'd prefer it to take into account DPS debuff, and instead ignore the DPS debuff, than be flat more healing.

  • @yacooss2058
    @yacooss2058 Месяц назад +1

    Ball main here, most hard cc has a cast time. Letting go of hook before the CC is actually done casting looks like the way we r gonna out play CC. We let go of grapple before the cc sets in and we get a 1 sec cooldown on grapple, get our 700hp in shields, swing back to team and give health. We r going to be playing mind games with that hook cooldown.
    What would really help is giving sombras hack a consistent cooldown instead of 6 seconds for hacking enemies, 3 seconds for hacking equipment, and literally no cooldown for her missing hack or me dodging hack with good positioning. A sombra not finishing a hack and then getting to try again and miss some more without being punished is actually awful.

    • @parajon
      @parajon Месяц назад

      Always thought Sombra hack should do that. Being held hostage as Rein while a Sombra is just holding right click is a dumb interaction too. She should definitely get the interrupted cooldown if a hack isnt complete

  • @immortalmadman4822
    @immortalmadman4822 Месяц назад

    The lucio changes you have to account for the headshot multiplier as well. Total possible damage for all headshots plus boop would be 195 then add in melee and it be 235. This change brings it down to 189 and 229 with melee. The damage range before changes if all shots and boop hit no melee would be 115-195 and after changes it be 117-189. This lowers the skill ceiling of lucio by a bit.

  • @cagxplays9602
    @cagxplays9602 Месяц назад

    After playing with the ball changes, your "counter" to cc is just flying around faster than normal, you can get some serious height, speed and distance.

  • @andthemgs
    @andthemgs Месяц назад

    @14:28 I suppose you can go for more quick grapples where you release it to anticipate CC and if you get interrupted it's a short cooldown?
    It's still weird that Ball's boop, slam, and mines are at the same damage levels as S8 with all these buffs to other tanks. Mines is still arguably the worst tank ult.

  • @t.g.v8889
    @t.g.v8889 Месяц назад

    Now that I thought about this some more, I would rather have the 1 second cooldown IF I get CC'd than if I don't reach fireball speed on ball. It just makes more sense since if you grapple in the wrong spot it isn't that big of a deal but if you get CC'd the 1 second cooldown will make the difference between dying or getting away on Ball. I hope they change it, but honestly I am already happy for the crazy new tech with the retract, you can unironically fling yourself across half of the map
    EDIT: Alright it might be too strong the other way around and how it is now you can preemptively let go of grapple, get CC'd and keep the 1 second cooldown, so they added some counterplay against CC but it requires strong spidey senses to pull this off

    • @alexgordon7312
      @alexgordon7312 Месяц назад +1

      this only works if you didn't go into fireball already tho (responding to edit), it's gonna be such a low-frequency case that this is both beneficial and possible imo

  • @erichowell1050
    @erichowell1050 Месяц назад +1

    I actually didn’t know that lifegrip doesn’t cleanse. I never play him but I agree with your take especially when the are things like zarya bubble that do not to mention other heroes abilities to cleanse themselves i.e. translocation sombra. Wonder if that was oversight

  • @EJtoU
    @EJtoU Месяц назад

    Lucio’s amplifier damage is also really hard to hit as a slow-moving projectile, and it’s a skilled projectile because it only really gets significant value when you headshot, plus you’re hyper mobile… a damage nerf is really rough especially when Lucio often has to counter play widow.

  • @ace8099
    @ace8099 Месяц назад

    Holy shit that Sisyphus analogy was incredible haha ten seconds into the video and already hitting home runs

  • @miiinkus
    @miiinkus Месяц назад

    the title is exactly my thoughts when i looked at the patch

  • @koob_
    @koob_ Месяц назад

    The pulse bomb change is probably intended to allow brig to drop pulse off her shield again

  • @legendaryslay2644
    @legendaryslay2644 Месяц назад

    What if we made LW tree be able to switch between a pulsating dmg tree and a pulsing healing (choose when placed kinda like Moira orbs)

  • @guardianofscania
    @guardianofscania Месяц назад +1

    Lifeweaver needs his healing mechanic reworked. Because you have to charge the heals you have no time switch to dmg. His dmg is good, but he needs to be able to do dmg while healing at the same time to be good. They could make it so that the healing orb he sends, stay on target and heals them overtime and then returns, depending on how long you charge the orb it will stay longer or shorter amount of time. That way he can catch a break and do dmg until the orb returns.

  • @Boredhub1
    @Boredhub1 Месяц назад +1

    They saw the one clip of Violet turret Lucio getting ult first so they nerfed his damage.

  • @Real_MisterSir
    @Real_MisterSir Месяц назад +1

    I think, just as a general point, I don't believe having a lot of game modes (in ranked and unranked at least) is healthy for the game. I think it adds unneeded friction in the player experience and also subsequently the data that is collected, so your knowledge of what type of maps are healthy and what players find enjoyable and competitive, is spread over a wider spectrum with less quality nuance as a result.
    I think having 3 game modes max, and then focusing on honing the skills of how to make the best possible maps for these specific game modes, is absolutely paramount to the longevity of the game.
    I mean, for example what constitutes a good Push map, or Flashpoint? What are the details that we know work/don't work? Who knows. We are coming up on reworks for Colosseo, but there isn't really a formula. New Queen Street plays incredibly different from Colosseo, and so does Esperanca. And map variety is good, but to this degree the variance is so vast that it could genuinely be two different games. The open nature of Queen Street vs the tight-knit methodical layout of King's Row for example, are genuinely two entirely separate Overwatch games, just because of how fundamentally apart the maps are, with their game mode intrinsic differences adding an exponential variable on top of this. Then add Flashpoint maps on top, and now Clash. I think the game is being spread too thin at this point.
    The best and most viewable and replayable sports and e-sports have thrived on the basis of the game being focused and tight, around known variables such as the setting the game is played within. Imagine playing Football, but sometimes you weren't on a field, but instead in a basketball court, and other times in a water polo pool.. In Overwatch we now see this setting change constantly, not just in map variety but also especially in game mode variety.
    I get that the devs desire creative freedom, but it's also important to show discipline through restraint, and knowing when adding more just overcomplicates something that didn't need further complexity.
    I also think the Rein buffs won't change his position in F tier, you're still gonna be slower to your ult charge than all other tanks, you're still gonna struggle with space and aggro vs other tanks, and even when you hit your fatty shatty, it's still gonna get Suzu'd or Lamped or Gripped or Petaled. It's a net buff so hurray for that, but I don't see this changing anything in a meaningful way whatsoever. Shatter isn't the reason Rein struggles. Everything else is.

  • @jollyradtime
    @jollyradtime Месяц назад +4

    My biggest gripe is that 3 days of Quick Play “testing” is not enough to throw Venture into Ranked.

  • @probablysteven1325
    @probablysteven1325 Месяц назад +1

    Here's what we need:
    Get rid of lamp (Re-work it)
    Suzu can eat ass-it should not do everything
    Re-work life weaver- His kit is designed around denying plays and that just feels ass
    Get rid of hinder-Honestly cass isn't really an issue but his hinder just feel like shit
    And finally Horse...

  • @spookiboys
    @spookiboys Месяц назад +1

    though, one must imagine sisyphus happy

  • @felix_blahaj
    @felix_blahaj Месяц назад

    Idk if I did the math wrong, but when I tried to find the % increase of balls shield I only got a 30% increase in area. That is still a lot but Idk how you did it or if I did it wrong.

  • @P-39_Airacobra
    @P-39_Airacobra Месяц назад

    Some people don't realize that the 1-second grapple cooldown is really helpful against body blocks (which was the #1 complained-about thing among ball mains)

  • @gamingwithboosh
    @gamingwithboosh Месяц назад +5

    yo cam looks great

  • @qtunicorn2123
    @qtunicorn2123 Месяц назад

    Can you do one on how you'd fix Lifeweaver? I think having two charges of petals would be neat.

  • @jennacharmaine1238
    @jennacharmaine1238 Месяц назад +4

    Oof you can no longer charge through mines as rein because they will have enough health to survive the charge boop damage (which is 50). You used to be able to destroy them before they exploded

  • @Anonymous-lv4di
    @Anonymous-lv4di Месяц назад +1

    I really didn't like the Support changes and wrong Sombra and Tracer nerfs but I liked the Moira nerf, the tank buffs and Venture change

  • @jezraelflancia2460
    @jezraelflancia2460 Месяц назад

    Maybe the ball change is there so that if you’re anticipating cc then you can unhook and get it back in 1s? Like you hook, sombra hacking you, unhook before full hack, then its back up when hack is over?

    • @sebastianmelendez5572
      @sebastianmelendez5572 Месяц назад

      Well the sombras will only hack you as you’re swinging in, which means when you’re in fireball… which means the cooldown will be the full duration. You almost never get cc’d when starting a grapple.

  • @BoldTool20
    @BoldTool20 Месяц назад

    I still miss 2CP, esp its maps. if they could fix some of the end stall problems I think id like to try it again

  • @evilhippo887
    @evilhippo887 Месяц назад

    Isn’t the Wrecking Ball strat now to just react to stuns by letting go of grapple before the stun lands to get the shorter cd? If it automatically reduced cd that would reduce skill expression imo.

  • @ryanmurray3364
    @ryanmurray3364 Месяц назад

    A passive for Lifeweavers thorns i would to see would be a damage reduction per thorn hit capping at a certain percentage, say like 15-20%? You wouldn't get as punished for attacking alongside a teammate instead of just outright healing them while still helping duels/securing kills. The weapon swap speed would be the most basic, easiest thing they could do but apparently they're just refusing to even look at it.

  • @Ardyrezv
    @Ardyrezv Месяц назад

    Great prospective in your intro

  • @rawkhawk414
    @rawkhawk414 Месяц назад

    Here's my dps buff idea for Lifeweaver, just cuz I think it'd be fun or funny. We're going to take inspiration from Halo's Needler: -Every 4th, or 5h, or 6th, embedded needle explodes for bonus burst damage.

    • @libertyprime9307
      @libertyprime9307 Месяц назад

      Makes no sense because landing specific bullets in a mag is basically random, it's not like you intentionally did it, so why would it do extra damage.
      Compare to Sojourn M2 where she builds it and deliberately discharges it when she wants.

  • @TgPepper
    @TgPepper Месяц назад +1

    My own conclusions: because he told me to
    Ball Changes: Good, Ball is in a good spot the hardest thing about Ball is the psychological warfare, changing it from primary fire to jump was good. The adaptive shield thing doesn’t fit the play style but if we wanna push Ball in that direction, fine.
    Support changes: Heal creep
    DPS changes: Damage creep.
    What was the point of doing this whole reset thing with the DPS passive if we’re slowly gonna stop creeping, I think Ball was also in a good spot contrary to popular belief, they needed to rework not net buff. This is definitely the worst patch in awhile and it’s because they didn’t nerf a single thing, this is how we get power creep.

  • @ChickenSoupMusic
    @ChickenSoupMusic Месяц назад

    They’re probably thinking that Venture indirectly buffs Rein / short brawl stuff in general.

  • @liundeirkil8706
    @liundeirkil8706 Месяц назад

    Genji flappy bird bug is fixed but now he can't wall climb after double jump lmao

  • @Scaiii_
    @Scaiii_ Месяц назад

    what tool do you use to draw on your screen?

  • @demifolk8940
    @demifolk8940 Месяц назад

    Im not sure if you changed your mind about ball but i personally think the shield change does actually shift his character from being an unkillable annoyance to working more for his team. by redistributing your shields to teammates, it almost feels like you waste the ability if you dont work with your team. and its not “free” value so to speak. you have to sacrifice your own survivability and give it your team, it doesnt come from thin air. jq shout was broken because she gave it to her entire team and there was almost nothing she had to sacrifice. ball has to be near the enemy team and not take too much damage or else he wont be able to give sustain to his team.
    its a bit more defensive compared to the aggressive nature of shout despite it giving so much hp, it actually doesnt feel that strong.
    the grappling change is more noob friendly, i wont lie. but i would say it mostly just allows ball to go to high ground without wasting his cd. or set up his slam without committing the full cd of his grapple. sometimes with ball, you have to use all cds to use your ONLY setup tool. now slam is so much easier to use and its why i love the option to retract. and again, going to high ground still keeping your cd. instead of swinging up, slamming the dps on high ground. you can now, retract upwards, fireball into them, knock them off high ground, slam them on the ground. you couldn’t do this before unless you rolled up to rhe high ground normally or swung then waited 7 seconds to boop them off (or were in a spot you could do a “full” swing around motion which wasn’t really always possible unless it was ilios or something).

  • @albingrahn5576
    @albingrahn5576 Месяц назад +5

    Did Spilo catch that the Lifeweaver change was increased self-heal on his dash ability, NOT increased healing to his teammates? Kinda sounded like he thought it was the latter.

    • @paulahrens581
      @paulahrens581 Месяц назад +1

      Still bad change. Lw was already near unkillable before this change

  • @GutterWizard27
    @GutterWizard27 Месяц назад +6

    I'm a ball OTP, and while the rework's fun, it really doesn't solve his main issue. Impact. I've been anti-rework from the start since ball's durability is in a much more reasonable place after season 9, I don't even mind cc as much as I used to. Right now I just feel the biggest issue is time to kill, if a doom or a dva's in your backline, that's a threat that needs to be addressed, ball just isn't.

    • @lukasg4807
      @lukasg4807 Месяц назад

      Cut off their support, if your team can't handle a 4v1 you're not going to win anyways.

    • @paulahrens581
      @paulahrens581 Месяц назад

      @@lukasg4807you can’t kill anything as ball solo since season 9. Supports just out heal your damage .

    • @lukasg4807
      @lukasg4807 Месяц назад

      @@paulahrens581 You don't need to kill anything.

    • @alexgordon7312
      @alexgordon7312 Месяц назад

      ​@@lukasg4807 but you need them to feel like they have to pay attention or they can just continue healing

  • @demetusbrown1962
    @demetusbrown1962 Месяц назад

    Just release grapple before CC you get the reduced cooldown. It’s more skillful counterplay than just getting back for nothing

  • @shapshane8241
    @shapshane8241 Месяц назад

    what if you allow wifeleaver to cancel tge pull, so it only gives invincibility to the target, and doing so puts it on a faster cooldown. maybe make it a single target boop for offense and defense?

    • @LeatherNinja
      @LeatherNinja Месяц назад +2

      Not more suzus

    • @shapshane8241
      @shapshane8241 Месяц назад

      @@LeatherNinja i mean... not aoe, no cleanse, no intangibility, and no healing. more of a split second zarya bubble really!

  • @alphawolfNW
    @alphawolfNW Месяц назад

    How big of an affect will 13 second Tracer recall have? I didn't think too much of it as a Tracer player myself, tbh

    • @Kat-xp8zn
      @Kat-xp8zn Месяц назад

      it doesnt; as a tracer main i barely noticed the difference

  • @memejesus4294
    @memejesus4294 Месяц назад +2

    The hamster grapple cooldown doesn’t address his core issue of causing super polarized lobbies (either they hard counter you and you can’t play the game or they don’t and get stomped), but it is a huge QOL improvement for high-skill ball mains to pull off tech (e.g., Toronto kick) and low-skill ball mains to recover from a messed up/missed grapple

    • @prod.fffeedback7679
      @prod.fffeedback7679 Месяц назад

      I mean the hard counters are in the game that's kind of a "problem" for every hero that isn't totally one dimensional like mauga especially dive characters eg. doomfist, Winston, dva with zarya counter

    • @zudzhe6085
      @zudzhe6085 Месяц назад +3

      Ball doesn't have any hard counters, he just has a ton of soft counters that are really annoying, same goes with Doom and Genji, which is why if you truly excel at these characters and play intelligently you can stomp a lobby even if they counterswap. A true hard counter is like Dva and Winston, Dva has more damage, more mobility, and has a similar style to Winston, if you want a hard counter to ball you'd need a character that either has greater mobility and damage than Ball that shits on him consistently enough to deny any value. Currently there are no characters that can completely deny Ball, Genji, or Doom value they can just mitigate the value. (Obviously Genji has it the roughest out of these three largely due to the fact that there are many other better options than him for a dps player to do what he does more effectively).

    • @alanthurston7904
      @alanthurston7904 Месяц назад +1

      ​@@zudzhe6085 I would rather play against 1 hard counter than a full team of soft counters, cause then I can actually track the hard counter. The problem with so many soft counters is that if 1 cc hits, the rest will chain. 2 soft counters will kill if both are on you, 3 will make you useless, and 4+ makes playing like an orisa a better option than actually trying to engage

    • @whateverusername
      @whateverusername Месяц назад +1

      If only there was another hero on his team who could take away attention from him so he doesn’t get hit with all the enemy’s cc at once

    • @prod.fffeedback7679
      @prod.fffeedback7679 Месяц назад

      @@zudzhe6085 i mean i guess you can split hairs between what counts as totally denying value and "mitigating" it (mitigating would mean denying a portion) but in my book a sombra sitting still on her team to hack a doom/genji/ball engage is a hard counter

  • @keeganbate8935
    @keeganbate8935 Месяц назад

    In reality, outside of some pretty high metas with attentive cc, actually disrupting ball in the short window they have grapple up typically will be almost impossible. Like less than half a second to set up most good combos. Spin to win is terrible and nobody does it if they main ball.

  • @Chr0n0s38
    @Chr0n0s38 Месяц назад

    This feels less like a new season patch and more like a hotfix, at least balance-wise. I really hoped there would be more meaningful tank changes. It feels like one major Ball change and just a bunch of QoL changes. QoL is good, but i doubt they change the meta much.

  • @jackcern6776
    @jackcern6776 Месяц назад

    0:47 obligatory life of Brian. Yes we are all individuals

  • @willtheconqueror6148
    @willtheconqueror6148 Месяц назад

    Spilo I love you brother!

  • @narwhalz02
    @narwhalz02 Месяц назад +11

    My thoughts on the patch before watching the video:
    Appreciate the Earthshatter buff as a Rein enjoyer, but not the changes he needed
    JQ Carnage buff is good
    Fine with the Sigma buff. Don’t think he needed it but it’s minor
    HATE the wrecking ball mines health increase. Doom seismic slam can’t destroy them, genji dash can’t. I think they should buff the damage so it actually 2 shots a 250hp target
    Fine with the rest of ball changes.
    Fine with tracer recall nerf, dislike pulse bomb size nerf.
    I’d be fine with the Lucio changes if they also nerfed the lockout duration on boop
    They are changing the wrong things about Lifeweaver. Revert the changes and just make it quicker to switch between healing and damage. Healbotting is bad design.
    Needed the Moira damage nerf. Don’t think they needed to give her more self healing during coalescence at all.
    Overall, disappointed that there’s not many meaningful balance changes, but I suspect they’ll do a bigger balance patch later in the season when things settle. Thanks for coming to my TED talk!

    • @prismaticpaul
      @prismaticpaul Месяц назад

      yeah man pulse bomb nerf was uncalled for. What i would've liked instead is either a reduction in primary fire damage or the dps passive would now scale instead of being fully applied with just 1 bullet. With all the projectile and bullet size changes, it takes roughly the same amount of time to get killed by a tracer anyway, while it is much more difficult to kill her in return because that little extra hp for her crosses so many breakpoints. It might get even worse in tracer ball comps because you have 75 extra overhealth to work with, an insane amount for a hero like tracer.

    • @brogito-ow2090
      @brogito-ow2090 Месяц назад +7

      Mines health change is healthy imo. Mines are an ultimate… With global health buffs, two mines don’t kill squishies anymore which was already an indirect ball nerf. Slam being able to destroy an entire mine field as a 6 second cooldown just makes ball a much worse pick

    • @jeremyhorner9531
      @jeremyhorner9531 Месяц назад

      ​@@brogito-ow2090so they should buff the damage rather than the health of them.

    • @PaulPickle
      @PaulPickle Месяц назад +4

      I agree about lifeweaver. I'm already usually the last to die in a team fight. More self healing is definitely gonna make me even harder to kill, but ultimately isnt going to help me much in the long run. I usually dont have time to switch weapons, I already have to hold down the heal button for a full heal. Switching should be quicker. my team will die if I stop focusing on them. I understand that he is a "mercy type" of support, but her weapon swap isn't as clunky because her heal is an instant lock on beam, doesn't take too much time. I really like lifeweaver's thinking ahead of time playstyle, but there is too much time wasted swapping weapons. I like his tree buff though!

    • @MishimaTyler
      @MishimaTyler Месяц назад +3

      I agree about life weaver, I thought it was fairly obvious imo. Downtime switching between the two, unable to do anything is ridiculous.

  • @Roch-kl5ge
    @Roch-kl5ge Месяц назад +5

    S10 patch, the bad, the bad, and the ugly

  • @mato_kun2602
    @mato_kun2602 Месяц назад +1

    They just need to accept that some characters are poorly designed. It all starts from there.

  • @Anonymous-lv4di
    @Anonymous-lv4di Месяц назад +1

    In my opinion they should've just buffed Illiari's healing range

  • @jacobbaartz7710
    @jacobbaartz7710 Месяц назад +1

    I feel like an outlier with this. Is 'the area of a range' change necessarily the appropriate way to gauge a buff?
    I'm a math head myself, I just think it feels arbitrary for us to correlate a magnitude of a buff to the area it covers. Like if Lucio's aura range is increased is qualifying it by the volume that radius encompasses? "woah a 2m range buff makes aura 4π(R-r)^3 as effective"
    It makes me think of that 3b1b video with the random chords on a circumference.
    Maybe my problem with the idea is that a radius is still only enacted on a single point and the area is a measurement of the collective. Idk. Nerd shit

  • @jaivettasheem1314
    @jaivettasheem1314 Месяц назад

    I just got suspended from unrank from leaving a rank game lol wtf. The rank game let me leave due to my tank leaving. Must be a bug.

  • @johnskinner7997
    @johnskinner7997 Месяц назад

    I would form my own opinions, but you haven’t made a video on how to do that yet 😢

  • @lukasg4807
    @lukasg4807 Месяц назад

    Lw actually feels pretty good at damage. Idk why everyone is so stuck on the healbot lw playstyle, he can melt tanks, he does fine against squishies. Also he's tanky as hell and has 2 abilities to save himself.
    His projectile speed is 5 meters per second faster than echo's primary, and does 132 dps.

  • @rudyranger249
    @rudyranger249 Месяц назад +1

    I don't like the lucio nerf. The primary fire nerf is a huge nerf if you know that your primary damage is poking enemies from an angle or 1v1ing enemies. The boop ability you hardly use for damage. I picked up ow2 days before season 9 and I decided to play lucio only. I watched your videos on your spilo coaching channel about lucio and I learned a few things that I wouldn't have otherwise. He's the hardest support in the game and I agree that he shouldn't be nerfed.

  • @YellowSpaceMarine
    @YellowSpaceMarine Месяц назад +1

    I really don't understand why they don't just nerf hack. Hack seems like a silence, why does it remove you from ball form when you're already in? Something something electromagnetic pulses... makes no sense...

    • @ever611
      @ever611 Месяц назад

      Hack was always stupidly op, it's just Sombra ult with a cooldown and to me that was always stupid

  • @redcrow3472
    @redcrow3472 Месяц назад

    Dude, I played Ball and it's fun! You can just get to high ground so easily now without having to plan it out so much by swinging up... You can also combo a grapple swing with the retract and get SO HIGH UP IN THE AIR wwwwweeeeeeeeeee, it's fun... and the Adaptive Shields, I mean, you can just pretty much save your team so easily now... You just roll in, double tap... which alone is similar to Shout and Overdrive, but the difference is that with Ball, you are so mobile, you can fly across the map and shield your team.... With the grapple issue/CC, it's not new... the CC already reset your CD before... The only difference now is that the new reworked change allows you to grapple again without cooldown IF you don't reach high speed, and that new change simply doesn't occur if you get stunned w CC. So basically, the new buff doesn't happen in the case, and it's effectively the same as it was previously when CC'd.

  • @braxbro6674
    @braxbro6674 Месяц назад

    The Ball buff is a 69% area increase, actually. (nice)

  • @stottpie
    @stottpie Месяц назад

    10m to 13m radius means 100 -> 169 which is a 69% increase in area. Nice.

  • @probablysteven1325
    @probablysteven1325 Месяц назад

    This patch is like when a low elo chess player moves a pawn; they don't know what to do next so they just advance some random ass pawn with utmost confidence

  • @michaelnewton3121
    @michaelnewton3121 Месяц назад

    As a widowmaker player, obviously I haven't seen the maps yet, but I just feel as though widow isn't going to have a position to play in those games

  • @Kat-xp8zn
    @Kat-xp8zn Месяц назад

    I just played like 6 games and i already can feel too much healing

  • @Revanxbone
    @Revanxbone Месяц назад

    I also think reducing lifeweaver pull CD to encourage using it more, while making dash CD longer would be a decent exchange. The CD For pull is sooo long

  • @tasteopotato2345
    @tasteopotato2345 Месяц назад

    Based intro

  • @nerdherder9340
    @nerdherder9340 Месяц назад

    As someone who plays a lot of lifeweaver, i cannot understand the logic of buffing his ult. His ult is arguably the best part of his kit as is, and buffing the heals on an ability that lasts that long is insane creep. Hell, even if you want to buff the ult, buff the tree itself’s HP so a mauga can’t delete your entire ult in like 1.5 seconds. Pull cleansing, damage buffs, or a hitbox size decrease would all be reasonable buffs, and I think it wouldn’t even be too crazy to buff his dash distance or petal platform height to make him more mobile. Petal not being able to reach downtown busan enemy high ground unless you go around to their side of it sucks.

  • @jonstokes1832
    @jonstokes1832 Месяц назад

    Pull should be shorter cd and not cleanse. And they should make his character act as an anchor something that changes the way people play not because of his heals but because of the powerful plays that are found in his creativity

  • @Charlie-mi5oy
    @Charlie-mi5oy Месяц назад

    Before watching this video, i like the new wrecking ball changes

  • @PTSDwithME
    @PTSDwithME Месяц назад

    Honestly it feels like Grav is was shorter and needs a .25 buff as well

  • @jckpsly2063
    @jckpsly2063 Месяц назад

    I look up to you

  • @michaelmcgee8189
    @michaelmcgee8189 Месяц назад

    the shatter buff for rein should have been to its casting time, make it less reactable and more of a read

  • @Klearedc
    @Klearedc Месяц назад

    Anyone know what I’m supposed to do with 2975 Legacy Points, thats 119 ranked wins I don’t get credit for, the shit’s locked.

  • @psychd5374
    @psychd5374 Месяц назад

    the stun on earth shatter could be 10 seconds but all it takes is one suzu to completely ruin your fun. Rein needs a rework. he has simply been power crept.