Flats Reacts To "5 Rules To Save Overwatch 2"

Поделиться
HTML-код
  • Опубликовано: 16 дек 2023
  • Link To Video: • 5 Rules to FIX Overwat...
    Creator: @solo_wolo
    Everything is streamed live @ / flats before being uploaded to RUclips.
    ► Main Channel: / @flats_ow
    ► Clips Channel: / @flatsclips
    ► More Flats: / @more_flats
    ►Edited by and thumbnail done by: Randomvstheworld
    ►Follow Me
    ►Discord: / discord
    ►Twitch: / flats
    ►Twitter: / flats_ow
    ►TikTok: / flats_ow
    ►Facebook: / flatsttv
    #Flats #overwatch2 #overwatch
  • ИгрыИгры

Комментарии • 960

  • @solo_wolo
    @solo_wolo 5 месяцев назад +920

    YOOOO!!! Just HAD to upload this while I was out of the house lmao. I watched this on the VOD a few days ago; I’m kinda shocked to see it uploaded here too haha! It was a ton of fun to see you engaging your chat with my video; you’re a huge inspiration for me! You made a lot of excellent points and echoed a few of the responses I had gotten.
    The comment I originally wrote got REALLY long haha, so I’ll just leave my thoughts on my Anti suggestion:
    I made the video for a college writing project, so honestly much of the 2nd half is rushed, but the Ana change is one I've had in mind for a while now. I think an extra purple bar above/below the main HP bar or even a purple HP overlay would work well enough, it stays consistent with how it displays currently with a tad bit extra info. I do worry how it would potentially either obstruct or be obstructed by Bap's Lamp, which is why I think a thin bar above/below would be better. I think we're well beyond intuitiveness for entirely new players, but moderately experienced players have become pretty good at tracking various things like CC timers mentally. I remember how much changing the sleep timer on tanks fucked with me the first couple weeks, but it isn't too difficult to adjust to. I'd read (in a previous video's comment section) the suggestion to add a shattering effect to the Anti frame, which I think could be a fun way to display it without completely overhauling the effect.

    • @GirusBetterThanVirus
      @GirusBetterThanVirus 5 месяцев назад +15

      Great video!! Saw the video a couple days ago but it was fun just watching it again. Your balance Ideas are good!

    • @matthale6716
      @matthale6716 5 месяцев назад +11

      So good to see you actually put effort into it rather than just press W forehead. im at 14 min mark but love it already.

    • @Korvmannen
      @Korvmannen 5 месяцев назад +4

      Though I think JQ ult satisfies the rules! She's a very loud Aussie that shouts and telegraphs her ult extremely clearly, and she can be CC'd before it starts, it can be blocked or redirected by any CC. Once hit she will continue to travel along a clearly known path, and you'll know where she ends up. This gives the other 9 players time to react and hide, or use their abilities and cooldowns to try to not die. At the same time, if they don't manage to, it was her ultimate that killed them. Not a random Hanzo sonic arrow from across the map. Hot take: I think she's a bit too strong atm, but people don't perceive her as an issue because she has clear weaknesses and feels "fair" and not so annoying to fight against. If you die to a Junker Queen, chances are you made the choice to put yourself at risk, which feels way more fair than the old Roadhog (knife is much more of a skill shot as well and only pulls you a certain distance). So she's way strong, but she's also fun, which I think is more important than getting frustrated with the game.

    • @Kurse_of_Kall
      @Kurse_of_Kall 5 месяцев назад +11

      To add on to the anti display:
      Give it visual feedback not on the health bar as well: the character glows purple when antied, and the more you heal them the less purple their character model becomes until it fades completely.

    • @ProXcaliber
      @ProXcaliber 5 месяцев назад +1

      I have to ask why not just make Ana's anti-nade have less healing, rather than stop healing all together? For example, make it so that heals received are reduced to some number between 70% to 90%, instead of making healing stop entirely. With this, they can also maybe make the effect last a bit longer or shorter for better balance and counter play.

  • @bazzfromthebackground3696
    @bazzfromthebackground3696 5 месяцев назад +626

    The fact that Brigs ultimate got a damn circle before her passive did is baffling

    • @bryangomez1029
      @bryangomez1029 5 месяцев назад +112

      the fact that sombra got a circle before brigs passive is even crazier to me

    • @bonfirecamp3874
      @bonfirecamp3874 5 месяцев назад +21

      You say "did" as if she has one now

    • @RemedieX
      @RemedieX 5 месяцев назад +33

      As long as the circle isn't visible by teammates, I'd be down for it. I don't want more visual clutter being added. Could be cool if we had a small indicator for when we're in the aura, though. Something like when you have Zen orb on you, non-intrusive to the gameplay and gets the job done.

    • @gi1kxsy908
      @gi1kxsy908 5 месяцев назад +8

      but if they showed how big inspire actually was then maybe people would start understanding why she is so overpowered and blizzard cant have that can they

    • @jackthelucario
      @jackthelucario 5 месяцев назад +15

      Bro ikr. I don’t care if there’s a rally circle that’s visible to everyone, I want an inspire circle visible to ME PLAYING HER. Lucio has one and he’s so much easier to use now (I’m an old enough player to remember the days when he didn’t have a circle and you just had to use the number in the middle). Brig doesn’t even have a number bro

  • @crownysuccubus1524
    @crownysuccubus1524 5 месяцев назад +279

    The reason WHY Immortality Field was added to the game according to the devs was because they got a lot of complaints from players that the game was revolving too much around "Press Q to Win". Flats is correct with his assessment that in early Overwatch, the only way to defeat powerful ultimates like a Grav was by using another Ultimate like Beat or Trans. But that was exactly the issue people were complaining about. It became a contest of who could build the most ultimates first.

    • @pibble9207
      @pibble9207 5 месяцев назад +63

      Which doesn’t even make sense because how is pressing a different button to win that much different. The issue is that OW ults are too impactful and require little skill to use. More ults should be like pulse bomb, not Kitsunai Rush.
      Making immortality abilities just creates an arms race between abilities and new ults

    • @crownysuccubus1524
      @crownysuccubus1524 5 месяцев назад +74

      @@pibble9207I'd rather have more ults that grant advantage but have to be followed up like Kitsune than Ults that basically amount to "Did Tracer land the stick? Oh geegee. Guess that's a lost team fight."

    • @nia8385
      @nia8385 5 месяцев назад +54

      @@pibble9207 pressing bap lamp doesn't make you win the fight, it makes you not lose it

    • @Sam-vw4ks
      @Sam-vw4ks 5 месяцев назад +3

      @@pibble9207The difference is in the cost and character selection, think of it like this if the general process is exactly what flat’s described with grav then after it would be dragon right? So to counter that it would be beat but then after that another dps would use their ult and then the next support would be forced to use their ult and ect ect. It creates an environment where it doesn’t matter about the players skill it’s about the character selection. But with ability’s like baps, kiri, and Lw there’s a little bit of wiggle room for each team to do something different and possibly allow each team to win with skill instead of just Natural selection of ults. You have less agency over yourself and your team and are forced to play whatever is required instead of player individual skill.

    • @neyaneya5554
      @neyaneya5554 5 месяцев назад

      And now the game is mega casual where you can play on autopilot and hit GM1.

  • @qwooperdooper5209
    @qwooperdooper5209 5 месяцев назад +27

    "There's a lot of people in this world who don't have something to say, they just want to say something." -Flats
    I'm keeping this.

  • @shahow69
    @shahow69 5 месяцев назад +300

    make bap lamp the same as his anti heal idea, it just absorbs a set amount of damage and then it breaks and the lamp is immune to damage

    • @SuperTroll2003
      @SuperTroll2003 5 месяцев назад +42

      Actually good idea, keeps lamp as "save a life" tool

    • @glizzittv4783
      @glizzittv4783 5 месяцев назад +27

      This dude legitimately just cooked with that

    • @qibli7679
      @qibli7679 5 месяцев назад +2

      this sounds or feels more like a tank ability imo, as it is reducing damage. although it is applying to your team so it could be support ig

    • @battlerifle8642
      @battlerifle8642 5 месяцев назад +12

      That's a horrible idea. There's no interesting dynamics at play, and no counter play to it. Just sit there and pump dmg till it goes away. Nade is a projectile that can miss/ be eaten/ deflected, but applying the same fundementals to the lamp brings back the same old issues (abilities that aren't ultimates FORCING other players to do one thing)

    • @skarloeythomas5172
      @skarloeythomas5172 5 месяцев назад +3

      ​@@battlerifle8642 It wouldn't be any more or less 'interesting' than it is now, with the same counter play. Now, it goes out and you retreat and take cover or you are forced to shoot the drone, which can be impossible around corners.
      If changed, it can't be cheesed with placement, cooldowns aren't wasted when still used on an immortal enemy, and it can't prevent godly amounts of damage. The only numbers that can be changed now are its health pool, which alters the ease of handling a sudden, temporary second enemy health bar, all the while those under its effects are flat out immortal.
      Instead, by covering more of Baptiste's team, the quicker it dies from redirected damage, and the numbers it absorbs can be adjusted to change breakpoints of what ultimates it can actually stop, like Junkrat Tyre.

  • @Gamermonk999
    @Gamermonk999 5 месяцев назад +92

    What I miss the most from OW1 was all the combos due to having 2 tanks (I do enjoy 5v5 tho) but also how Ults werent a cooldown. Now for the most part it feels like ults are just another cooldown becuase my abilities are just as strong.

  • @ReivecS
    @ReivecS 5 месяцев назад +116

    I never much liked the idea of making anti a heal absorb versus a heal reduction. I had always leaned toward the reduction. But when his video mentioned that different sources of anti could have different values the light bulb went off for me. I think now I am on board with this idea. In this case you could give JQ a value so high that is basically still just an anti heal effect but give ana something like 200 that could be cleared relatively quickly. Making this readable in game would be important but his idea of making the purple effect act like a percent bar where the purple goes down as healing occurs would help a lot and if the effected players had some obvious counter on their screen of how much anti-healing is on them that would help them make their decisions quickly on how to react to it.

    • @SuperTroll2003
      @SuperTroll2003 5 месяцев назад +5

      Heal absorb is better than anyones suggestions to change it since it's simple and straightforward
      Maybe it could give ana ult so support on enemy team has to decide to either heal and save a teammate but feed ana ult, or not heal during entire duration and not feed ana

    • @skarloeythomas5172
      @skarloeythomas5172 5 месяцев назад +5

      There are a number of possible indicators they could use: purple sheen, purple aura, purple health bar, purple health bar outline, temporary mini purple health bar. They can be combined or augmented: take a purple health bar and outline or purple sheen, and give either the shield breaking visual. Players can tell when a shield is near breaking and can choose to keep shooting; in this case, supports can see when anti is near breaking and choose to keep healing.

    • @vrnvorona
      @vrnvorona 5 месяцев назад

      @@skarloeythomas5172 Needs balancing around trans (shouldn't be instantly cleansed nor should provide mega fat healing for regular cleaning, maybe aoe heal diff (for example aoe heal clearing this at 25% speed)) but fun idea

    • @skarloeythomas5172
      @skarloeythomas5172 5 месяцев назад +2

      @@vrnvorona transcendence? why shouldn't an ultimate easily counteract a 10 second cooldown?

    • @vrnvorona
      @vrnvorona 5 месяцев назад

      @@skarloeythomas5172 Because it's hard to hit projectile? By that logic why reaper ultimate can be countered by a sleep? :)

  • @caleb_dume
    @caleb_dume 5 месяцев назад +102

    Suzu being a Jack of all Trades ability is the part they need to look at. Cleanse, heal, invincible frames, with no way to prevent any of that.
    Having said that, cleanse is the ability there that I’m “alright” about. Sure it’s strong against people like Sombra, Queen, anyone anti-d.
    I’d probably be happy with her having a cleanse, no invincibility, but a decent heal burst when it lands to make up for that. The fact you have to stop shooting someone hit with suzu, even tho they’re still so killsble.
    This would be a huge QoL change for the game as a whole, while still keeping her base kit intact

    • @skarloeythomas5172
      @skarloeythomas5172 5 месяцев назад +6

      Cleanse is a new ability, it's fine, the immo sucks. What if suzu only proc'd if the Kiriko timed it for when its target took damage? Or alternatively, it only procs when the target doesn't take damage at the same time it lands.

    • @3DSCarnaje
      @3DSCarnaje 5 месяцев назад +9

      My own view on it is that suzu cleanse needs to be selective, and maybe remove the invincibility. I think it's a good tool to have against things like ashe, ana, or sombra. I don't think it should work to completely deny ults. I think it shouldn't cleanse shatter or rampage anti, and without the invincibility it wouldn't negate things like dva or junkrat ults.
      Edit: To add to the topic of cleanse effects, I really think zarya bubble shouldn't cleanse. Being able to long range negate statuses without needing to aim is stupid. As well it makes her way harder to kill since she can just cleanse anti or wounds insted of them staying applied under the shield.

    • @whoahanant
      @whoahanant 5 месяцев назад +7

      I'd honestly be perfectly fine with suzu if they just got rid of ONE of it's many effects.
      Imo get rid of it's immort frames. Why can't it just be a cleanse with a little healing? Why does it need some immortality built into it?
      Personally I'm fine if some characters have an immortal ability but it kinda just screws over that original characters design by just taking the immortal ability from one characters design and just giving it out like candy to more and more characters as time goes on. Just leave like 2 or so with some immortal and that's it. Stop adding more and more and more.

    • @yumyum366
      @yumyum366 5 месяцев назад

      What if cleanse gave everyone in the radius temporary zarya bubbles/armor/etc. Overwhelming damage could still push through it, it still cleanses effects, it just no longer gives invulnerability.

    • @3DSCarnaje
      @3DSCarnaje 5 месяцев назад +3

      @@yumyum366 I don't hate the idea but comparing to zarya bubble immediately raises a red flag for me. Zarya being able to cleanse might be the single most bullshit ability in the game.

  • @BigTerronce
    @BigTerronce 5 месяцев назад +124

    PEOPLE SAY RANKS DONT MATTER NOW SINCE PEOPLE GOT BOOSTED AND ITS SAD TO HEAR when u reach a peak but people just say u got boosted by ow2

    • @ashtonarrington698
      @ashtonarrington698 5 месяцев назад +8

      Season nine is starting fresh with everyone's sr

    • @_EXP626_
      @_EXP626_ 5 месяцев назад +9

      Well there is a difference between an overwatch one gm and an overwatch two gm since overwatch one gm has much more experience and practice. But yeah to say the rank doesn’t matter is just people trying to gatekeep and undermine someone’s accomplishment of getting to gm.

    • @BigTerronce
      @BigTerronce 5 месяцев назад +1

      Cant wait for sr back and rank reset!!!@@ashtonarrington698

    • @BigTerronce
      @BigTerronce 5 месяцев назад +1

      True True its always the people who have been playing since beta ow1 and are t500 all roles who say masters/gm is easy to climb to and mean nothing
      @@_EXP626_

    • @Arshveerk
      @Arshveerk 5 месяцев назад +5

      No that’s true lol I was hard stuck masters and I got skyrocketed to gm right away in ow2 stop coping that rank matters lol it doesn’t at all

  • @KilroyIsGone
    @KilroyIsGone 5 месяцев назад +35

    I've said it before, and i'll say it again. Flats is the only person that I will not judge for making reaction content. You add so much more depth to the conversation and the video that you are "reacting" to. You turned what is a 18 minute video into a 3/4 hour vidoc. Thanks flats (if you see this)

  • @aguyontheinternet8436
    @aguyontheinternet8436 5 месяцев назад +29

    5:03 It's important to point out that grav dragon was SO strong it outdamaged transcendence, which is NEVER supposed to happen.

    • @Justarandomriceenjoyer
      @Justarandomriceenjoyer 5 месяцев назад +1

      Bastion go brrrrrrrrrrr

    • @temmlygaming5509
      @temmlygaming5509 5 месяцев назад

      Not a lot can out damage trans since you need to pull off over 300 DPS

    • @ondakojees
      @ondakojees 5 месяцев назад +2

      It doubled the damage of tranq too lol

    • @ghoulbuster1
      @ghoulbuster1 5 месяцев назад +2

      It only outdamaged trans if a mercy damage boosted the hanzo.

    • @SuperTroll2003
      @SuperTroll2003 5 месяцев назад +1

      Well, it should always be stronger, used 2 Ults vs 1 ult to save

  • @w_out7631
    @w_out7631 5 месяцев назад +166

    There's 5 ability types in Overwatch that in my opinion need to be mitigated and managed properly in order for the game to be healthy, if any of these run wild the game sucks.
    These things are: Shields, One Shots, Healing, Immortals/Negators, and CC, throughout the many years of the game these abilities have been the bulk of the issues, 6 years in you'd think we'd have this figured out. Some of these have been taken care of pretty well but Healing and Immortals are running absolutely wild right now, the powercreep of the game has gotten to the point where either no one dies or you pop like a balloon.
    And the CC in the game really isn't that different from OW1 no matter how much we try to act like it is, CC I'd argue is still a big problem.
    The game right now is low effort and high impact, which is really stupid.

    • @sebastianturner2458
      @sebastianturner2458 5 месяцев назад +6

      Shields, oneshots, and CC I'd argue can work perfectly well if they require sufficient effort to execute and have appropriate returns. Fire and forget shields like old orisa can be pretty dull, but sigma's shield is pretty interesting, with more control but less health. Oneshots are only fun if you either have to expend a lot of effort or if they're properly telegraphed - Widow I'd argue is unreliable enough to _mostly_ get a pass, but Hog can just feel unfun if he has too easy of a time, for example. CC is the sketchiest of all - I think anything over ~ 0.5 to _maybe_ 1 second is getting into unfun territory, and it should pretty much always be a skillshot. Maybe in addition it would be good to give anyone currently being CC'd a pretty significant duration reduction to any new CC effects - that way you can't get chain CC'd nearly as much.
      Healing is a very careful balance, I think no matter how hard it is to do, an excess can just make everything healing-related too important - This is why ana's nade is a problem, if all healing was weaker than negating it would be less impactful. Of course, damage also needs to be balanced to roughly match available healing, though it should always be stronger so fights can end. Tanks should also probably almost always have some kind of semi-reliable uptime damage reduction, so they don't completely rely on supports to do their job.
      Immortality of any kind, though, is seriously sketchy - I think true immortality like suzu or lamp with no downside probably shouldn't exist outside of maybe an ult, and letting it apply to multiple players at once is wild. Probably be better for the game if, say, suzu blocked all healing other than it's own (and had reduced healing, but maybe also a speed boost?) and lamp took a percentage of the damage it negated or only gave damage resistance instead of invulnerability. That way suzu can still be a skill based save from any one attack, but not a free reset to higher health, and lamp can still protect a whole team, but not be able to block an arbitrarily high amount of damage until it gets destroyed. That kind of change would also let the cooldowns be lowered, and lower cooldowns are generally more fun, at least when you're starting in the 15-30ish second range.

    • @xr0ninx569
      @xr0ninx569 5 месяцев назад +5

      I honestly think aoe is a bigger issue then oneshots. Most of the “broken” characters have at least 1 aoe ability that allows for 1 shot combos even if it isn’t a direct hit. There’s also mercy boost which makes any of these so much worse. They should either heavily nerf dmg boost % or take away ability damage boost and only have it for the weapon. If you throw a mercy pocket on a soldier/sojourn rn, they are almost unkillable if played properly even if they are being countered.

    • @mattgeffery8577
      @mattgeffery8577 5 месяцев назад +2

      i agree with those as problem areas, but i think it can be boiled down to just one idea... Whenever a single cooldown is the main impact of a characters kit it becomes a problem. the character will be boring to play the rest of the time and they will have extreme impact when the cooldown is up. immortality is a cooldown, cc is a cooldown, hogs one shot was a cooldown, orrisa's old shield was a cooldown, ana nade is a cooldown. Just balance around the characters base kit ranther than cooldowns being super strong and we solve most issues.

    • @BeforeThisNovember
      @BeforeThisNovember 5 месяцев назад +2

      Your whole comment is moot when you take into the account that the majority of the players are CASUAL.
      By definition - they want low effort high impact.

    • @ljb5163
      @ljb5163 5 месяцев назад

      I don’t think shields are a problem in OW2. The change to one tank completely got rid of that problem. Also, you forget to add damage to the list.

  • @Experion121
    @Experion121 5 месяцев назад +7

    For Baps lamp my idea is that the drone should be a halo that is the size of the effect. That way it can’t be place around the corner and allows more counter play.

  • @presidiums4
    @presidiums4 5 месяцев назад +17

    I feel like suzu would actually feel better if it cleansed but didn't make you imort. That way you can still die but it's still an option of removing negative effects

    • @musicxxa6678
      @musicxxa6678 5 месяцев назад

      i think the opposite is more healthier and skillful. not cleaning but preventing. just a brief window to heal a teammate actually. kiriko for example has to time suzu against shatter or illari ult for example. not after they get hit by it. that is a free cleanse. it works better with her kit as well because her healing ofuda's are very slow. brief invulnerability gives opportunity for ofuda's to reach and heal teammate.

    • @Mike-zg6mz
      @Mike-zg6mz 5 месяцев назад

      Honestly just remove suzu and give her a new ability its just a ultimate eater

    • @milkymalik2628
      @milkymalik2628 5 месяцев назад +2

      ​​​@@musicxxa6678so keep Suzu a cleanse/burst heal and buff her Ofuda travel speed again while removing immortality, problem solved.

  • @DarkHentaiDragon
    @DarkHentaiDragon 5 месяцев назад +38

    The ultimate versus cooldown is definitely real. It's hard enough to land a huge ult with illari but when I do and their entire team stops glowing because kiriko exists its pretty tilting.

    • @aplacewherefunandfunkythin705
      @aplacewherefunandfunkythin705 5 месяцев назад +6

      i mean illari player ur part of the problem

    • @skarloeythomas5172
      @skarloeythomas5172 5 месяцев назад +1

      I understand but the complaint is more valid for the heroes who have to put themselves at more risk to build the ult and use it to any effect. Illari has an ultimate better than many non-support heroes who find themselves using their ultimates for tempo, when as Illari you can start and end a fight with her ult alone. It only requires you bait out suzu.

    • @astupidlylongnamethatstoolong
      @astupidlylongnamethatstoolong 5 месяцев назад +2

      Its incredibly easy to target at least 3 spread out people with illari ult, that shits fucking massive.

    • @milkymalik2628
      @milkymalik2628 5 месяцев назад +2

      You get mad that you can't roll a team with your ult as a support bc the other support cancels your ult? Skill issue, play the SUPPORT role better

  • @quenton97.
    @quenton97. 5 месяцев назад +2

    I knew this would see flats review this vid, I’m so glad he’s such an integral part of the community

  • @verethragnarok
    @verethragnarok 5 месяцев назад +27

    Maybe a hot take: Zen's transcendence should make anyone in his radius immune to all status conditions. It should not cleanse conditions, but if a zen ults, an Ana cool down should not counter it by simply applying the anti effect to his teammates

    • @milkymalik2628
      @milkymalik2628 5 месяцев назад +1

      They need to make his transcendence actually make teammates immortal. It's an ult that takes longer to get than Kirikos in my experience and it is not even half as good half the time, it doesn't save the team bc the enemies will be playing Junkrat and can instantly kill my teammates around me.
      Then there's his orb of discord which got nerfed into the ground to the point that it's genuinely hard to keep it on anyone bc they only have to walk behind an object out of his LoS for one second and BAM, can't lock on to them for 7 seconds.
      If they don't buff his discord from its current state, he NEEDS better healing.

    • @foxysnxp
      @foxysnxp 4 месяца назад

      @@milkymalik2628zen is fine its just 7 seconds to reapply discord feels too long and it goes away too long after hiding but aside from that its fine if you just know the correct situations to apply discord and dont just instantly spam it like before. It is hard to get away from that habit though.

    • @ScottWolfX
      @ScottWolfX 4 месяца назад

      @@milkymalik2628I disagree he’s still a glass cannon he’s healing doesn’t really matter it’s just cause they don’t want a sym situation

  • @crossc1988
    @crossc1988 5 месяцев назад +27

    bap change idea: the bionic arm he has on his shoulder should provide a passive "Point Defense" that shoots down (on a VERY slow cooldown, and very limited range) incoming projectiles. To balance this, immortality field should be renamed to Absorption Field...instead of providing immortality, the absorption field would absorb X amount of damage in its AOE before exploding. This would still allow bap to save people from burst damage but be less effective against sustained damage.

    • @nail9310
      @nail9310 5 месяцев назад +3

      Underrated comment

    • @Poopkipp
      @Poopkipp 5 месяцев назад +3

      So kinda like D.va’s defense matrix but instead of absorbing it entirely it only absorbs a fraction of the damage?

    • @skarloeythomas5172
      @skarloeythomas5172 5 месяцев назад

      @@Poopkipp It's something that breaks up the momentum of a fight by demanding it be shot out and not those under its effects. By redirecting incoming damage, one can still shoot those under its effects, and use cooldowns for that end, if he thinks the immortality field will break, and those under its effects can't heal to full in the time it takes him to turn away, destroy the immo field, and turn back.

    • @crossc1988
      @crossc1988 5 месяцев назад

      Bap tosses Absorb Field at his feet. Lets say it has a HP pool of 200. Bap then gets headshot by a widow, the damage is transferred to the drone and explodes cause it took 300 damage. Bap is full HP still.
      Scenario 2: 5 people are about to be blow up by dva bomb. Bap throws absorb field down and all 5 are in its aoe. Dva bomb lands on it and does 1000 damage to each person. Absorb field takes all the damage (all 5k of it) and explodes as all the damage happened at the exact same time. All 5 of bap's team survive.
      Scenario 3: Bap and his team get grav dragoned. Bap throws down absorb field, it instantly explodes yet there is still a dragon and grav. Bap and his team die still.@@Poopkipp
      In other words, good vs burst damage, bad vs sustained.

    • @exzyle
      @exzyle 5 месяцев назад +2

      I can already imagine a grav being eaten by a *passive* ability... Doesn't sound that appealing lol

  • @aquaflame3263
    @aquaflame3263 5 месяцев назад

    I think there are a lot of status effects in the game which kiriko needs to cleanse in the first place (e.g dynamite, nade, now mauga burn, rampage, venom mine, hinder). The change needs to meet in the middle to be effective (e.g. hinder removed, just a slow, other status effect nerfs and then respective suzu changes).

  • @xandertaylor4727
    @xandertaylor4727 5 месяцев назад +1

    I like the idea of ana nade being changed some. like a heal hinder instead of anti. but it is true that the game counter abilities instead of ults

  • @gamer_4_ever792
    @gamer_4_ever792 5 месяцев назад +5

    I think his idea of changing anti nade is pretty cool
    The second thing I think they have to remove immortality like changing bap lamp to reduce damage like 75%
    And kiri should keep the cleanse effect and damage reduction so if a rein pins someone he will get pinned but timing the suzu just before it crush you will save your teammates like 60% dmg reduction or less cause it's on a lower cooldown
    And junker queen should keep here anti but it's like (500 cap)
    That's my opinion

    • @rawhidelamp
      @rawhidelamp 5 месяцев назад

      JQ anti makes sense because its an ult but Anas is just ridiculous

    • @gamer_4_ever792
      @gamer_4_ever792 5 месяцев назад

      @@rawhidelamp yeah that's why i think for ana you make it that you have to heal like 200 to break the anti nade effect but for jq make it like 500
      It's just to have the same mechanic for anti nade effect

  • @edgiername4624
    @edgiername4624 5 месяцев назад +11

    Bap Rework Idea: Swap Lamp and Window. Now you have a healing/damage boost support like Mercy, but in its own unique way. Also, Immortality will be an ultimate and probably be harder to kill, with a larger AoE.

    • @amnesiac2796
      @amnesiac2796 5 месяцев назад +1

      I really like this idea. Reminds me of taric or kindred from LoL

  • @danielbrandstetter8713
    @danielbrandstetter8713 5 месяцев назад

    My change suggestions:
    1) Mauga - needs significant rework - he lasts far too long with healers dumping into him, deals too much damage to be ignored, and needs to lose CC immunity on dash (if rein doesn't get it, why should he?). that's basically his entire kit, so I don't know what exactly to give him in exchange.
    2) Hog - hook needs to leave you a little further from hog, remove pigpen damage but increase slow
    2) Ana - anti nade reduces healing by 50%-75%
    3) Bap - immortality field replaced with DR + healing
    4) Brig - add ring to show inspire range
    5) Kiri - suzu grants 50%-75% DR and immunity to CC
    6) Lifeweaver - Grip neither heals nor grants invulnerability, but you can shoot/aim while in it (also, targeted player can press e to cancel grip).
    7) Mercy - damage boost significantly reduced and heal slightly reduced, but both apply at the same time. alt fire is pistol (reduced damage if using beam)
    8) zen - damage orb only applies to self + the hero who has his heal orb on them.

  • @sebastianturner2458
    @sebastianturner2458 5 месяцев назад

    As a Destiny player that likes to run a cowboy Gunslinger, I think Cass could use a (YAS buffed) Tripmine instead of a homing sticky hinder... thing. Sticks to walls and has a laser trigger, does a bunch of damage if anyone walks into it, takes a respectable chunk of damage to break, sticks to players and explodes immediately (maybe with more damage and a teeny tiny blind/stun? only a wee little bit,) if it's a direct hit. (And let him shoot it in midair to detonate it early - I know that's Ashe's trick but it's rad as hell, and way less important here.)
    Course, I'd also love if his main fire and alt fire were a little less separate - Especially if he had a proper ADS. Then firing while ADS could be his current main fire, and while from the hip it could be a slightly slower but more accurate version of fan the hammer, that doesn't automatically shoot the whole mag.
    Basically I just want him to be my Last Word/Young Ahamkara's Spine Gunslinger build. In all fairness, it's a super fun build.

  • @CaulayFlames
    @CaulayFlames 5 месяцев назад +8

    Ana nade rework could just be changing it to a healing nerf for X seconds. So if you nade Hog, then any healing Hog receives will be reduced by 50% or something. That will still allow the possibility for healing through the nade without needing cleanses or immortality mechanics.

  • @jman667755
    @jman667755 5 месяцев назад +16

    I'm not familiar with how the workshop works, but would it be possible to implement these changes into a custom game? Because everyone thinks they know how to fix the game on paper, but in practice the ideas fall flat. Not even the devs are immune to this problem.

    • @jayreese8522
      @jayreese8522 5 месяцев назад

      Excellent idea.

    • @skarloeythomas5172
      @skarloeythomas5172 5 месяцев назад +5

      Because you don't 'fix' the game, you try and experiment. The devs are just extremely hesitant to experiment ambitiously. They only did with Mei and they were unwilling to discard their changes for too long.

    • @astupidlylongnamethatstoolong
      @astupidlylongnamethatstoolong 5 месяцев назад +2

      You can only do so much. The Ana part maybe. You'd need to create a code that keeps tracks of healing received. Unless the game just outright treats anti as 0 healing received on the target. Then you'd have to probably change it so Ana healing target x by y. Kiriko part tho, idfk. That seems impossible. Mainly cuz of invuln part on how it works.

    • @notster7114
      @notster7114 5 месяцев назад

      they used to do these sort of things in the experimental card but that hasnt been seen since ow1

  • @darksplash873
    @darksplash873 5 месяцев назад +1

    Immortality field could be changed to “protection field” or “guardian field”, could still be a drone, but it does very small aoe healing (like 25/s) and let’s say a 35-50% damage reduction for like 5 seconds but can be destroyed. I made a workshop mode where he has something similar, sadly the field can’t be destroyed, but it gives you 50% reduction to damage taken for 4 or so seconds. Haven’t tested it with people yet but I feel like it’s just so much better and keeping it a drone keeps the hero fantasy.

  • @aelto907
    @aelto907 5 месяцев назад

    I was going to recommend you to watch this but didnt know where to put it glad you watched it

  • @shinyghost5376
    @shinyghost5376 5 месяцев назад +8

    What if you change baps field to work like a zen ult for people under a certain threshold so while you are in the field it heal you up very quickly up to the threshold making you more or less immune to small hits but killable to larger hits. This would also allows counter play from something like anti nade from Ana.

    • @captainosu2094
      @captainosu2094 5 месяцев назад +1

      If target is below 25% health - Immortality Field heals at 150 health per second. If above 25% health. Immorality Field heals at 25 health per second. Increase duration from 5 to 6 seconds. Reduce cooldown from 25 to 22 seconds. Increase cost of Amplification Matrix by 30% to compensate?

  • @EdEddnEddyReference
    @EdEddnEddyReference 5 месяцев назад +8

    Switching lamp and window then adjusting numbers would fix a lot of things.

  • @f687sNFM
    @f687sNFM 5 месяцев назад +2

    the video did touch on my biggest gripe is that how easy it is to counter an ultimate with a support cooldown

  • @winsonlu3559
    @winsonlu3559 5 месяцев назад

    While I don’t actually have a problem with lamp myself, I think I have an idea that might make it more enjoyable for more players.
    I would do the following:
    - increase the lamp’s hp slightly
    - remove the lamp’s innate timer
    - make it decay hp over time
    - make mitigated damage deal damage to the lamp with a heavy conversion rate(like, 3 player dmg = 1 lamp dmg).
    - make it’s hit box smaller and bob up and down slightly
    Note: If hitting a player overkilled the lamp, I would just negate all the damage to keep it’s previous functionality vs things like junk tire.
    The reason I think this works is because it gives everyone involved more thought, and also helps beginners.
    For example:
    - ram’s vortex previously would not have been much of an issue for bap’s lamp, but now the AOE dmg it deals would massively reduce the life span of the lamp.
    - a soldier 76 far away from lamped tank will have to decide whether hitting the small, moving object or the massive tank would be easier/faster.
    - team mates who are lamped may have to decide if they should bail early, as a damaged lamp lasts significantly less time, but if they can “protect” it, they can stay immortal for much longer.
    -new players who often struggle to change their focus to the lamp, or even perhaps don’t know to shoot it, can still contribute, albeit less so.

  • @geucamole
    @geucamole 5 месяцев назад +6

    His rework/re-balance ideas may not be perfect, but he is onto something really good here with the suggestions he is making. We shouldn't automatically be like "oh I disagree, that's a bad idea, etc." but we should instead help improve it by brainstorming around these suggestions. I mean, I think it is great to have CC invulnerability and maybe even reduced damage received with Suzu ability, current levels of heal, removing cleanse and intangibility. This, together with making Ana nade easier to counter and not rely on a hero pick but still very rewarding with great timing, sounds like a win win in all departments. If OW team actually sees this and disses it completely, they might indeed be braindead.

  • @Accuaro
    @Accuaro 5 месяцев назад +4

    The think about Junker Queen is that you have to put yourself out of position when you use your ult, and as you say Flats you have to wait out cleanse. Anti nade is an ult on cool down.

  • @AApyrofreak
    @AApyrofreak 5 месяцев назад +1

    What is fun in the context of Overwatch?
    Flats: Lists 10 different competitive aspects.
    No... A lot of people don't find it fun to figure out 30 different heroes and which of them you should pick to counter another one of said 30 heroes.
    You know what is fun to normal people, who don't play excessive amounts of Overwatch?
    Hooking someone off the map with Roadhog.
    Bursting a tank with Bastion.
    Getting a POTG with Reaper/Junk/Diva ult.
    Unlocking a cool skin/emote.
    Hitting some jump shot with Widow.
    Trapping someone with Junk trap then explode them with mine.
    Setting up Symetra turrets inside a room, and wait for enemies to step inside.
    Putting Symetra turrets on a basketball and push it to the point.

  • @taliafinch734
    @taliafinch734 5 месяцев назад +2

    When they were talking about the main point each role should have I was thinking about 1 generalization for each role. For tank I believe that as a baseline they should have the most impactful ultimates in the game. Although it could be argued that they need to take space and have lots of mitigation, which I totally agree with, I also feel like tanks have too much diverse play to fit that into one major generalization. For damage I feel like they should feel the most damage out of the other heroes (duh). At the moment it feels like some damage heroes are not fitting this quota and I think that needs to get fixed. For supports I feel like they should have the most value out of the roster. NOT BECAUSE THEY NEED TO DO CRAZY HEALING AND DAMAGE, but rather that they should be the characters that a team plays with or around. Right now with the current state of overwatch it feels like supports have the most impactful ults, most damage, and value out of all the other characters and I think this needs a big change. Please let me know if you agree with me or if I’m just crazy.

  • @Mekial
    @Mekial 5 месяцев назад +981

    "Only Flats can turn a 18 minute video into a 43 minute video. Don't get me wrong I'm going to watch all of it, but Jesus Christ Flats CALM DOWN ON THE YAPPING" (People really do fall for easy bait, I mean I'm clearly trolling)😆

    • @TrueYankeeFan
      @TrueYankeeFan 5 месяцев назад +148

      You're watching a video of Flats reacting to another video... him "yapping" is the point.

    • @TJ-bi4zo
      @TJ-bi4zo 5 месяцев назад +55

      If you want to just watch the video, go watch it yourself

    • @CarlosCruz-bu1kd
      @CarlosCruz-bu1kd 5 месяцев назад +33

      Is that not why you clicked the video, because it’s his usual commentary?

    • @AarPlays
      @AarPlays 5 месяцев назад +38

      This is the most tiktok comment, you forgot the skull emoji kid

    • @lonepengueen9187
      @lonepengueen9187 5 месяцев назад +21

      Yall literally start arguments with yourselves lmaooo

  • @rhade3845
    @rhade3845 5 месяцев назад +4

    Easiest change to healing that I think would help, is instead of static numbers for healing, change it to percentage healing of the targets max hp. All supports can heal tanks much more easily. and stopping them from blowing up immediately. while allowing non tanks to not get perma healed and be somewhat unkillable half the time.

  • @darcymatheson8410
    @darcymatheson8410 4 месяца назад

    One thing I'd love to see them experiment with is tying some ability cooldowns to things other than just time. Whether this ends up being a good idea or not is debatable but it'd be interesting to see them try it. The more annoying heroes could have their contraversial abilities tied to taking greater risks and therefore greater reward. For example mercy could build her rez charge by damage boosting heroes more, that way she has to risk their lives more and choose wisely in order to build an ability that is likely to be useful as a result of that playstyle.

  • @Solarjolt
    @Solarjolt 5 месяцев назад

    I think a good change up to test with a hero like Baptiste would be to swap a cooldown with the ultimate ability.
    Naturally, this wouldn’t work with most heroes, but let’s look at Bap real quick:
    Immortality Field is a massive cooldown to burn for a support to have, while Amplification Matrix feels like it lacks as much impact as Immortality Field. Let’s swap them!
    E ability:
    Amplification Matrix - Size gets shrunk from current to original box shaped window, -50% duration, reduce amplification effect 50% > 30%; 25s cooldown
    Q / Ultimate:
    Immortality Field - Radius increased by 3-4 meters, drone health increased to 400 HP, increase drone size / hit box size by 10%; Ultimate cost increased by 20%-25% to make up for the increased output of healing and damage dealt by Baptiste
    A patch like this will fundamentally change how Baptiste is played, but it’s obviously a nerf from his current iteration which can deny kills and ultimate abilities on cooldown, but he’ll maintain the effectiveness of his available abilities. Could be a horrible concept for Amp Matrix, but I’m open to shake ups like this.

  • @MutatedAmerican
    @MutatedAmerican 5 месяцев назад +9

    Much like the "problem with competitive" video, I hope this video gains enough traffic that the devs see this.
    They don't need to completely take the video's idea on reworks and whatnot, but the overall concept and philosophy would be a good takeaway overall

  • @AarPlays
    @AarPlays 5 месяцев назад +7

    I would say ow 1 release before ana was fairly balanced (assuming 2/2/2 and not 3/3 since there wasn't role lock).
    I still firmly believe ana and doom were extremely unhealthy for the game and set into motion cooldowns that were too strong. Talking about ult vs ult, ana could shut down a zen trance in grav with a button push. Kiri didnt exist, which means outside of zarya bubble there was no way to cleanse it (on others. Mei, reaper etc could fade out of grav or ice block because grav didn't lock out skills at this time).
    Doom was a massive contribution to CC on dps. I have an old forum post going over every cc in the game from the original cast to around when doom was added and they DOUBLED the cc in i believe 4 or 5 characters compared to launch.
    There needs to be a conversation about counter play and that nothing should be 100% lock. No 100% damage reduction, no 100% healing prevention, no 100% move reduction etc etc (outside of ults). Right now these are the things players dislike the most (anti, suzu lamp, cc like old mei junk traps old flash etc)

    • @Asynurr
      @Asynurr 5 месяцев назад

      Doom was ass my guy, like dps doom was worse than tank doom, if you could kill him that was on you, 90% movement penalty for 1.5 seconds to charge up a "1 shot" if there is a wall, his abilities were so bugged anyway, ana has always been good, doom is ass, idk why you are yapping about him being unhealthy

    • @khaledm.1476
      @khaledm.1476 5 месяцев назад

      @@Asynurr DPS doom is so bad I have heard countless doom mains crying about bringing him back. Tank doom is so bad he's consistently one of the best dive tanks and had to get nerfed relatively recently.
      Although I'll have to admit I don't know your opinion on doom what do you think about his current state and why I have heard from alot of people that they constantly want old doom

    • @rayette715
      @rayette715 5 месяцев назад

      @@khaledm.1476 people don't like new doom because his kit is just awkward with block and he's only a good dive tank of you hit all of his abilities, combining his ultimate combo with mobilty such as this
      Doom primary fire combo!?!
      Punch, into wall, shoot 2-3 headshots, GTFO and pray you didn't use all your cool downs for nothing because of character like mei, Moira, reaper, etc
      In overwatch one when you hyperoptimized your play style you were able to kill things in seconds as a reward for that, now you have to hit something, pray, and then gtfo because you'll die otherwise since block fucking sucks.
      Plus his ult now requires like 2k damage to get for all of its low impact goodness, it's terrible cast time, and extreme commitment requirements with your very CC-able kit just equates to a very hot or miss play style
      Unless your like Zbra then you can just have fun.

    • @Asynurr
      @Asynurr 5 месяцев назад +1

      ​@khaledm.1476 i played a shit ton of doom in ow1, but that was because he was exciting, you wouldn't do anything except getting slept and cced to death most the game, and then 2 team fights later you could kill 4, widow was a much bigger problem in ow1 than doom was, people just hated doom bc of his cc and (as widow players have said to me before) his "unfair 1 shot" in short dps doom was more fun, tank doom got nerfed recently because there are like 5 doom players on the latter who absolutely mastered him with countless hours, but still gets complained about because of his cc, which fair enough, the cc on tank doom doesn't feel good to dish out, nor does it feel good on the other end. Doom in ow1 had endless counters, anything hitscan or cc hard counted him, which if you saw a doom 1 trick on the other team you would just insta lock cree and win every engagement against him, bc of flash and fan, so yea he was a lot more fun on ow1, that is why people want him back, if dps doom released back into ow2 he would be one of the worst dps, especially with life grip and suzu being a thing. Tank doom was already shit and got nerfed again just bc people hate him. Which getting chain cced into a wall feels like shit, almost like he was never designed to be a tank in the first place and the block ability doesn't work well with his kit imo since he has crazy mobility. If you wanna destroy a tank doom just go hog and hook him off cooldown, you will win every time. Also most doom players just miss 6v6 cuz 5v5 is terrible and a mistake. So yea i have 2500+ hours on doom, but look through things as unbiased as possible, in the last 2 season i have barely touched him because he feels clunky and kinda shit, i have more fun on tracer now, but yea, i understand doom about as much as getquakedon, speaking of which doom has 80+ bugs currently which need to get fixed

    • @AarPlays
      @AarPlays 5 месяцев назад

      ​​​@@Asynurryou... Do realize that even if a character is "bad" they can be unhealthy for the game when they get away with allowing abilities that are unfun - ie one shots, and heavy CC. (Upper cut, slam and punch all had cc).
      Also, no, doom wasn't bad people were just bad at him. Good doom players would run wild without someone on the other team running cc (hog, ana, cass/Mcree etc). This is a prime example of "hard counter" and "required picks" that he *helped* introduce into the game.
      Which no one liked. I loved doom, I also got my butt handed to me many times for mis-timing engagements, not tracking cool downs etc. i would have other games like hanamura defense hiding in the slam spot to charge to 120 damage and nuke half the team.
      If you liked dooms assassin in and out it makes sense you like tracer, you can also try a similar play style with echo, but it's not the primary way she plays.
      DPS doom right now would be worse than before because when DPS doom was released the only cc in support was ana, but right now cleanse, grip, lamp etc would all deny his one shot but having a one shot would still be unfun to die to. (Not saying he crutches on his 1 shot, because 90% of the time it was used to get out and it was slam shot uppercut shoot leave with punch)

  • @ceroluthor
    @ceroluthor 5 месяцев назад

    the thing with Bap if his drone did reduced damage/increased healing buffs it would absolutely fit with his kit. His window does increased damage/increased healing for stuff going through it. Keep the drone killable, maybe increase the radius a smidge.
    Either that or swap his ult and immortality field but make his window only usable for himself and have it move with him and stay on screen wherever he's facing. Then you can get a proper immortality field, with a wider range, unkillable drone but only have a duration of 2-3 seconds. It'll bring back the ult v. ult gameplay and be treated like a short duration stationary zen ult but makes everyone unkillable for that duration.

  • @iamzypher3981
    @iamzypher3981 5 месяцев назад

    Bro I love Your Best Friend Jippy! He’s been one of my favorite music artists since about middle school! Love seeing a much smaller and more niche artist like him get more widespread exposure

  • @oisinlambert3680
    @oisinlambert3680 5 месяцев назад +3

    Not too serious a thought but what if baps lamp emitted 3 pulses (with gaps) that gave temp invincibility

    • @Alex_Aramayo
      @Alex_Aramayo 5 месяцев назад

      As a Bap main I would be ok w that

    • @maxmoch6044
      @maxmoch6044 5 месяцев назад

      to inconsitant.

  • @TheRealHypervizor
    @TheRealHypervizor 5 месяцев назад +5

    I think a lot of OW players just need a perspective shift. Here's an example: Moira's utility does exist. It's that she provides follow-up damage/elims and can easily be useful/provide value for any comp. I think a lot of people forget that providing value in a match, is a key factor to everyone having a good experience in game. I'd rather see a Moira skill orb doing it's thing, than an Ana or Bap have horrible CD timing.

  • @davantemadden8186
    @davantemadden8186 5 месяцев назад +2

    “ITS 18 MINS LONG”
    Proceeds to double the length

  • @Malidictus
    @Malidictus 5 месяцев назад +1

    About the Moira thing - people keep wanting to do the same thing about Mercy. "Oh, she's too boring. Oh, she has low impact. Oh, she doesn't have as many buttons to push." The people who like Mercy like how she plays. Not every character has to be a super-high-skill-floor monster.

  • @insomnie148
    @insomnie148 5 месяцев назад +6

    honestely, 6v6 was more fun etc even though it was harder to balance. Now it often feels like (as a tank) you'll die before you can do anything. (Died multiple times trying to get to highground with winston jump and before I could land my bubble and my hp was completely gone. Anyways, 2 tanks lessen the suffferage of cc for tanks and certain heroes dont pose such a hugh problem like in 5v5)

    • @neighborhoodk3477
      @neighborhoodk3477 5 месяцев назад

      Tanks rely on their teams now more than ever. Even though they have arguably the most importance, they hold the least impact on a match. Ow1 that might be your fault but in 2 if the team isn't making your job possible you can't make their jobs easy, if that makes sense. Playing tank is rarely fun when the team has an Ow1 mindset and blame things on the tank when their is nothing that can be done on the tank end.

    • @insomnie148
      @insomnie148 5 месяцев назад

      @@neighborhoodk3477 the problem I see, removing one tank slot basically makes 1 tank recieve double the cc since the cc isnt spread to the other tank. If the enemies go Orisa, Mei, Sombra and Ana what ever you do as a tank, you will not live very long or at least wont have fun

    • @neighborhoodk3477
      @neighborhoodk3477 5 месяцев назад

      @@insomnie148 it’s the entire teams job to bait cc and point out people with no utility. Ana should not be a problem for a doomfist but if I have to track the entire teams cooldowns, take space, harass, peel, keep myself alive, and my team alive with no coordination from my team it’s significantly harder to win. One tank isn’t so bad it’s the selfishness of teams, there has to be a synergy

    • @insomnie148
      @insomnie148 5 месяцев назад

      @@neighborhoodk3477i'm just saying that some of the synergy between heroes have been lost

  • @Windbend3r
    @Windbend3r 5 месяцев назад +9

    FIX TANK COUNTER SWAPPING. I want to play a competitive FPS not rock, paper, scissors. You have a hero shooter where people cannot play as their favorite hero because they will get destroyed by counters or get flamed by team for not switching.

    • @wholethiminhere3490
      @wholethiminhere3490 5 месяцев назад +2

      Just gotta be better. As a doom main this is the life cycle

    • @Windbend3r
      @Windbend3r 5 месяцев назад

      Just give everyone 1 swap per round. It really doesn’t feel good being able to play whoever whenever people should be incentivized to do better with the hero they spawned with and not rely on swapping to get an easier matchup it’s just cheap and unfun. I agree GET GOOD so stop swapping to make it easier

    • @Bakablicky
      @Bakablicky 5 месяцев назад

      @@Windbend3rwhy are you preaching to people about your yearly wages my good friend I think you should be in the lab working on your switches

  • @collinharper6187
    @collinharper6187 2 месяца назад

    what if for Bap lamp, damage done to an enemy while they are at the immortality threshhold is done to the lamp. That way being sprayed at isnt nullified, but it still helps against high single hit damage effects

  • @gysmothediamond2046
    @gysmothediamond2046 5 месяцев назад

    Something for bap: it's a damage reduction field, but the closer the target is to death the more aggressive the reduction is. This would mean that oneshot things would need some calculations, however.

  • @TheGreatOne-gw7xh
    @TheGreatOne-gw7xh 5 месяцев назад +3

    Bring back 6v6, anyone who disagrees is WRONG!!! Period.

  • @ashtonarrington698
    @ashtonarrington698 5 месяцев назад +1

    Like a pylon on his shoulder. It compliments his jumping playsyle

  • @TheScottishMutt
    @TheScottishMutt 7 дней назад

    I will never forget the enfeeble orb, mostly because of Ml7's live demo of it: he hit a Junkrat with it, stepped into the junk's trap, took direct hits from his launcher and at least one mine - and not only lived, but killed the junk. "Now, as you can see: this is kind of strong. I literally tanked a *Junkrat*."

  • @philfedorowick
    @philfedorowick 2 месяца назад +2

    "Immortality is unbalanceable"
    Ubercharge: exists
    Maybe flats just means in THIS game

  • @pikazilla6405
    @pikazilla6405 14 дней назад +1

    I think a good philosophy to keep in mind is to seperate the terms "competitive" and "balanced". It's very possible for a very unbalanced metagame to still be competitive. Goats was overwhelmingly over centralized and unbalanced but was very competitive, being good at goats required an enormous amount of coordination and gave players tons of opportunities for skill expression, while a metagame where mauga is dominant is extremely uncompetitive. Mauga has little to no room to "out play" the enemy and there's little room for strategy or opportunities for the execution of said strategy to be successful or fail. I strongly hope that metas remain competitive rather than a failed attempt to balance everything to be all perfectly as strong.

  • @xxpyqxxk2454
    @xxpyqxxk2454 5 месяцев назад +1

    My fav background music frfr. I whatch this man while in que or while playing Genshin or while doing anything really keep it up ma boi much love ❤

  • @nickelsremy9286
    @nickelsremy9286 5 месяцев назад +1

    idea for the imortalety field. how about transforming it into a prjectile counter just like dva's defence matrix only in an area. so some heros would be useless but some would counter it. and not lamp counter everything

  • @ThaddeusBloodRaven
    @ThaddeusBloodRaven 5 месяцев назад

    I love that your editor has such a strong affinity for the mvc2 soundtrack

  • @ebhaenger8246
    @ebhaenger8246 5 месяцев назад

    Bab's identity? ez, clear as day. Soldier77+
    Imagine, lamp would be like flats implied but if you throw it, it gets tethered on the target you threw it on.
    Movement of that lamp is then like an hockey puck in ice so you can fling/lasso it around you to make it a little more fun.
    i can think of some starts already.
    - like Cree rolling towards the tank, that puck flings forward him saving the tank, while Cree can play some cover. (Hanzo/Genji dash could do the same) ultra rare case tho.
    - Mercy gets to walk the lamp and GA's in to the tank, to get a "save" revive on a squishy next to him.
    - Widow get's 1 free peek with or without grapple
    - Mei braking that tether with ice block so it can attach to the next one after sliding the direction she moved. (maybe a breakable connection on melee and/or crouch for everyone?)
    - Brig would also work very well with her shield bash
    ngl, the longer i think about it, more i think it could be fun.
    ... but not on Pharah. eff that, maybe by breaking connection if following for to long in the air or so?

  • @ketto2034
    @ketto2034 5 месяцев назад

    For the healing absorb maybe do it like Injustice where your hp when it's low is grey usually to show you can be healed and when you have healing absorb your grey hp that represent your missing hp Is purple

  • @WAHegle91
    @WAHegle91 5 месяцев назад

    I think Ana’s biotic grenade should highlight a portion of the health bar and either deal that set amount of damage or healing on the next hit. If Ana throws a grenade at a friendly target, the next bit of healing the ally recieves will heal the full amount that the grenade enables. For instance, if the grenade highlights 100hp of an ally’s health bar and a zen orb or Lucio healing field touches them, 100hp is instantly healed. On the flip side, if an enemy health bar is highlighted for 100hp, the next hit deals 100hp of damage, regardless of how much damage the attack would normally do (if the attack does more damage by default, the attack’s full damage is applied and the grenade’s effect is ignored). To limit how strong this could be, the amount of damage or healing enabled is divided among allies and enemies. For example, if you hit all 10 players with one grenade, each player sees only 1/10th of the total effects.
    That’s my idea of how to balance Ana’s biotic grenade.

    • @diabloscripts
      @diabloscripts 3 месяца назад

      Too strong, I'd rather just have reduced healing and reduced damage for immo field.

  • @nepi7847
    @nepi7847 Месяц назад

    with his idea anti would be like a reverse zarya bubble where you can wait it out or bust through it but with ally healing in this case instead of enemy damage

  • @championx9
    @championx9 5 месяцев назад +1

    They could do what they did with mercy. They took a really strong ult and made a weaker version as part of the kit. If immortality is gonna be strong no matter what they should make the immortality field an ult and amplification matrix a cooldown, make it weaker. Maybe give him multiple frisbees, or a bigger immortality field. Or maybe give him 3 frisbees and if they are next to eachother they combine to make a bigger immortality field.

  • @clashingimages
    @clashingimages 5 месяцев назад

    Lamp is easy to change. Make it give the hero under it overshield based on their max hp. They can now still die but it also keeps its saving potential.

  • @thejuggernaut81
    @thejuggernaut81 5 месяцев назад

    Great analysis Subbed. Love the choice of Marvel vs. Capcom 2 Music at the end. So Flats; how's your feeling about fighting games as it relates to Overmatch. As a long time FGC guy Overmatch feels like a gateway drug into shooters from fighters. We have the same power creep struggles too, so hearing the balancing debates familiar territory.

  • @owen5964
    @owen5964 5 месяцев назад

    Not the background gameplay Soldier "Puppy" looking back to his Lifeweaver "Kitty" 3:20

  • @wolf-dragon76983
    @wolf-dragon76983 3 месяца назад

    This felt like a lot of information to take in

  • @lordtarenlordofwisdom5315
    @lordtarenlordofwisdom5315 5 месяцев назад

    What if we moved the Ana biotic grenade effect to the primary fire after 3 consecutive hits. Then reduce the damage output she deals to say 30 per shot, and the biotic effect lasts the normal time the grenade last. Then rework the grenade to be an enchanted/hex grenade sorta. where when tossed to a friendly they gain the normal effect of healing received, but an added bonus of toughness, making the team, or teammate if grouped up, gain damage reduction 35% for 1.5 seconds. When tossed to an enemy, it adds a hex of damage output -25% for 4 seconds, but can be extended up to -60% damage output if pumped with primary fire. I feel that this would add a new uniqueness to the game while keeping the lore of Ana intact.

  • @omarw007
    @omarw007 4 месяца назад

    I remember bavk when Ana came out and her nade did not just stop healing but if you heal your anti teammates they actually get damaged. Used to anti transcends all the time but that got changed real quick

  • @edgymoji8260
    @edgymoji8260 5 месяцев назад

    I think one way to change Ana’s anti would be to make it so that it hugely reduced healing temporarily then gradually lessens till the effect is gone. So after being naded, you start with 100% healing (received) reduction which would tick down to 0% over the coarse of maybe 5 seconds or so. So you technically you still can’t be healed but only for the first second (it’d go down by 20% each second)

  • @El_Jecho
    @El_Jecho 5 месяцев назад

    How about switching Bap's lamp with matrix? That is making Lamp the ultimate and matrix an ability.
    Matrix could be changed to amplify damage at a lower value since it's no longer an ultimate, and lamp could be tunned up to have more HP.

  • @treetovar1052
    @treetovar1052 5 месяцев назад

    1:06 ones of the best quotes I’ve ever heard, and bro was talking about Overwatch

  • @brennanhearn6342
    @brennanhearn6342 3 месяца назад

    How do you balance imortality? Well in the case of Bap Lamp, shoot the lamp first. Same goes for Torb Turret, for example.

  • @Cachorro619
    @Cachorro619 3 месяца назад

    as a genji and doomfist player, i agree with most of these points, especially the one where i feel like i couldn't change an outcome of a fight (like i feel cheesed for specific characters killing me)

  • @Vexilis
    @Vexilis 5 месяцев назад +1

    Bap Lamp should be changed to give 60 overhealth per second with lamp health at 50. Last for 3 seconds, and overhealth dissappears as soon as it breaks. Change cooldown to 12 seconds as it would still be a very powerful CD to save squishies but not as powerful as just chucking the lamp behind a corner and the enemy team is alive after pumping both tank and dps ults into the enemy team feels horrible to go against (Nanoblade Grav for example).

    • @maxmoch6044
      @maxmoch6044 5 месяцев назад

      no. terrible idea. That wouldnt be outplayable and more like a mini tree of life or brig ult every 12 seconds. btw Ball slam is also in the 12-14s cd range and only does 100dmg when fully hit. so giving the lamp 180 Overhealth over 3s sound extremly OP.

  • @yourfriendlyneighborhoodjinx
    @yourfriendlyneighborhoodjinx 5 месяцев назад

    While I mostly agree how they define roles, at least at the casual average joe level I'd define it a bit differently:
    DPS makes opportunities, tanks create space, and supports win the fight. To elaborate, DPS at their core kill enemies. If I'm not getting kills either the enemy is currently hiding from me or I'm not currently doing what I should be doing. If I killed the enemy or they're hiding I've created pressure or an opportunity for the tank to take space. DPS can free up space but they normally can't take and hold it alone (aside from certain ones). The tank takes and holds space or deny the enemy space. Obvious ones like rein, sig, horse all move and hold space, while some like ball, doom, Winton all make the enemy go other places or manually place them there. They prevent the enemy from spreading out or provide that threat. And finally, supports win fights. That's the easiest way to describe it, but they either keep everyone healed up, allow aggression, or get people out of bad situations. A team fighting with no supports (even when they weren't so strong) is death, but with supports and either tank or DPS might be winnable still. Their job is literally to watch the fight and do whatever helps most, even if that means being a DPS support.
    Definitely something some people will disagree with, and it's also extremely vague and broad, but that's because I think each role needs to be able to bleed into other roles, particularly at lower levels where skill is very inconsistent. If I'm not squaded up and even though I'm gold DPS, I'm in support Q to climb it out of bronze I should have options for when a DPS is just unable to do anything, either so I can hold their hand and double team, or just give up on them. Same deal different role, if I'm bronze DPS and gold tank, I should be able to hold ground through shear lethality and knowledge. It gives the singular player an option to be flexible and takes out some of that "it's my team not me" complaining we all hear. If a tank is squishier but also more dangerous than the DPS that's fine (and is called doom fist) when done properly. A DPS that doesn't need to rely on supports? Sombra, soldier, reaper. And a support who can essentially screw off to Narnia and still be helping the team? #LucioMafia.

  • @DarukaEon
    @DarukaEon 5 месяцев назад

    I like having role queue because I'd always be that shmuck that would swap to a support and get flamed at for not healing all 5 members of the team. But on the other hand, because of it, it made me good at support due to how often I would choose the role. The thing I'm running into now is hitting flex, queuing up, and constantly getting thrown into tank, which is why now I'm getting better at tank and my weakest role is DPS. What I'm interested in is how they'll "fix" the queue times for DPS so that I can get thrown into that more frequently while at the same time giving me the same chance to get thrown into the other roles. That's my only problem with role queue at the moment.

  • @hexianix8434
    @hexianix8434 13 дней назад

    I know I'm 5 months late into this, but i think i know how i could "fix" Baptiste and sort of rework him a bit:
    • Remove Amplification Matrix Ultimate
    • Remove Immortality Field from being a CD ability, and make it his new Ultimate ability. Instead of it giving immortality, it would work like Orisa's old ultimate ability, giving both a bit of an increase in damage dealt and reduction. A much weaker "All-Team Nano Boost" basically. Hopefully a better impact and game changer than Amplification Matrix. The health on the Drone(or Lamp) is increased slightly and can still be destroyed or hacked.
    • Change Immortality Field's ability to a Sonar ability, an area of effect scanning ability that follows Baptiste, revealing enemies in a 15-20 meter radius for a very short amount of time, a good opportunity to reveal flankers like tracer or sombra, without relying on Widowmaker or Hanzo.
    • The rest of the abilities can stay as is, since there is no reason to consider changing them.

  • @NatepolianOW
    @NatepolianOW Месяц назад +1

    my doom ultimate idea is that since they want him to be like a fighting game character, give him a counterattack style move. basically the same as a block, but instead of the stun, make it return damage just like dps doomfist for a split second

    • @kctheshadowman9651
      @kctheshadowman9651 Месяц назад

      It would be really cool if they added that to his block, like it added as much damage as you talk to your punch. it would definitely make him be able to do a lot more damage and he would finally feel intimidating

  • @jeverydk
    @jeverydk 4 месяца назад +1

    I've supported the Ana rework with giving halfing the duration of her abilities, but giving her two of them. Double sleep dart will then extend the first darts duration (not override). Oh and nade would only suppress 80-90% healing. Still want the nade to be powerful and feared, but the current 100% is just desert area.
    This would make her tactical use much higher, increase the chance of Ana's in my games hits a sleep dart at least once in my games and stops her from being a complete dry inserted purple buttplug.

  • @Malidictus
    @Malidictus 5 месяцев назад

    Something to note about Ana's "Anti Heal" grenade is that it's not just anti-heal. It also heals and boosts friendly healing. However, the anti-heal component is SO powerful that it's almost not worth using it as an actual Heal Grenade - which is what it was originally envisioned as. As such, his core idea is solid. Nerf the anti-heal capability, reduce the cooldown and you give Ana an extra use for her existing tools - an extra use which was always there but not worth using.
    I'll give you an example. Brig's Shield Bash used to be a pure stun ability. Damage + Stun and not much movement. Blizzard gradually reduced, then outright removed the stun, but added significant movement to it. Now it's a decent attack and ALSO a decent movement tool. It makes the character a bit more versatile, at the cost of reducing a frankly way too powerful ability.

  • @_Plyth
    @_Plyth 5 месяцев назад

    My Immortality Field idea is make it act more as a shield gate. Player's still can't fall below 25% however any damage dealt to players that would reduce them below that 25% is dealt to the lamp instead (maybe add a visual between the player and lamp to show this). Damage dealt to the lamp this way would be reduced, to incentivize shooting the lamp directly. Finally, any overkill damage would be absorbed by the breaking lamp. A lamp at 1 hp would still eat a D.Va bomb's damage and leave a team at 25% hp like it does now.

  • @supernovagaming3438
    @supernovagaming3438 Месяц назад

    The marvel vs capcom 2 clock tower theme took me back to a happier time 😂

  • @chrislinda3623
    @chrislinda3623 5 месяцев назад

    Ive always thought that the "simplest" way to start balance overwatch is to make the game similar to play at a bronze level and a masters level by changing the size of attacks "projectiles" as you rank up. Plat and above being "normal sized" Bronze being 2.0 sized silver 1.6 gold 1.3 not 100% on the numbers but you get the idea also maybe not the same for all heros reaper vs widow would be an example of two heros that attack area might need to not be the same percentage adjustment. This would if done right would hopefully bring balance discussions to similar conclusions at all ranks unlike now for example sojourn ulti is useless at bronze because they are not hitting shots so it needs to get buffed but at high level play with damage boost its a "press Q to win". It would need to be clearly communicated as you rank up with even the chance to pick a higher skill size shot so you can break the being yoyoed between 2 ranks. The problem I foresee is smurfing but that happens anyway with similar effects to after the change so I dont see that being too significant also with the ability to "curse" smurf accounts to not get the aim advantage if they repeatedly throw games to drop ranks.

  • @Hunangsir
    @Hunangsir 5 месяцев назад

    I think that giving Ana healing delay will make it better. You'd still have a window to get an elim, and if you are purple, your teammates can heal you but given heals only comes after nade effect is gone

  • @abdieldavila8479
    @abdieldavila8479 5 месяцев назад +1

    I think the lamp idea is great, his ultimate is all about amplification, why can’t his lamp be the same, you would have to make it a very good ability to soften the blow of losing the immortality, but it’s something to think about

  • @JABofLEGENDS
    @JABofLEGENDS 5 месяцев назад

    The problem with how Early OW Supports worked, is that it felt so bad to play generally, that no-one wanted to play them. I feel like people tend to forget the smaller things from those days. People are forgetting D.Va's line of Pressing Q WAS A THING, how Ultimates literally won games alone. How people walked into fights KNOWING it was going to be a lose because enemy team has two Ults, GG, game over. It was especially bad for Supports because not only were we targetted first, but remember that there wasn't really burst healing in the game. Zen, Mercy, Lucio, Symmettra even was Support with her Shield Generator. Pulling back so your supports could heal you was BECAUSE IT TOOK THAT LONG. This is why everyone's so up in arm about Supports having any power, because everyone wants the big moments, but also wants someone who heal them, but knew the role was so unimpactful so didn't want to play it themselves. People forget that people would often pick Soldier if harassed to play a Support.

  • @yournerdking218
    @yournerdking218 Месяц назад

    Dog I remember those no support days
    I like support I play it a lot but every time I wanted to play like sim or Sombra my whole team refused to swap
    Also for the drone I think part of the identity is to save people from ults so they could give it a larger DMG reduction vs ults than regular fighting

  • @hirschftw8337
    @hirschftw8337 5 месяцев назад

    I think that maybe ana’s nade should be more of a heal reduction than a complete heal denial (Around like 75% less healing). This would basically be what this guy said but less complicated with the extra bars

  • @fastest1321
    @fastest1321 5 месяцев назад

    Bap lamp. Make the field larger, cleanse on deployment, 70hp/s healing, damage reduction to those inside such that full 200hp will survive pulse, and be an unbreakable shield. Make the lamp larger so it’s more of a save team mates through healing and blocking most damage but it’s not invulnerability. It’s still a lamp and healing station but it’s breakable and opponents can pass through it still using ults etc… That’s actually exactly what it should be, I just thought of this and it’s perfect. It’s just a bigger better soldier healing station that can be broken, and it plays well with his shift since you want everyone grouped up. You’ll have to play with the numbers but yea just instead of invuln make it do other things

  • @truemercenary5277
    @truemercenary5277 5 месяцев назад

    I actually like the idea of changing lamp to a Lifeline drone that follows either you or other players

  • @stevenhuezo
    @stevenhuezo 4 месяца назад

    Switch bap’s ult to an ability and immortality field into the ult.
    Make the window smaller so the whole team can’t use the window, it only stays up for a few seconds, you can use it selfishly or put up a window for a teammate, and reduce the damage multiplier.
    Then rework immortality field for ult. Increase the drone health and duration

  • @leftoverpizzza3337
    @leftoverpizzza3337 5 месяцев назад

    Change anti to do a -50% heal reduction on tanks but for dps and support it keeps its full anti effect

  • @Cthulhu357
    @Cthulhu357 22 дня назад

    Making baps ult his lamp i think would be a really nice change.. he keeps his identity.. still gets big impact from immortality.. he can have a really fast ult build up (still longer than his actual cooldown) and then can added another ability to make his interactions fun.. just an idea would still make immortality very strong

  • @harrywilliams2850
    @harrywilliams2850 5 месяцев назад

    Lamp could just be to prevent burst damage kills. Make it cap incoming dmg to 35% of your health or something (idk the numbers) so 3 big shots could still kill but you wont get oneshot. So it gives you time to react but if youre low on health anyway youre still in danger. Doesnt save you from lots of small damage at all but counters those pesky oneshot mechanics slightly more than current

  • @harrison7716
    @harrison7716 5 месяцев назад

    What if lamp flashed so to say, where it blinked on and off granting immunity while on? It could last a little longer and you could still kill people through it

  • @Dogeek
    @Dogeek 2 месяца назад

    I'd like Baptiste's lamp to be reworked so that it redirects damage from players in range to the lamp itself, increasing the lamp health (to 600 hp for instance). That way it still acts as an invulnerability, but allows more counterplay by targetting the protected tank with a larger hitbox instead of the tiny lamp, or landing criticals to destroy the lamp faster. Still allows bap to tempo it out to gain a second or so in a grav, or peak a widow. Not as strong as today where the strat is to just lamp around a corner and get your tank invulnerable for 4-5 seconds, or burst heal up to 200HP.

  • @ckillgore
    @ckillgore 5 месяцев назад

    To not make a suggestion but rather point out a problem, I totally got one.
    In OW1 it felt like your tank was usually your front line, your DPS played mid, and your supports were in the back. Not always, but it was a good rule of thumb. Some comps would play more grouped up, like rush. Some comps like dive would push your front line past the enemy front line. It was a little bit like football where you would have an imaginary line of scrimmage. Your main tank usually held the front line while your off-tank could deny flanks or create stagger on the enemy team.
    Here's the problem. With only one tank in OW2 a bad tank leaves the entire team feeling way too vulnerable. If they are timid, try to off tank like you would in OW1, or dive at the wrong time, your team is completely exposed.
    This creates a snowball effect that ends up with a team getting totally steamrolled and tank diff filling the match chat. It feels bad.
    I have ideas for how to fix this, but if the devs just want the problems laid out, that's one

    • @Hthe
      @Hthe 5 месяцев назад

      Well there is no one fix, there wasn't nearly enough changes needed to go from 6v6 to 5v5, A lot of heroes need many changes and if we knew exactly what to change it would still take many seasons