I honestly think the gameplay trailers just do a good job at making them LOOK broken or OP. I remember people saying the same things about kiriko’s ult and her protection suzu when her trailer came out. He just seems like yet another hero with a high skill ceiling.
@@hecc7906 her ult is good if your team is coordinated. Her suzu is also good but with a decent size cd and you need good judgment of when to use it. Not saying her kit is bad, her kit is amazing. Just saying she’s not an easy hero
It's mostly only for letting him to get close and switch to nemesis form. It's made to be niche for enemy to try to break it but to just reposition or wait it out
I think the issue is people viewing it directly as AA. In reality it's more of a simple snare that limits mobility beyond just a regular slow. Place it on a Winston who went a little deep in your backline, and suddenly he can't leap back out again. Throw it on a Dva trying to fly back to high ground and you might suck her down before she can escape - same with Doomfist etc. To me it seems much more like a tool against enemies who hard commit deep in your territory with reliance on their mobility to get them out again if shit gets rough. So pull them down and keep them in their overextended position, and then go in with your punches to punish them while they're stuck - even if they throw personal barriers you'll punch straight through. Again Winston is the classic example here. To me Ramattra seems exceedingly anti-Winston in a lot of his kit (relative to the avg common Winston playstyles).
@@Real_MisterSir That’s how it will be used, but the trailer and description lead us to believe it was inherently designed for sucking people out of the sky, and it doesn’t really do that.
@@Real_MisterSir yeah and that to me is a issue. Winston imo should be a viable tank and not get insta killed the moment ramattra enters the playing field. We already have dva and reaper completely screwing him over. Whenever Winston is a decent pick then imo the game always feels way more fluid and enjoyable oh whatever role I play tbh. Also there is a very limited number of options you have as a tank to play anti air stuff other then diving the sole support that stays on the ground and gets peeled for. In lower elo' s phara echo+ mercy is just very unfun to play against as tank because you have the feeling you can't do anything of use.
@@SilkyLew At risk of being whooshed and assuming you're genuinely asking, that's exactly why lol. The "boss when you unlock it" meme is like the character is normally a total badass, but when they become playable they turn into a baby with average damage capabilities at best
@@samschanbacher I don't think he needed to be there... You have to have a video to upload before RUclips lets you name it. Its really not that complicated to figure out my guy
@@shooflies You can upload pre-made custom thumbnails off your device my dude. Therefore you could easily make a thumbnail before a video. Regardless, it really aint that serious 😂this is literally lighthearted sarcasm dawg. People on RUclips so quick to argue lmao
It's actually mind blowing that his AoE pull down ability thingy doesn't have infinite vertical range. Honestly, I think that it should just silence the ability to use any movement ability at all while standing in it. Then he would be good.
I thought the whole point of the ability was to shut down highly mobile characters. Instead it gets completely hard countered by those exact heroes/abilities
Huh, that's a lot less crazy than I thought it would be. Very short durations. Also, he needs a Kiriko on his team. Like, imagine popping your ult and getting sleep darted. Everyone runs off (at least if there's enough coordination and communication to not hit the slept target) and the ult just runs out because it only lasts 3 seconds base.
@@sophrosynes6392 To be fair, a balanced, but difficult character will look like trash initially. It's the characters that are immediately strong looking that are an issue.
@@sophrosynes6392 No, not really. I was saying under that video that he didn't seem as op as everyone was saying. I specifically pointed out that the shield had a super short duration, and that the E and Q both had low damage. All flats saw was "IT DOES DAMAGE??" and he shut off his brain and said it's op.
Yeah it'd be more optimal unless you wipe the tank to just not ulty. At low ranks he'll still perform well but that says more about the people in those ranks than anything. All you have to do is take someone like Winston or rein to break Los.
They should honestly just make a tank that has a passive where they take half damage when shot through enemy shields. It would allow them to break past the choke and create separation easier.
This character feels like he was balanced around the idea of 6v6, especially the adaptability of shifting from poking to brawl in order to help pile on the pressure during a fight since he seemingly fails to do so by himself.
@@MeanAndPristine Junker Queen, the way she is right now, would actually make for a pretty well rounded off tank. She simply doesn’t have the HP, nor the self sustain, nor the utility to take all the main tank pressure by herself.
No, only the marks and idiots were worried about skin prices. We don't buy skins anyway because we don't give blizzard money for half assed, money grabbing manipulation tactics or overpriced micro transactions. If the skins are more than .50-$1, they're overpriced.
I feel like the block should increase the duration of nemesis form based on damage absorbed. This would make your armor & health a resource which would make it feel more tempo based. Also could have same affect with ult making it last longer from afar if the enemies are shooting him, this also solves the shield problem a little.
I thought the whole point of Ramattra was that he could play in both forms as he saw fit, effectively giving you two major kits to choose from to respond to the moment. The actual version looks pretty underwhelming.
Easier to nerf downwards than buff upwards correctly for nearly every competitive game. It's simple to see what makes a character strong rather than what makes one weak.
I agree. I'd rather him suck than be insanely busted on release. 1 Hero dominating the game (like you said, sojourn) makes it very frustrating and boring for players.
I don't exactly get the issue with Ramattra's punches being unblockable. They're basically a Rein swing with a forward hitbox instead of a horizontal hitbox, since Rein's swings can't be blocked by shields or Defense Matrix and can hit multiple enemies. Overall Ram seems like he'll be a pubstomper that has trouble in higher elos, like an opposite of Sojourn.
What if that was it the entire time? What if they just made Ramattra a pub stomper so they don't have to fix Sojourn? Then they can use the excuse "Oh well he only does good in the lower ELOs, so he doesn't need fixing."
@@axolotl1777 And Ram's punches aren't exactly that long a range either. 10-12 meters isn't that far, as Sigma, Orisa, Roadhog, Zarya, Junker Queen, even DVa and Doom or Winton to an extent can out damage you by just existing outside of your damage range and pelting you with poke damage. Rein's strength (and weakness) comes from having to be right in your face. Its a double edged sword because the time it takes for him to get up in your face could've spent better diving or poking as another tank.
Like JQ once she hit live, it feels like Ramattra is also just barely missing the mark in terms of having potent impact. It feels like they both need armor/shields baseline just to survive long enough to get in and -do- something. Really hope the numbers get a second glance
I played JQ in beta and she was absolutely on par with meta. They butchered her shout, her most powerful ability, then released Kiriko who directly counters JQ ult. Live JQ is a product of nerfs and unfavorable meta. Give her a few buffs like increased passive heal, more base health, or lower shout CD and she could end up better than Roadhog again.
I feel like Nemesis form would be a lot better if they would add melee damage to the punches that actually connect the fist and not just the energy blast, that way you do extra damage to the ones close enough to actually hit with your fist.
I was kind of hoping Ramattra would save Rein players who love the close range brawl playstyle but are tired of getting shit on by anything with poke, but it looks like that's not so much the case. He looks like a lot of fun though! I'm sure I'll have to wade through 10 minute queues at first but he seems worth it.
It sucks that all the new tanks seem to be getting the same treatment. It's like Blizzard doesn't understand the word brawler because these " brawlers " are all squishy as hell. Just make a Tank that can at least take a hit.
They should change 3 things 1. Buff vortex so that people can’t dash out of it and increase height 2. Increase the attack distance in nemesis form by at least 3m 3. Increase the time ramattra’s shield can stand
@@olofacosta3192 Or just pause the timer when blocking and see how that goes with the other buffs. Then the block wouldn't be such a debuff. If its still not enough, maybe blocking would actually refill the timer slowly.
it would be sick if the E canceled movement abilities. Would be a cool concept for an ability that does no damage but could be a super deadly engagement tool.
I think at least one of these buffs would be needed: - bigger vertical hitbox so you can actually suck in flying heroes - should last longer - cancel movement abilities Ofcourse not all of them but I think adding only one of these buffs would make it somewhat usuable. Its not the best ability at the moment.
I feel like Ramattra was really powerful behind the scenes but they saw how people were reacting to Sojourn being a powerful new hero and nerfed everything. It just feels like all of his abilities should be that little bit stronger. The only other change I would make outside of straight number buffs would be to have a lingering effect to the CC vortex to stop mobile characters (the thing it was meant to counter) being able to use their burst mobility to instantly negate it. In this form it hurts non-mobile characters WAY more.
i think its fine. numbers aside which needs a little oomph, if you gave it something too powerful, then we will be back at OW1 all over again, in which disables are found in normal skill. sure it starts slow with only ramattra having it, but it could begin a downward spiral towards mass cc again being prevalent and made a necessity for future release of heroes. they went out of their way to remove brig cree and mei's cc afterall.
@@rhesapratama4194 I don't think we have to worry about 'mass CC' when it's only relegated to one hero on each team (tanks). The problem is non-Tank characters still have a lot of CC.
@@rhesapratama4194 yes they removed the CC from those heroes because they’re not tanks. They want the CC to be almost exclusively on tanks. Which is a very good thing.
@@rhesapratama4194 Literally that tank looks horrible to play, looks like your abilities have absolutely no affect on the enemy team. What harm is a small damage aoe that stops people abusing their high amounts of movement? I mean its a lob, so youll have to use it close up anyway. There are still CC in the game, they just removed ones that werent fun to play against, like for example rein pin is CC and yet no one hates it...other than maybe the rein player trying to pin. Hog has hook still, orisa has her spin and spear, junker has her knife, junk rat has his trap. People dont hate CC, they hated when a character can run at you, continuously slowing you until youre frozen and then die, or when a dps who relies on CC and aim to kill you, which he can in 2 shots, can flashbang in an aoe around walls, they were horrible to play against and tanks are the ones that need CC, not DPS, and supports can have it for some utility, but only went not paired with other insane abilities, cough cough ana nade/sleep dart. So what you said was just wrong, just because they said they wanted less CC doesnt mean they specifically removed those 3 because of it.
Yeah like Wei said, at that point you'd just play rein in that case. But we're already seeing how badly Rein is being outshined by zarya, winston, hog, etc. Literally 0 reason to pick this tank if Lucio + Kiriko are meta.
Honestly don't know what they're gonna do about Kiriko. Quite literally every hero benefits greatly from her ult. It's like everyone on your team, including you, have nano boost that lasts way longer, so why wouldn't you pick her? Her cleanse is also kinda crazy, but I think it'll be more balanced out if they can figure out what to do about that ult of hers. If it remains the same the entire games life, I can guarantee we will never see a meta without her
... away from objective, while the other 8 players try to play the game. The Ramattra that manages to convince their kiriko to come and help him loses the match.
So true as a silver 5 that shit gonna be annoying as 2 ramatras stare at each-other basically its gonna be 2 tiktok moiras fighting each-other with support healing
They may as well have not released him bc he's gonna be like Junkerqueen. He won't like ever get played, and if he does get played, the team running him loses
@@quezmiz736 she's really fun and I did pretty well with her at first, but most of the other tanks are just better for that role. She's like another dps
Год назад+457
Seems like he'll be really good in lower elos. I just wish I didn't have to see Hog in 4 out of 5 games.
Hog is annoying af. But me and my buddy play Doom and Kiriko and he becomes rather useless at that point. Obviously this is all pending teamwork and/or having some friends to play with. And even then he's still obnoxious as all hell.
9:07 I actually see this ability as a way to prevent the Pharah/Mercy/Echo from FLEEING by jumping, instead of bringing them down to the ground from the air.
I really hope they extend that pull down mechanic so it reaches higher. It's a real bummer that the anti flyer ability can't actually really be used against flyers. It really makes me wonder what its purpose is supposed to be.
@@shirokun002 Agreed, but Mercy and Echo still being able to escape is just embarrassing. Maybe if it slowed time, not for cooldowns but for movement. Kinda sick of the basic "locked movement ability" balance they keep putting on CC areas. Make it like Kiriko's ult, but backwards, smaller, and for a shorter duration.
@@exzyyd392 it does 60 damage per punch and Rein has armor, he'll probably just end up making up for the pin damage and then lose the 1v1 in a vacuum. Everything else outside a vacuum depends on team comp and execution.
@@exzyyd392 there's no way ram wins a 1v1 with rein, the og comment is talking about canceling ram's ult. So he has 3 seconds to use primary because shield blocks the aoe of it.
They should make that vortex cancel movement abilities until you are out of the field. They should just let you stay in whichever form you want with a CD to switch. Maybe absorbing dmg with his block gives him movement speed or something and it should absorb like 95% of incoming dmg.
That or put it on a resource meter for his form. An 8 second form that's doesn't get you the same kind of potential as what Bastion can do in that time is... odd. And his defense is quite odd. Fortify, Zarya bubble, Hammond's overhealth, Dva defense matrix, Winton bubble, Sigma shield, and kinda Doom's defensive moves enable you to survive and do more during their duration, but this defense functions like Reinhardts shield, and it's only capable of defending yourself, and you get no use out of it other than you personally surviving, since you can't do anything during its use. While Rein shied is more purely for himself these days, you can still get use of it for your team as well. Ramatra's defense doesn't realistically have any team utility, doesn't offer him any benefit other than taking less damage, gets no reward for using it, and isn't allowed to do anything during its use. It's an utterly bizarre design for Overwatch. Do they expect it to be some kind of Bastion counter where we just willfully eat his turret and negate eachother during their 8 second forms? There just doesn't seem to be any utility for this ability at all... unlike his barrier, though it has quite the short duration. Not being able to use movement abilities within the vortex kinda just makes it a Zarya vortex, and much more readily available. I think locking out movement abilities should probably only apply to Mercy, Pharah, and Echo. Would make him more explicitly anti air, and not just a Zarya clone ability. The height for the ability should be up to the skybox though... accurately landing it is already wonky enough against a flying target (especially the higher they are), and having the chance of it be ineffective because it just isn't tall enough is absurd. In its current state, it's really only useful for popping it during your Nemesis form so you can more reliably hit targets (which they did show in his trailer), especially when grouped together for piercing damage. It's anti-air utility is ultimately not reliable, to the degree that it literally won't get used for that purpose. It may as well be as effective as trying to land shots against a Pharah as Kiriko, and the devs trying to tell you that she was design to reliably do that.
Here's some ideas to fix Ramattra: 1. Make the anti-air ability actually be able to reach aerial heroes. Have it reach the skybox height or possibly even half that; just make the ability be capable of fulfilling its purpose. 2. Turn Vortex into a "Cripple" effect. Heroes caught in Vortex can't use movement abilities. (I.e. Tracer Blink, Rein Charge, Sojourn Slide, etc.) 3. Just call Ramattra a "Stance Switcher", and have his abilities reflect that. Ramattra should just be able to switch between his Omnic/Nemesis Form just like how Hammond goes into Mech/Ball Form or Lucio's Crossfade. Zarya sounds like more of a "tempo tank" than Ramattra; using her Energy efficently and finding a rhythm with her bubble cooldowns to be effective in a team fight. It's not that hard Blizzard. Can you just be consistent for once?
Yeah maybe my changes to vortex are a bit op. I just thought with how long the ability lasts (like 3 seconds or so), the cripple effect wouldn't be that bad. It would just make movement abilities be locked up, not all abilities like how Hack/EMP restricts you for a bit.
Rammatra looks like fun to play but as a hog player my first thought after learning his kit was that he would get demolished by roadhog. Usually when a new character is released they are OP for a while and then get tuned down. Definitely worried rammatra will be a weak choice for a long time if they don't buff him somehow.
I was thinking about his kit and i just kept coming up with comparisons to OW1 orisa - no movement, a shield to drop on the ground, a damage resisting ability, something that impacts movement if aimed correctly, and an ult that makes it dangerous to be close to him, but can just be ignored or avoided by people who know what they are doing
I think everyone forgets Orisa wasn't good on release she got buffed to be good. Ramatraa gameplay trailer didn't make him look good whatsoever since nobody was moving the entire time. Small shield that has to be placed on the ground, an ult that barely does damage or CC, and the fact that his block does literally nothing to benefit him should have been signs of a bad character.
I think the best way to make him a bit better is to focus more on one form. For example take away some of the poke damage and give it to the pummel. If he doesn't exceed at anything compared to the rest of the tanks he will be quickly overshadowed. Also the vortex might have to be either taller or actually be able stop people from going out. Haven't played yet so can't say for sure if these are good ideas, but I hope he will at least have his own niche, since he is VERY cool.
I disagree about focusing on just one form. I think it would take away from the identity of switching between two forms with their own uses, if one form was distinctly more powerful. I do think nemesis form should be more powerful because it is close range, but there should still be merits to staying in the first form.
I agree w/ the two people who say it might go against his character, but I think then the focus would be playing into the vortex. Make it taller (or infinite vertical height/till it hits ceiling or skybox), make it STRONGER, that way he has a solid, core feature that's available in BOTH forms. That way you can use it to aid your other abilities: keep people in range to pummel them at close range and block damage to truly Brawl Tank, keep people still/low so you can more easily poke them and control space at range. It's a really interesting idea and it plays really well into the idea of a tank who does their job by truly Taking and Controlling Space, and beyond that, it's up to him to decide whether punishing people up close or at range is better for every instance. Similarly, since you can use it in any form, you can use it pre-ult to, again, keep people in range and make it easier to keep it online.
@@thecuriocabinet Under another comment I mentioned that maybe the E should root, and prevent usage of movement abilities. I also agree it should be infinitely tall. But if it does recieve those changes it probably shouldn't last longer. Alternatively, you could make it slightly larger horizontally, and make it last longer, which would focus more on the slowing aspect rather than the grounding aspect, and would make it harder to escape by just using your movement ability. I think one of those changes would make the E feel more useful.
15:29 At the hero select screen, there are now odd numbers of both tanks and dps, so two rows with different numbers of each.. But while the DPS rows are centered, the tanks are right-aligned, so dva is to the left with no one below her.. that is going to bug me all season
It's specifically designed that way because the research proves that. Blizzard is actually genius for doing this. (c) unironically, at least one forum user
@@joshford256 I'm trying to empower him by allowing him to be a tank more often instead of waiting for a cooldown you can be active and recharge it sooner.
@@i.r.weasel7042 if his shield had more uptime and his vortex were more useful, he could be a tank all the time too. I know it's a different idea entirely, but imo there shouldn't be a limit on swapping forms at all, or there should be a two way cooldown (meaning like 5 seconds to swap to and from either form). It's not as if either form is super strong atm, and allowing the ram player the flexibility to choose at all times would allow for much more creativity with the character
@@joshford256 It would be like Shiek/Zelda in Mellee where you could flip back or forth whenever with no limit. Thats cool too, I thought that would be the concept, but they stuck it on a cooldown which I think is a huge mistake.
@@joshford256usually what happens with transformation characters is one form is objectively better so it just gets used more I like that they put the timer because it means they can buff his brawler form and you still can’t only use it
He seems like a jack of all trades master of none. They should've made him a proper form change character where he can near freely change form between a hyper offensive kit and hyper defensive then he could legitimately be a "tempo tank" and be good at things too
I feel like the general idea was there with Ramattra, and even though his abilities may be a bit wonky, I definitely feel like they could really fix what's there and that he actually has really good potential.
It's really night and day when compared to the trailer for sure with things such as the the range of his punches and vortex. He already looked like an interesting tank to try out with what he brings to the table but we'll see once he's in live what people can pull off.
I feel like ramatra should do extra damage in nemesis form IF his physical punches (not the projectiles) land directly. I feel like it would alleviate his up close issues a little and would make running a Lucio or kiriko with him even more beneficial. (Sorry if flats already says this. I’m not finished with the video just yet)
@@valentinus3658 He punches 8 meters which is the range of a Reinhardt hammer and wraith form to prevent damage and make reaper move faster and he has reaping which is every time Reaper deals damage Reaper gains hp. This is all if Ramattra is new so it's gonna to take time to see what counters him or not like I said this is an if.
From the initial trailer it looked like it was gonna be this way from the visuals they should have honestly reverted his initial nerf at least he would be better than some tanks.
He kind of reminds me of when Orisa first came out. Everyone read the descriptions and though OMG this tank will be broken. Then with play testing they realized she sucked until she got a re-work. I hope he plays well in game, I love his design & lore
I can't wait to see the one trick coming up of Ramattra that uses the several 'he's not good' quotes that Flats has said and echoes it into the background and then continues into a stomping compilation of Ramattra plays, I wonder what his name will be and what he use to play before
I have an idea: Ramattra's Nemesis form can last forever, but if Ramatraa goes below 300 health (half health of nemesis form), he gets reverted back to his normal form and the nemesis ability is put on cooldown.
@@SuzakuX I think that’s the point tho, you have to manage that cooldown well so that you won’t get knocked out of your brawl form. It’s like giving ur tank nano for some heal value mid-fight rather than at the beginning of a fight.
@@SuzakuXyeah especially when they just got an ult, it seems ramattras ult doesnt do that much damage anyways so its fine, it seems like his ult it used when someone else in the team uses their ult but couldnt finish off the enemy with it so it can drain the remaining health continuously
You can also just walk out. Flats was pointing out that the stated purpose of the "restrict movement" ability just isn't restricting much at all. I'm curious if Pharah could concussion blast sideways out of it too.
You don’t have to waste an ability at all. If you don’t need to use the ability, just walk out. If you do need to use the ability, then Ravenous Vortex does nothing to prevent you from doing so.
That’s probably what it was intended to be. They simply decided that they didn’t want to release another disaster like sojourn and decided to release him a little nerfed and see where he’s at
An interesting idea would be to increase vortex height and as for things like sojourn slide and echo roll, it could do 50 instant dmg when characters activate their movement abilities inside it
Honestly I feel like if it’s gonna be effective it should just silence movement abilities altogether, his arabic already have enough trouble dealing with fast targets, if he has no way to shut them down then what’s the point of the ability
@@afifkhan6151 exactly. I thought the whole point of it was to counter to mobile characters. But those exact characters literally hard counter the ability. What is this bullshit blizzard?
I think that would help, however, I believe they probably didn't add that because then the vortex becomes rather similar to a grav. Sure, you can still slowly walk out of it then (or try to) unlike in grav where you can't, but I believe it would make people rather easy targets in vortex and the ability a very powerful tool for easy kills. That's my guess why they didn't release it that way. But something should be changed, the way it's now it really isn't impressive at all.
Should be like a veigar cage from league where if they run into the edge and try to leave they get stunned. However the worse weakness is probably the vertical part which would be hard to fix unless it locks you to the ground.
Also I think if nemesis form had a separate health bar and less or no cooldown between switching it would add a level of health management and make getting hooked less of a problem
I think it is a good work flow for new characters to be underpowered first so it is easy to tweak up when needed. But then again I think the devs are focusing now on the lower ranks and casual side of things
See this is my problem with these reviews. A lot of said reviews on RUclips are from higher rank players. The fact of the matter is overwatch is a completely different game between the lower ranks and higher ranks so reviews from higher ranked players really aren’t going to pertain to 70-80% of the player base 🤷🏼♂️
I think instead of making the hit box bigger like most people are saying, I think they make the pull down to the ground more like orisas old grab ability. Something you shoot, then press again to activate and bring everything in it down. I feel like that would be so much better than just pressing e on ground and shutting down so many characters. Because if they do the taller hit and much slower movement you won’t just really nerf the flying characters but about 70% of the other characters.
Actually it would be really neat if you could lay down multiples like traps and they automatically triggered if a player moved over them. We don't really have any trap characters besides Junk and Sym.
I'd like to imagin if vortex pulled you to the ground regardless of height and a ramattra threw it down a fall hazard, it'd pull down fliers or people jumping over a gap to their death.
Ramattra seems to be actually balanced and strong in certain situations/maps/teams. Unlike Sojourn who was just broken across the board, being able to spam and oneshot across the map.
Like what situations though? Im struggling to figure out what a 1k hp barrier would do in 4 seconds other than maybe dva bomb? How does ram fight against constant poke and dive when his only damage and pressure ability is his left click for 8 seconds? What about when trading ults? Whats he going to do to trade kills with his slow ass trying to catch up to these high movement people? Hes literally countered by every single character in the game, only thing he can do is smack winton and stop him from jumping away. Wow ty, a counter to winton, great tank that will never be used, and when he does the other player will swap off winton to another useful tank.
youre just sasying words. What situation is this char useful in compared to just running orisa, hog, monkey, or sigma? He wont be picked later in the season life like junker queen
@@scotttimbrell8632 last point contests and maps with close-mid range areas would be where he does well in. I think he'll find his niche just fine in the game, especially since it's still day 0
I feel the vortex needs to obviously be heightened and for Nemesis, I feel they need to add something on top of the block. My pitch is blocked damage gives more time in Nemesis mode. You can already manual cancel, so there’s no issue of being locked in Nemesis if you block too much if for whatever reason you NEED to revert. As it stands there’s three “blocker” characters that don’t energy shield wall: that’s Sigma, Doomfist, and now Rammtara. But both Sigma and Doomfist get a benefit to blocking that incentives other to not shoot them. Sigma gains extra temp health increasing his survivability, and Doom charges his gauntlet and gains extra damage potential. Rammtara’s benefit should be greater sustain, damage blocked feeds his ability time and would put that at a middle ground between the other two. More time successfully blocking not only negates damage, but gives more time to be aggressive afterwards (and it should only work this way on the active ability version, Ult Nemesis already has its own sustain gimmick) As it stands currently his block is just time he absorbs rounds and can’t even do anything else, and he still takes some damage so there’s no penalty for shooting him anyway, it’s just a worse version of Doomfist’s block, and IMAGINE being worse than Doomfist currently.
I honestly think he's going to be pretty average for casuals (silver to low masters) but I don't think he's gonna be a big pick for gm. I'm really excited because I love his moves. Thx for the vid. EDIT: I also think you're misunderstanding what tempo tank means. Tempo tank, to my brain at least, is you have to really focus on tempo and/or having rhythm with his abilities.
they stated very clearly in his release video that its his ability to change forms that makes him a tempo tank, as if him entering nemesis form changes the tempo of the game. as if ball doesnt become a ball, and Dva doesnt become baby Dva
The positive way to spin it is I think the right move is to bring in a new hero that doesnt instantly change the meta. I think it just good to have a new tank and as his play time goes down we might see Blizard bring him up.
From watching the video, I think nemesis form should be like old Bastion sentry mode that you can freely switch between your normal form and nemesis form whenever without a cooldown. It would be interesting to see how this change would affect his gameplay.
@@olofacosta3192 Its because they want him to be in each form equally, which is why it has an 8 second timer and an 8 second cool down. I'm not saying I like it, its just what they were going for
@@garrettwilson3032 except that's stupid because you're not going to use nemesis form at every situation once it's off cool down, nor is it powerful enough to warrant a timelimit. Just remove the timer and give him a slight a cool down so he can't spam it when he is low health
@@olofacosta3192 how would that work with the 150 armour he gains though? You could just nemesis, take enough damage to remove the armour, switch back, shield and then switch into nemesis again to gain more armour
For the duration, I feel his shield needs to last longer or be bigger. Even with him being able to alternate to nemesis form for block, I still feel as though his shield is the weakest one in the game for overall usage. Alternatively, have it function as a mini mei icewall that blocks enemies from moving through it
for me, increase punch distance to 20m, make the skybox for the gravity cyclone reach all the way up similar to Sym Ult, his block should be more like a Zarya bubble then just a front block, his shield is just dumb to last 4 seconds on 11 second cooldown. just make it like sigma, retractable but permanent as long as it doesnt get broken. his ult shouldnt be paused, maybe like as long as whole hog
i will say in terms of his ult, its not just an "I win" button and you have to use it effectively and make sure you have LoS. but his playstyle still seems very interesting and i was planning on buying the BP anyways.
When I originally saw his 2 forms I thought he would stay on one when he switched instead of it being a 8 second transformation. They should definitely rework him to have that and buff his root ability and make it to where if you're caught by it you can't use movment abilities at all until the slow is done with, and bring his ultimate to have 25 or 35% reduced damage, because that actually seems like it would be better then what we got tbh
I wonder if making his kit counterable was an effort to not release another very powerful new hero to the game again and create another hard meta this season
yeah everyone was actually losing their minds and kept saying that blizz was releasing an op character to sell the bp but since that video showing the abilities off, we've known they weren't going to be that op. Low shield duration, low E and Q damage, both were clearly in that video.
Well this will go against what they said in the pass. They wanted seasons to have "there" meta. It why I think heros like Zaria genji got nerfef but Sojourn and kirikou escape with little nerfs at most. Would be odd that they change this style imo.
There will always be a hard meta so that doesn't really make sense. There has almost never been and probably NEVER been a point in time where there wasn't a defined core meta. There will always be SOMEONE/SOMETHING that just edges everything else out. It's how these things work. If we have to guess, we can assume it's probably because their balance team just doesn't know what they are doing. As evidenced by some of the nerfs they've given out and waiting this long for Sojourn nerfs. They are VERY out of touch with how the game works in general.
Canceling the ult could be used to place shield to protect from like dva bomb. Seems intentional to me. I’m also interested to see how his gravity snare works with Winston because his movement is always a jump so it could just completely cancel it
I gave my first impressions on my stream as well when the gameplay trailer came out, and they were slightly different than the real thing. - Was expecting his projectiles to be faster, but I guess no damage falloff compensates for that. - Was expecting vortex to reach the skybox and have the same vertical and horizontal slow properties. It wouldn't make it OP because the area is small enough to make it a very skillful play for sky high opponents, and the duration is so small. - Was expecting power punches to have a much longer reach, 15-20m. 10-12 is very little. Still not sure if it goes through Zarya's bubble. - Was expecting his block to be full damage mitigation, not 50% reduction. - Was NOT expecting his ult connection to be cut by shields, but it makes sense as it behaves like Moira's s u c c, not her orb or coalescence. - Was expecting his shield to not have a duration at all, and around 800hp. 1000hp is good but 4 sec duration is abysmal. All in all, Rammatra feels very underwhelming. I'm still curious to see what skilled players will do on competitive but I doubt it will be much. The basic tactic will be "wait for nemesis to end" and mow him down.
@@Reddzion Doomfist is also fun, but that doesn't mean he is viable. Flats does say he seems fun to play, but that doesn't equate to being useful for all the ranks.
@@Heartbreah13 doomfist is viable you just have to be be insane. One thing I've noticed about ow2 players is they're legit the quickest ppl to say a hero isn't viable just because they don't play like everyone else. It's weird. I've seen plenty of good dooms. Just because on paper he doesn't sound good, doesn't mean in actual matches ramattra will be bad. Every hero is viable, it just takes more or less skill for them to be usable depending on who we're talking about. Just as an example. Flats argument that his ult can be easily countered by Winston is framed as if once Winston bubbles ramattra will just stop moving and punching and stay in the bubble and panic or something. It's like the equivalent of self defense instructors. Yeah you can train on what you'll do in certain situations but fights don't always go that way. I say we wait and see.
@@HaplessOneyeah if a hero requires way more skill to be as effective as another that means they’re less viable I don’t think anyone is saying doom literally can never win, but if only the best can make him work then the character isn’t good
@@Barely_Edited no that is not how It works. Bastion requires less skill than sojourn. At lower skill levels , bastion gives you more strength for time invested. But Sojourn has a higher skill ceiling. This means that you can put more skill into her to get more value, and a lot of it. This doesn't mean Sojourn isn't viable because she requires more skill. Same with doomfist, even if he requires even MORE skill for less overall strength than Sojourn (because Sojourn is OP and Doomfist is underpowered) , he still is viable, because his power is still there in harassing backlines very quickly and suddenly.
This is such a weird video because he was foretold to be bad and then he’s one of the best tanks, yes this is in season 4 rn but he was still pretty good on release.
Buff Idea: Remove the movement speed penalty for his Block. Like Flats said, there is very little benefit to Block due to how slow it makes you. Enemies can easily get away from Ramattra's short range during the block or completely surround Ramattra by the time Nemesis wears off. However, without the movement speed penalty, Block becomes far more useful and fun. It can be used to help close the distance or escape a fight without taking as much damage, and it lets players alternate between punching enemies and protecting themselves without possibly losing their targets.
His primary fire reminds me of that yellow golden nugget chewing gum from back in the day. Also his ultimate duration is insane.. He’s gonna be perfect on maps like Nepal.. especially clearing the point of high mobility Hero’s like Lucio, Genji.. Looks very strong
@@Yorkshire42069 that would be too strong, attacks from (your teammates + force field damage + yourself) might be too strong. That’s why improving the slow effect and making it a larger radius would be decently balanced and make the hero more viable.
Props to the balance team for attempting to not make ramattra op as hell as a new tank in overwatch. We probably don’t need a repeat of sojourn but as a tank so good job
Rammatra has a hidden passive. Much like Regigigas, he has to wait a few weeks then he'll get buffed and become a powerhouse.
Ah yes, my favorite regi form, Regiramattra
they'll remember to buff him next season
Which ramattra have that ability though? Is it the shiny one? Also, how can we get those ability besides wasting $30 to buy a shiny skin?
On god
@@kiplit9013 they didn’t even buff doom so don’t get ur hopes up.
We were so worried that he'd be overpowered, we never stopped to consider that he might be underpowered
I honestly think the gameplay trailers just do a good job at making them LOOK broken or OP. I remember people saying the same things about kiriko’s ult and her protection suzu when her trailer came out. He just seems like yet another hero with a high skill ceiling.
@@boinico1998 well kiriko is still a bit broken
@@boinico1998 kiriko's ult is insanely good though, her suzu is also really good
@@hecc7906 her ult is good if your team is coordinated. Her suzu is also good but with a decent size cd and you need good judgment of when to use it. Not saying her kit is bad, her kit is amazing. Just saying she’s not an easy hero
I still think it’s better than being OP lol echo took like two years to nerf
2:20 the fact that the shield almost ends before he Finishes his voice line is hilarious, it needs to last for longer
🤣🤣🤣he going off with the mouth
"You are safe with me!" \*shield immediately vanishes\*
It's mostly only for letting him to get close and switch to nemesis form. It's made to be niche for enemy to try to break it but to just reposition or wait it out
@William Thomas
@@BenChan14 then I think it needs to have a shorter cd
The anti air move not being able to catch aerial characters is peak Blizzard design
I think the issue is people viewing it directly as AA. In reality it's more of a simple snare that limits mobility beyond just a regular slow. Place it on a Winston who went a little deep in your backline, and suddenly he can't leap back out again. Throw it on a Dva trying to fly back to high ground and you might suck her down before she can escape - same with Doomfist etc. To me it seems much more like a tool against enemies who hard commit deep in your territory with reliance on their mobility to get them out again if shit gets rough. So pull them down and keep them in their overextended position, and then go in with your punches to punish them while they're stuck - even if they throw personal barriers you'll punch straight through. Again Winston is the classic example here. To me Ramattra seems exceedingly anti-Winston in a lot of his kit (relative to the avg common Winston playstyles).
@@Real_MisterSir That’s how it will be used, but the trailer and description lead us to believe it was inherently designed for sucking people out of the sky, and it doesn’t really do that.
@@Real_MisterSir yeah and that to me is a issue. Winston imo should be a viable tank and not get insta killed the moment ramattra enters the playing field. We already have dva and reaper completely screwing him over.
Whenever Winston is a decent pick then imo the game always feels way more fluid and enjoyable oh whatever role I play tbh.
Also there is a very limited number of options you have as a tank to play anti air stuff other then diving the sole support that stays on the ground and gets peeled for. In lower elo' s phara echo+ mercy is just very unfun to play against as tank because you have the feeling you can't do anything of use.
anti-jump*, I think it will still be very useful. That and his punches going through people, probably a lot of damage to be had.
That's such a let down.
ramattra definitely feels like "the boss when you unlock it"
his kit would 100% work as a very threatening boss fight supposedly for when we get pve
He seems awesome for PVE. PVP on the other hand…😅
Why is that? It takes hours to beat this intimidating op character, then you unlock him to be playable, he's/she's mid lol
@@SilkyLew At risk of being whooshed and assuming you're genuinely asking, that's exactly why lol. The "boss when you unlock it" meme is like the character is normally a total badass, but when they become playable they turn into a baby with average damage capabilities at best
Yup after 55 levels
well, we have ramattra now! at tier 45 for free to play
Flats: I am trying to hold off on sharing opinions until the end of the video
Also Flats: Put "HE'S BAD" in the thumbnail
🤣🤣🤣
To be fair, the thumbnail was made after recording the video
@@JesusChrist-mh4ir Glad you were there for the making of this video to clear that up for us bro
@@samschanbacher I don't think he needed to be there... You have to have a video to upload before RUclips lets you name it. Its really not that complicated to figure out my guy
@@shooflies You can upload pre-made custom thumbnails off your device my dude. Therefore you could easily make a thumbnail before a video. Regardless, it really aint that serious 😂this is literally lighthearted sarcasm dawg. People on RUclips so quick to argue lmao
It's actually mind blowing that his AoE pull down ability thingy doesn't have infinite vertical range. Honestly, I think that it should just silence the ability to use any movement ability at all while standing in it. Then he would be good.
Exactly I would also make his punches go farther and that's about it
Fr it literally had less vertical range than orisa ult (which might be infinite idk)
@@toastiboi7618 me trying to junkrat mine out of her ult and dying
I thought the whole point of the ability was to shut down highly mobile characters. Instead it gets completely hard countered by those exact heroes/abilities
Jesus Christ, junkrat’s trap is annoying enough, that would be awful
Huh, that's a lot less crazy than I thought it would be. Very short durations. Also, he needs a Kiriko on his team. Like, imagine popping your ult and getting sleep darted. Everyone runs off (at least if there's enough coordination and communication to not hit the slept target) and the ult just runs out because it only lasts 3 seconds base.
Yeah the trailers and dev commentary do a good job of overselling his potential. He looks insanely weak
Yea I realized that his cool downs are very long compared to other tanks like his shield cooldown is long as orisa’s gold form
He'll want a Lucio, too. Idk if lucio kiriko will be enough for him. He might want something brawlier, like Bap.
@@sophrosynes6392 To be fair, a balanced, but difficult character will look like trash initially. It's the characters that are immediately strong looking that are an issue.
@@sophrosynes6392 No, not really. I was saying under that video that he didn't seem as op as everyone was saying. I specifically pointed out that the shield had a super short duration, and that the E and Q both had low damage. All flats saw was "IT DOES DAMAGE??" and he shut off his brain and said it's op.
The tank marketed as countering shields gets heavily countered by shields. This is really sad to see because I was really hyped for him
Jeese what the fuck are you talking about
Same
Yeah it'd be more optimal unless you wipe the tank to just not ulty. At low ranks he'll still perform well but that says more about the people in those ranks than anything. All you have to do is take someone like Winston or rein to break Los.
I will say, hes fun af to play... as least subjectively for me
They should honestly just make a tank that has a passive where they take half damage when shot through enemy shields. It would allow them to break past the choke and create separation easier.
This character feels like he was balanced around the idea of 6v6, especially the adaptability of shifting from poking to brawl in order to help pile on the pressure during a fight since he seemingly fails to do so by himself.
Junker Queen too tbh. I swear they’re still play-testing this game in OW1
@@MeanAndPristine Junker Queen, the way she is right now, would actually make for a pretty well rounded off tank. She simply doesn’t have the HP, nor the self sustain, nor the utility to take all the main tank pressure by herself.
Bro you're so right
Exactly my thoughts
@@MB-ux9mejunker queen doesn’t have the right numbers, that is it. The hero design with better digits has proven to be really good
A very minor thing to praise, but I love how heavy his footsteps sound. He gives off the most boss battle energy of any hero ever
He really does, but it's sad becasue orsia is probably still going to be the mini boss tank.
@@garrettwilson3032spotted the bronze
I feel like they payed more attention to the sound design than the actual gameplay
His voice acting, like every other character, is monumentally great.
Yeah that level 10 boss when youre max level feel.
we were so worried about skin prices, we never stopped to think about how the heroes themselves felt
because blizzard will keep finding new ways to rip us off for our shekels.
theyve NEVER been able to balance heroes. this is nothing new.
No, only the marks and idiots were worried about skin prices. We don't buy skins anyway because we don't give blizzard money for half assed, money grabbing manipulation tactics or overpriced micro transactions. If the skins are more than .50-$1, they're overpriced.
I feel like the block should increase the duration of nemesis form based on damage absorbed. This would make your armor & health a resource which would make it feel more tempo based. Also could have same affect with ult making it last longer from afar if the enemies are shooting him, this also solves the shield problem a little.
smart ideas honestly but i don't have much faith in blizzard
I was thinking the same thing kind but the more damage you take the more range the punches have
I love this idea. Blizzard take notes!
Btw they don’t call it tempo tank for timing-tempo for temporary…
I was thinking maybe he took damage and then had increased attack speed to make up for lost time or something like that
I thought the whole point of Ramattra was that he could play in both forms as he saw fit, effectively giving you two major kits to choose from to respond to the moment. The actual version looks pretty underwhelming.
Maybe will be like sombra and they’ll remove the timer. Is what i hope
i mean they said from the start nemesis form is a cool down ability
@@carlosbaroni1158 That's the only condition that he's any good. That or they just pump him full of numbers.
There is also nothing tempo about him.
Hopefully they'll eventually rework em and let him freely swap between forms
It would be cool if he had a speed boost such as blocking in nemesis ramps up his speed so he could speed and slow and be an actual “tempo tank”
Really neat idea. It also helps with him being kited really easily in his nemesis form with such short range.
i’m so glad blizz was cautious with his release than like sojourn. Hopefully he finds his strength through balancing or strats
Soujorn was really bad on release but they buffed her so much and nerfed soldier to the ground
Being the new doom off rip isn't a good thing
Then they proceeded to make Sojourn break the game
Easier to nerf downwards than buff upwards correctly for nearly every competitive game. It's simple to see what makes a character strong rather than what makes one weak.
I agree. I'd rather him suck than be insanely busted on release. 1 Hero dominating the game (like you said, sojourn) makes it very frustrating and boring for players.
I don't exactly get the issue with Ramattra's punches being unblockable. They're basically a Rein swing with a forward hitbox instead of a horizontal hitbox, since Rein's swings can't be blocked by shields or Defense Matrix and can hit multiple enemies. Overall Ram seems like he'll be a pubstomper that has trouble in higher elos, like an opposite of Sojourn.
Rein has to be in your face to hit you
What if that was it the entire time? What if they just made Ramattra a pub stomper so they don't have to fix Sojourn?
Then they can use the excuse "Oh well he only does good in the lower ELOs, so he doesn't need fixing."
@@axolotl1777 And Ram's punches aren't exactly that long a range either. 10-12 meters isn't that far, as Sigma, Orisa, Roadhog, Zarya, Junker Queen, even DVa and Doom or Winton to an extent can out damage you by just existing outside of your damage range and pelting you with poke damage. Rein's strength (and weakness) comes from having to be right in your face. Its a double edged sword because the time it takes for him to get up in your face could've spent better diving or poking as another tank.
@@bazzfromthebackground3696 shit theory is shit
they put the dragons fury in the game
Like JQ once she hit live, it feels like Ramattra is also just barely missing the mark in terms of having potent impact. It feels like they both need armor/shields baseline just to survive long enough to get in and -do- something. Really hope the numbers get a second glance
I played JQ in beta and she was absolutely on par with meta. They butchered her shout, her most powerful ability, then released Kiriko who directly counters JQ ult. Live JQ is a product of nerfs and unfavorable meta. Give her a few buffs like increased passive heal, more base health, or lower shout CD and she could end up better than Roadhog again.
They're going for that riot games marketing tactic. Have a character start nerfed and buff when a skin goes on sale.
I feel like Nemesis form would be a lot better if they would add melee damage to the punches that actually connect the fist and not just the energy blast, that way you do extra damage to the ones close enough to actually hit with your fist.
I agree. I do think they should nerf the shockwave damage just a *little* in that case tho
@@MB-ux9me That would defeat the purpose..it already does underwhelming damage
@@MB-ux9meNo it’s fine as the after-shock.
Rammattra needs to have actual physical damage from the fist as well.
Ramattra: Jack of all trades, but master of none
Jack of all traits, garbage at every one of them
lets see if he will be better than a master of one
Sounds like a voice line they should add for Zenyatta to say to him lol
Not even all trades, he has no movement abilities.
@@MelvinatorB not often enough, it seems
The reworked Doomfist is looking great 👍
Will still probably be better than doom right now
It's so much like Doom, he even feels nerfed like Doom.
what reworked doomfist
Blizzard: Finally, an excuse to buff Doomfist.
@@Cryomaniac2 They're implying that Ram is reworked Doom as a tongue-in-cheek joke.
I was kind of hoping Ramattra would save Rein players who love the close range brawl playstyle but are tired of getting shit on by anything with poke, but it looks like that's not so much the case. He looks like a lot of fun though! I'm sure I'll have to wade through 10 minute queues at first but he seems worth it.
It sucks that all the new tanks seem to be getting the same treatment. It's like Blizzard doesn't understand the word brawler because these " brawlers " are all squishy as hell.
Just make a Tank that can at least take a hit.
@@bazzfromthebackground3696 Uhm Roadhog, Orisa ?
@@thanhathotan hog isn't brawl
@@assmachina well the dude did said “Tank that can take hit” sooo
@@thanhathotan he's talking about new tanks lol
I like when He claps to change forms and the staff just floats there for the animation
Well, zenyata levitates, so...
@@TheLuftpolsterfolie I don't think u understood my point.. I'm saying the animation looks a bit goofy
it looks pretty cool to me tho, how it disintegrates
Say what you want but you can’t deny that his design is badass
Yeah, his design is SUPER cool, it’s just disappointing that it’ll be harder to play in this meh state of his strength
i think everyone collectively agreed weeks ago that his design is badass lol
If only design won us an overwatch match🥹😂
Same for doom. Atleast doom is actually good now
Style over substance
They should change 3 things
1. Buff vortex so that people can’t dash out of it and increase height
2. Increase the attack distance in nemesis form by at least 3m
3. Increase the time ramattra’s shield can stand
And remove the time limit and cool down from nemesis form
@@olofacosta3192 time limit yes, but after reverting it should enter cd since once you activate it you get more hp and armor.
@@olofacosta3192 Or just pause the timer when blocking and see how that goes with the other buffs. Then the block wouldn't be such a debuff. If its still not enough, maybe blocking would actually refill the timer slowly.
3. Less shield health faster cooldown? Kinda like they did to sig
@@okami1272 fair enough
I like how his animations mirror Zenyatta's. Just a cool touch
Well, he was once an Omnic monk, much like Zen. But he dropped the harmony to go full on discord.
smart way to reuse animations
give him the kick
@@joshuamason2227 That's not how animating works, the rig is completely different to where you wouldn't be able to reuse most of it.
@@joshuamason2227 lmao it’s literally a lore thing, it’s not that easy to reuse animations like that bro
it would be sick if the E canceled movement abilities. Would be a cool concept for an ability that does no damage but could be a super deadly engagement tool.
I think at least one of these buffs would be needed:
- bigger vertical hitbox so you can actually suck in flying heroes
- should last longer
- cancel movement abilities
Ofcourse not all of them but I think adding only one of these buffs would make it somewhat usuable. Its not the best ability at the moment.
@@iNSANELYSMART409 i genuinely think adding all of those is the correct idea. as is it's just a worse disrupter field
I feel like Ramattra was really powerful behind the scenes but they saw how people were reacting to Sojourn being a powerful new hero and nerfed everything. It just feels like all of his abilities should be that little bit stronger. The only other change I would make outside of straight number buffs would be to have a lingering effect to the CC vortex to stop mobile characters (the thing it was meant to counter) being able to use their burst mobility to instantly negate it. In this form it hurts non-mobile characters WAY more.
i think its fine. numbers aside which needs a little oomph, if you gave it something too powerful, then we will be back at OW1 all over again, in which disables are found in normal skill. sure it starts slow with only ramattra having it, but it could begin a downward spiral towards mass cc again being prevalent and made a necessity for future release of heroes. they went out of their way to remove brig cree and mei's cc afterall.
@@rhesapratama4194 I don't think we have to worry about 'mass CC' when it's only relegated to one hero on each team (tanks). The problem is non-Tank characters still have a lot of CC.
They probably want to avoid it being 'pay to win' if you can't win with the character you have to pay for it can't be pay to win.
@@rhesapratama4194 yes they removed the CC from those heroes because they’re not tanks. They want the CC to be almost exclusively on tanks. Which is a very good thing.
@@rhesapratama4194 Literally that tank looks horrible to play, looks like your abilities have absolutely no affect on the enemy team. What harm is a small damage aoe that stops people abusing their high amounts of movement? I mean its a lob, so youll have to use it close up anyway. There are still CC in the game, they just removed ones that werent fun to play against, like for example rein pin is CC and yet no one hates it...other than maybe the rein player trying to pin. Hog has hook still, orisa has her spin and spear, junker has her knife, junk rat has his trap. People dont hate CC, they hated when a character can run at you, continuously slowing you until youre frozen and then die, or when a dps who relies on CC and aim to kill you, which he can in 2 shots, can flashbang in an aoe around walls, they were horrible to play against and tanks are the ones that need CC, not DPS, and supports can have it for some utility, but only went not paired with other insane abilities, cough cough ana nade/sleep dart. So what you said was just wrong, just because they said they wanted less CC doesnt mean they specifically removed those 3 because of it.
The very much escapable unescapable vortex
With how short Vortex lasts, it should be a lot taller and simply disable any movement abilities of heroes inside it.
So, Sombra 0.5
It definitely feels like this is another reason to play Kiriko+Lucio to help get him into the enemy team.
Where à rein would be better
As if people needed even more reason to play the same two supports every game
Reinhardt is better lmao
Yeah like Wei said, at that point you'd just play rein in that case. But we're already seeing how badly Rein is being outshined by zarya, winston, hog, etc. Literally 0 reason to pick this tank if Lucio + Kiriko are meta.
Honestly don't know what they're gonna do about Kiriko. Quite literally every hero benefits greatly from her ult. It's like everyone on your team, including you, have nano boost that lasts way longer, so why wouldn't you pick her? Her cleanse is also kinda crazy, but I think it'll be more balanced out if they can figure out what to do about that ult of hers. If it remains the same the entire games life, I can guarantee we will never see a meta without her
Cant wait to see the ally Ramattra and the enemy Ramattra just do a stand off during their ultimates lol
Edit: Predicted it lol
... away from objective, while the other 8 players try to play the game. The Ramattra that manages to convince their kiriko to come and help him loses the match.
Ramattra rule number 1: Ignore the enemy Ramattra out of respect.
ORAORAORAORAORAORAORA!!!!!!!
MUDAMUDAMUDAMUDAMUDA!!!!!!!!
So true as a silver 5 that shit gonna be annoying as 2 ramatras stare at each-other basically its gonna be 2 tiktok moiras fighting each-other with support healing
@@Death_father lmao…
My god this is a year ago and now its funny to watch how much change in the game
Blizzard: “He’s too op so we are gonna nerf him before he’s released”
Also Blizzard: Absolutely murders him
They may as well have not released him bc he's gonna be like Junkerqueen. He won't like ever get played, and if he does get played, the team running him loses
@@masift1494 junker queen is a bad hero, ramattra isnt bad hes just not Strong
Ram being weak also serves to not encourage buying him as much
@@quezmiz736 Elaborate
@@quezmiz736 she's really fun and I did pretty well with her at first, but most of the other tanks are just better for that role. She's like another dps
Seems like he'll be really good in lower elos. I just wish I didn't have to see Hog in 4 out of 5 games.
Hog is annoying af. But me and my buddy play Doom and Kiriko and he becomes rather useless at that point. Obviously this is all pending teamwork and/or having some friends to play with. And even then he's still obnoxious as all hell.
Go bastion and melt hog. No more hog pick
I don't mind hog but I'm a zen main lol
As an ana main I love seeing hog in 4 outa 5 of my games lol
@@Syn4TheWin when I play hog I just wait for the sleep dart to come out then what lol
9:07 I actually see this ability as a way to prevent the Pharah/Mercy/Echo from FLEEING by jumping, instead of bringing them down to the ground from the air.
I love when Flats makes a dedicated RUclips video, it let's us know he cares about us
Definitely feeling the love with the multiple non-skippable ads ❤
@@kakashihatake4180 You do realize that Flats content creators don't decide how many or how long the ads on their content are that'd done by RUclips?
@@kakashihatake4180 I didn't get a single ad all video, idk wtf you're watching
@@cxwr5859 You might have ad block cuz I had 6 so far.
@@darkcircle899 Wdym? Content creators do have some control over the amount of ads in their videos.
I really hope they extend that pull down mechanic so it reaches higher. It's a real bummer that the anti flyer ability can't actually really be used against flyers. It really makes me wonder what its purpose is supposed to be.
yeah it really feels kinda useless as it is now
Should work like sym wall and just go up forever in its radius
@@shirokun002 Agreed, but Mercy and Echo still being able to escape is just embarrassing. Maybe if it slowed time, not for cooldowns but for movement. Kinda sick of the basic "locked movement ability" balance they keep putting on CC areas. Make it like Kiriko's ult, but backwards, smaller, and for a shorter duration.
This trailer was the definition of "don't let them know your next move." Honestly there was so much I wasn't expecting.
Gonna be funny to watch Rein charge the ulting Ram away from the team and just shield for 3 seconds lol
And then get rolled because his primary goes through rein's shield
@@exzyyd392 it does 60 damage per punch and Rein has armor, he'll probably just end up making up for the pin damage and then lose the 1v1 in a vacuum. Everything else outside a vacuum depends on team comp and execution.
@@exzyyd392 ez fix charge him off a cliff lmao
@@exzyyd392 there's no way ram wins a 1v1 with rein, the og comment is talking about canceling ram's ult. So he has 3 seconds to use primary because shield blocks the aoe of it.
They should make that vortex cancel movement abilities until you are out of the field. They should just let you stay in whichever form you want with a CD to switch. Maybe absorbing dmg with his block gives him movement speed or something and it should absorb like 95% of incoming dmg.
Yeah 50% reduction kind of feels like a waste of time
i agree with the free form switching
Maybe they try to market him as “poke” form and “brawl” form where the latter dives in and finishes off low enemies, which doesn’t quite work
Yeah there’s no point in having a timer on Nemesis form if it’s so weak.
That or put it on a resource meter for his form. An 8 second form that's doesn't get you the same kind of potential as what Bastion can do in that time is... odd. And his defense is quite odd. Fortify, Zarya bubble, Hammond's overhealth, Dva defense matrix, Winton bubble, Sigma shield, and kinda Doom's defensive moves enable you to survive and do more during their duration, but this defense functions like Reinhardts shield, and it's only capable of defending yourself, and you get no use out of it other than you personally surviving, since you can't do anything during its use. While Rein shied is more purely for himself these days, you can still get use of it for your team as well.
Ramatra's defense doesn't realistically have any team utility, doesn't offer him any benefit other than taking less damage, gets no reward for using it, and isn't allowed to do anything during its use. It's an utterly bizarre design for Overwatch. Do they expect it to be some kind of Bastion counter where we just willfully eat his turret and negate eachother during their 8 second forms? There just doesn't seem to be any utility for this ability at all... unlike his barrier, though it has quite the short duration.
Not being able to use movement abilities within the vortex kinda just makes it a Zarya vortex, and much more readily available. I think locking out movement abilities should probably only apply to Mercy, Pharah, and Echo. Would make him more explicitly anti air, and not just a Zarya clone ability. The height for the ability should be up to the skybox though... accurately landing it is already wonky enough against a flying target (especially the higher they are), and having the chance of it be ineffective because it just isn't tall enough is absurd. In its current state, it's really only useful for popping it during your Nemesis form so you can more reliably hit targets (which they did show in his trailer), especially when grouped together for piercing damage. It's anti-air utility is ultimately not reliable, to the degree that it literally won't get used for that purpose. It may as well be as effective as trying to land shots against a Pharah as Kiriko, and the devs trying to tell you that she was design to reliably do that.
Here's some ideas to fix Ramattra:
1. Make the anti-air ability actually be able to reach aerial heroes. Have it reach the skybox height or possibly even half that; just make the ability be capable of fulfilling its purpose.
2. Turn Vortex into a "Cripple" effect. Heroes caught in Vortex can't use movement abilities. (I.e. Tracer Blink, Rein Charge, Sojourn Slide, etc.)
3. Just call Ramattra a "Stance Switcher", and have his abilities reflect that. Ramattra should just be able to switch between his Omnic/Nemesis Form just like how Hammond goes into Mech/Ball Form or Lucio's Crossfade. Zarya sounds like more of a "tempo tank" than Ramattra; using her Energy efficently and finding a rhythm with her bubble cooldowns to be effective in a team fight.
It's not that hard Blizzard. Can you just be consistent for once?
That would make Vortex quite possibly the most brokenly OP ability in the game. Basically a mini EMP on cooldown.
they're probably too busy covering up another sexual assault charge and stealing breast milk
Your idea of vortex so they can't use movement abilities just sounds like sombra hack, but yeah hope he gets changed, doesn't even look fun to play
Yeah maybe my changes to vortex are a bit op. I just thought with how long the ability lasts (like 3 seconds or so), the cripple effect wouldn't be that bad. It would just make movement abilities be locked up, not all abilities like how Hack/EMP restricts you for a bit.
I don't agree with the first 2, but I completely agree with the third one. It would be so fun to have the freedom to switch forms at will
Rammatra looks like fun to play but as a hog player my first thought after learning his kit was that he would get demolished by roadhog. Usually when a new character is released they are OP for a while and then get tuned down. Definitely worried rammatra will be a weak choice for a long time if they don't buff him somehow.
I don’t think I’ve ever seen a situation where a character has come out and thought “wow hogs gonna have trouble against them”
@@justintolley9309 soljorn 💀
@@justintolley9309 Ana and Sombra come to mind
I thought the form change was going to behave more like Lucio's Crossfade when first introduced
Same
I totally thought it'd be a shift like old Bastion, and it honestly doesn't seem strong enough to be on a timer.
I thought the same thing. I was kinda disappointed when I heard it only lasted 8 seconds. They should make it infinite.
@@masift1494 then they would have to make a complete revamp on the ultimate
They said a long time ago that the nemesis form wasn't infinite.
I was thinking about his kit and i just kept coming up with comparisons to OW1 orisa - no movement, a shield to drop on the ground, a damage resisting ability, something that impacts movement if aimed correctly, and an ult that makes it dangerous to be close to him, but can just be ignored or avoided by people who know what they are doing
I think everyone forgets Orisa wasn't good on release she got buffed to be good. Ramatraa gameplay trailer didn't make him look good whatsoever since nobody was moving the entire time. Small shield that has to be placed on the ground, an ult that barely does damage or CC, and the fact that his block does literally nothing to benefit him should have been signs of a bad character.
I think the best way to make him a bit better is to focus more on one form. For example take away some of the poke damage and give it to the pummel. If he doesn't exceed at anything compared to the rest of the tanks he will be quickly overshadowed. Also the vortex might have to be either taller or actually be able stop people from going out. Haven't played yet so can't say for sure if these are good ideas, but I hope he will at least have his own niche, since he is VERY cool.
I disagree about focusing on just one form. I think it would take away from the identity of switching between two forms with their own uses, if one form was distinctly more powerful. I do think nemesis form should be more powerful because it is close range, but there should still be merits to staying in the first form.
It goes against the design of the character
@@godlyvex5543 remove the cool down and actually have ramattra switch consistently between forms depending on if he's long or close range
I agree w/ the two people who say it might go against his character, but I think then the focus would be playing into the vortex. Make it taller (or infinite vertical height/till it hits ceiling or skybox), make it STRONGER, that way he has a solid, core feature that's available in BOTH forms. That way you can use it to aid your other abilities: keep people in range to pummel them at close range and block damage to truly Brawl Tank, keep people still/low so you can more easily poke them and control space at range. It's a really interesting idea and it plays really well into the idea of a tank who does their job by truly Taking and Controlling Space, and beyond that, it's up to him to decide whether punishing people up close or at range is better for every instance. Similarly, since you can use it in any form, you can use it pre-ult to, again, keep people in range and make it easier to keep it online.
@@thecuriocabinet Under another comment I mentioned that maybe the E should root, and prevent usage of movement abilities. I also agree it should be infinitely tall. But if it does recieve those changes it probably shouldn't last longer.
Alternatively, you could make it slightly larger horizontally, and make it last longer, which would focus more on the slowing aspect rather than the grounding aspect, and would make it harder to escape by just using your movement ability. I think one of those changes would make the E feel more useful.
15:29 At the hero select screen, there are now odd numbers of both tanks and dps, so two rows with different numbers of each.. But while the DPS rows are centered, the tanks are right-aligned, so dva is to the left with no one below her.. that is going to bug me all season
maybe the aesthetic theyre going for is like a boat shape? like the next support will move zen to the right corner w no one below him lol
@@brianq2558 That's how it was before Kiriko was available. Same positioning in the hero gallery as well.
@@PanTF and in beta 1 with the tanks before jq was added
It's specifically designed that way because the research proves that. Blizzard is actually genius for doing this.
(c) unironically, at least one forum user
ok
His Tank form should have been a resource meter you recharge with his staff damage.
Why would you limit him even more
@@joshford256 I'm trying to empower him by allowing him to be a tank more often instead of waiting for a cooldown you can be active and recharge it sooner.
@@i.r.weasel7042 if his shield had more uptime and his vortex were more useful, he could be a tank all the time too. I know it's a different idea entirely, but imo there shouldn't be a limit on swapping forms at all, or there should be a two way cooldown (meaning like 5 seconds to swap to and from either form). It's not as if either form is super strong atm, and allowing the ram player the flexibility to choose at all times would allow for much more creativity with the character
@@joshford256 It would be like Shiek/Zelda in Mellee where you could flip back or forth whenever with no limit. Thats cool too, I thought that would be the concept, but they stuck it on a cooldown which I think is a huge mistake.
@@joshford256usually what happens with transformation characters is one form is objectively better so it just gets used more I like that they put the timer because it means they can buff his brawler form and you still can’t only use it
He seems like a jack of all trades master of none. They should've made him a proper form change character where he can near freely change form between a hyper offensive kit and hyper defensive then he could legitimately be a "tempo tank" and be good at things too
I ain’t never clicked on a video so fast 😅
Weird never been first like or comment before
Same
Ain't never. So you have clicked on a video so fast?
@@skaionex you’re making my brain hurt lol
I feel like the general idea was there with Ramattra, and even though his abilities may be a bit wonky, I definitely feel like they could really fix what's there and that he actually has really good potential.
It's really night and day when compared to the trailer for sure with things such as the the range of his punches and vortex. He already looked like an interesting tank to try out with what he brings to the table but we'll see once he's in live what people can pull off.
I feel like ramatra should do extra damage in nemesis form IF his physical punches (not the projectiles) land directly. I feel like it would alleviate his up close issues a little and would make running a Lucio or kiriko with him even more beneficial. (Sorry if flats already says this. I’m not finished with the video just yet)
I think Reaper gonna counter him pretty well because of the massive damage in close-range teleporting and wraith from preventing damage.
Bro huge nemesis hit box, blocking slows you down, you’ll get kited so easily
Reaper literally eats 90% of the tank roster anyway, so this guy shouldn't be too much trouble for him in the slightest
@@valentinus3658 He punches 8 meters which is the range of a Reinhardt hammer and wraith form to prevent damage and make reaper move faster and he has reaping which is every time Reaper deals damage Reaper gains hp. This is all if Ramattra is new so it's gonna to take time to see what counters him or not like I said this is an if.
His ULT being blocked by shields is so ironic and funny
From the initial trailer it looked like it was gonna be this way from the visuals they should have honestly reverted his initial nerf at least he would be better than some tanks.
He kind of reminds me of when Orisa first came out. Everyone read the descriptions and though OMG this tank will be broken. Then with play testing they realized she sucked until she got a re-work. I hope he plays well in game, I love his design & lore
I can't wait to see the one trick coming up of Ramattra that uses the several 'he's not good' quotes that Flats has said and echoes it into the background and then continues into a stomping compilation of Ramattra plays, I wonder what his name will be and what he use to play before
I have an idea: Ramattra's Nemesis form can last forever, but if Ramatraa goes below 300 health (half health of nemesis form), he gets reverted back to his normal form and the nemesis ability is put on cooldown.
#archeops pokemon
I love this. It would make him a true “tempo” character, like Lucio switching his AoE heal/speed
Yeah, just what you want, your tank to get knocked out of his big tank form when you need it the most.
@@SuzakuX I think that’s the point tho, you have to manage that cooldown well so that you won’t get knocked out of your brawl form. It’s like giving ur tank nano for some heal value mid-fight rather than at the beginning of a fight.
@@SuzakuXyeah especially when they just got an ult, it seems ramattras ult doesnt do that much damage anyways so its fine, it seems like his ult it used when someone else in the team uses their ult but couldnt finish off the enemy with it so it can drain the remaining health continuously
I think being able to dash out from the field is nice since at the very least your enemy has to waste an ability just to escape
You can also just walk out. Flats was pointing out that the stated purpose of the "restrict movement" ability just isn't restricting much at all. I'm curious if Pharah could concussion blast sideways out of it too.
You don’t have to waste an ability at all. If you don’t need to use the ability, just walk out. If you do need to use the ability, then Ravenous Vortex does nothing to prevent you from doing so.
Alternatively, you can just stay in the ability. It does less damage than a Lucio boop. Who cares?
This has the same feeling as those old minecraft mod showcases.
I think the snare should make it like zaryas ult where it won’t let you use movement abilities to get out
That’s probably what it was intended to be. They simply decided that they didn’t want to release another disaster like sojourn and decided to release him a little nerfed and see where he’s at
An interesting idea would be to increase vortex height and as for things like sojourn slide and echo roll, it could do 50 instant dmg when characters activate their movement abilities inside it
Honestly I feel like if it’s gonna be effective it should just silence movement abilities altogether, his arabic already have enough trouble dealing with fast targets, if he has no way to shut them down then what’s the point of the ability
@@afifkhan6151 exactly. I thought the whole point of it was to counter to mobile characters. But those exact characters literally hard counter the ability. What is this bullshit blizzard?
"It should deal 50 damage when a movement ability is activated"
Tracer: *sweats nervously*
I think that would help, however, I believe they probably didn't add that because then the vortex becomes rather similar to a grav. Sure, you can still slowly walk out of it then (or try to) unlike in grav where you can't, but I believe it would make people rather easy targets in vortex and the ability a very powerful tool for easy kills. That's my guess why they didn't release it that way. But something should be changed, the way it's now it really isn't impressive at all.
Should be like a veigar cage from league where if they run into the edge and try to leave they get stunned. However the worse weakness is probably the vertical part which would be hard to fix unless it locks you to the ground.
Hes so worried about the unblockable damage, but he said it was bad while on winston, who already has unblockable damage
Flats with the early access Let’s gooo
Also I think if nemesis form had a separate health bar and less or no cooldown between switching it would add a level of health management and make getting hooked less of a problem
I think it is a good work flow for new characters to be underpowered first so it is easy to tweak up when needed. But then again I think the devs are focusing now on the lower ranks and casual side of things
See this is my problem with these reviews. A lot of said reviews on RUclips are from higher rank players. The fact of the matter is overwatch is a completely different game between the lower ranks and higher ranks so reviews from higher ranked players really aren’t going to pertain to 70-80% of the player base 🤷🏼♂️
I think instead of making the hit box bigger like most people are saying, I think they make the pull down to the ground more like orisas old grab ability. Something you shoot, then press again to activate and bring everything in it down. I feel like that would be so much better than just pressing e on ground and shutting down so many characters. Because if they do the taller hit and much slower movement you won’t just really nerf the flying characters but about 70% of the other characters.
Actually it would be really neat if you could lay down multiples like traps and they automatically triggered if a player moved over them. We don't really have any trap characters besides Junk and Sym.
I'd like to imagin if vortex pulled you to the ground regardless of height and a ramattra threw it down a fall hazard, it'd pull down fliers or people jumping over a gap to their death.
Ramattra seems to be actually balanced and strong in certain situations/maps/teams.
Unlike Sojourn who was just broken across the board, being able to spam and oneshot across the map.
Like what situations though? Im struggling to figure out what a 1k hp barrier would do in 4 seconds other than maybe dva bomb? How does ram fight against constant poke and dive when his only damage and pressure ability is his left click for 8 seconds? What about when trading ults? Whats he going to do to trade kills with his slow ass trying to catch up to these high movement people? Hes literally countered by every single character in the game, only thing he can do is smack winton and stop him from jumping away. Wow ty, a counter to winton, great tank that will never be used, and when he does the other player will swap off winton to another useful tank.
I think the shield is pretty stupid, it shouldnt last 4 sec it should last until destroyed
youre just sasying words. What situation is this char useful in compared to just running orisa, hog, monkey, or sigma? He wont be picked later in the season life like junker queen
Agree, I'd rather him start balanced or even slightly underpowered. Well done Blizz ☺️
@@scotttimbrell8632 last point contests and maps with close-mid range areas would be where he does well in. I think he'll find his niche just fine in the game, especially since it's still day 0
I feel the vortex needs to obviously be heightened and for Nemesis, I feel they need to add something on top of the block. My pitch is blocked damage gives more time in Nemesis mode. You can already manual cancel, so there’s no issue of being locked in Nemesis if you block too much if for whatever reason you NEED to revert.
As it stands there’s three “blocker” characters that don’t energy shield wall: that’s Sigma, Doomfist, and now Rammtara. But both Sigma and Doomfist get a benefit to blocking that incentives other to not shoot them. Sigma gains extra temp health increasing his survivability, and Doom charges his gauntlet and gains extra damage potential. Rammtara’s benefit should be greater sustain, damage blocked feeds his ability time and would put that at a middle ground between the other two. More time successfully blocking not only negates damage, but gives more time to be aggressive afterwards (and it should only work this way on the active ability version, Ult Nemesis already has its own sustain gimmick)
As it stands currently his block is just time he absorbs rounds and can’t even do anything else, and he still takes some damage so there’s no penalty for shooting him anyway, it’s just a worse version of Doomfist’s block, and IMAGINE being worse than Doomfist currently.
He looks like a ton of fun and I don’t think he’s as strong as I initially thought he would be!
I honestly think he's going to be pretty average for casuals (silver to low masters) but I don't think he's gonna be a big pick for gm. I'm really excited because I love his moves. Thx for the vid. EDIT: I also think you're misunderstanding what tempo tank means. Tempo tank, to my brain at least, is you have to really focus on tempo and/or having rhythm with his abilities.
Low masters are casuals? I get what you mean, but that's a wild scale lol
My man missed bronzes
@@abhinandhari7812 I didn't add bronze because most bronze players climb to silver pretty easily or just started.
they stated very clearly in his release video that its his ability to change forms that makes him a tempo tank, as if him entering nemesis form changes the tempo of the game.
as if ball doesnt become a ball, and Dva doesnt become baby Dva
@@Catbus-Driver I only really put low masters because stylosa plays in masters I agree with him in classifying very low masters as casuals
I think it might be a good buff to make it so getting punches in nemesis and ult quickens the recharge on his shield
The positive way to spin it is I think the right move is to bring in a new hero that doesnt instantly change the meta. I think it just good to have a new tank and as his play time goes down we might see Blizard bring him up.
From watching the video, I think nemesis form should be like old Bastion sentry mode that you can freely switch between your normal form and nemesis form whenever without a cooldown. It would be interesting to see how this change would affect his gameplay.
Exactly. Nemesis form isn't even particularly strong so I don't understand why blizzard would give him an 8 second limit
@@olofacosta3192 Its because they want him to be in each form equally, which is why it has an 8 second timer and an 8 second cool down. I'm not saying I like it, its just what they were going for
@@garrettwilson3032 except that's stupid because you're not going to use nemesis form at every situation once it's off cool down, nor is it powerful enough to warrant a timelimit. Just remove the timer and give him a slight a cool down so he can't spam it when he is low health
@@olofacosta3192 how would that work with the 150 armour he gains though? You could just nemesis, take enough damage to remove the armour, switch back, shield and then switch into nemesis again to gain more armour
@@eyescrossedFTW give him a small cool down after using it so he can't spam it to survive.
For the duration, I feel his shield needs to last longer or be bigger. Even with him being able to alternate to nemesis form for block, I still feel as though his shield is the weakest one in the game for overall usage. Alternatively, have it function as a mini mei icewall that blocks enemies from moving through it
i think the vortex effect should linger on enemies for a small amount of time after they leave the radius (maybe half a second)
I love how everyone thought he was going to be op but turns out he needs a buff
Honestly seeing a non click baity video by you is refreshing and to see you not meme so much actually allowed me to take your opinions seriously
After seeing that breakdown vid I had the feeling he'd be just ok but we still have to see
In regard to ult cancellation, maybe a situation presents itself where you need to switch to "Prophet form" for your shield to avoid a team wipe?
personally i think having his vortex like has no sky box then silencing movement abilities like brig dash sojourn slide rocket jump junk blast pack
I'm actually kind of glad because he doesn't seem as crazy as I was thinking. For us shit gold players he will prob be really good though.
for me, increase punch distance to 20m, make the skybox for the gravity cyclone reach all the way up similar to Sym Ult, his block should be more like a Zarya bubble then just a front block, his shield is just dumb to last 4 seconds on 11 second cooldown. just make it like sigma, retractable but permanent as long as it doesnt get broken. his ult shouldnt be paused, maybe like as long as whole hog
i will say in terms of his ult, its not just an "I win" button and you have to use it effectively and make sure you have LoS. but his playstyle still seems very interesting and i was planning on buying the BP anyways.
Amazing how many of you will pay Blizzard and reward them for being so greedy
@@bigbossadidoss8678 yeah as much as I like overwatch 2 I'm not going to financially support these villains
Why would you PAY for Battle Pass
@@bigbossadidoss8678 oh yes 10 dollars is supports them so much
When I originally saw his 2 forms I thought he would stay on one when he switched instead of it being a 8 second transformation. They should definitely rework him to have that and buff his root ability and make it to where if you're caught by it you can't use movment abilities at all until the slow is done with, and bring his ultimate to have 25 or 35% reduced damage, because that actually seems like it would be better then what we got tbh
I feel like a good buff would be disallowing movement abilities while inside vortex, like disabling soujourn slide, Genji passive, or hanzo’s dash.
I wonder if making his kit counterable was an effort to not release another very powerful new hero to the game again and create another hard meta this season
yeah everyone was actually losing their minds and kept saying that blizz was releasing an op character to sell the bp but since that video showing the abilities off, we've known they weren't going to be that op. Low shield duration, low E and Q damage, both were clearly in that video.
Well this will go against what they said in the pass.
They wanted seasons to have "there" meta. It why I think heros like Zaria genji got nerfef but Sojourn and kirikou escape with little nerfs at most. Would be odd that they change this style imo.
There will always be a hard meta so that doesn't really make sense. There has almost never been and probably NEVER been a point in time where there wasn't a defined core meta. There will always be SOMEONE/SOMETHING that just edges everything else out. It's how these things work.
If we have to guess, we can assume it's probably because their balance team just doesn't know what they are doing. As evidenced by some of the nerfs they've given out and waiting this long for Sojourn nerfs. They are VERY out of touch with how the game works in general.
@@CloppingIsMyThing true, and of course blizzard has never gone back on their word before right?
This may be true but now wouldn't he just get rolled by the ones that are already strong since he isn't as strong?
Can he get stunned while blocking like getting hooked or speared out of his block when he's in his nemesis form
Yes. Or slept.
@@bazzfromthebackground3696 thank you
To me he seems like he was designed for the classic 6v6 format rather than the 5v5 format. He’d be great with another tank on his side
Canceling the ult could be used to place shield to protect from like dva bomb. Seems intentional to me. I’m also interested to see how his gravity snare works with Winston because his movement is always a jump so it could just completely cancel it
I think reins firestrike should have the pull down and slow effect to make him viable
reins firestrike should burn like ashes dynamite.
That idea is cool.
Yeah it would be one charge on cooldown, would burn over time, and would have the slow and pull down effect for like 2-3 seconds
Yeah give it like a slight burn damage that ticks very slowly something like 25 total damage over 10 seconds
rein's firestrike should do fire damage, and teleport you into melee distance whilst giving you a 5 second stun.
I gave my first impressions on my stream as well when the gameplay trailer came out, and they were slightly different than the real thing.
- Was expecting his projectiles to be faster, but I guess no damage falloff compensates for that.
- Was expecting vortex to reach the skybox and have the same vertical and horizontal slow properties. It wouldn't make it OP because the area is small enough to make it a very skillful play for sky high opponents, and the duration is so small.
- Was expecting power punches to have a much longer reach, 15-20m. 10-12 is very little. Still not sure if it goes through Zarya's bubble.
- Was expecting his block to be full damage mitigation, not 50% reduction.
- Was NOT expecting his ult connection to be cut by shields, but it makes sense as it behaves like Moira's s u c c, not her orb or coalescence.
- Was expecting his shield to not have a duration at all, and around 800hp. 1000hp is good but 4 sec duration is abysmal.
All in all, Rammatra feels very underwhelming. I'm still curious to see what skilled players will do on competitive but I doubt it will be much. The basic tactic will be "wait for nemesis to end" and mow him down.
That thumbnail does not spark hope
Remember, its his opinion in the end. Meanwhile there will be other channels that talk of how fun/great he is.
@@Reddzion Doomfist is also fun, but that doesn't mean he is viable. Flats does say he seems fun to play, but that doesn't equate to being useful for all the ranks.
@@Heartbreah13 doomfist is viable you just have to be be insane. One thing I've noticed about ow2 players is they're legit the quickest ppl to say a hero isn't viable just because they don't play like everyone else. It's weird. I've seen plenty of good dooms. Just because on paper he doesn't sound good, doesn't mean in actual matches ramattra will be bad. Every hero is viable, it just takes more or less skill for them to be usable depending on who we're talking about. Just as an example. Flats argument that his ult can be easily countered by Winston is framed as if once Winston bubbles ramattra will just stop moving and punching and stay in the bubble and panic or something. It's like the equivalent of self defense instructors. Yeah you can train on what you'll do in certain situations but fights don't always go that way. I say we wait and see.
@@HaplessOneyeah if a hero requires way more skill to be as effective as another that means they’re less viable
I don’t think anyone is saying doom literally can never win, but if only the best can make him work then the character isn’t good
@@Barely_Edited no that is not how It works. Bastion requires less skill than sojourn.
At lower skill levels , bastion gives you more strength for time invested. But Sojourn has a higher skill ceiling. This means that you can put more skill into her to get more value, and a lot of it.
This doesn't mean Sojourn isn't viable because she requires more skill. Same with doomfist, even if he requires even MORE skill for less overall strength than Sojourn (because Sojourn is OP and Doomfist is underpowered) , he still is viable, because his power is still there in harassing backlines very quickly and suddenly.
i think the block should stop the timer on the form so it'd be a great push ability
Awesome video bro you’re the man!!
This is such a weird video because he was foretold to be bad and then he’s one of the best tanks, yes this is in season 4 rn but he was still pretty good on release.
Buff Idea: Remove the movement speed penalty for his Block.
Like Flats said, there is very little benefit to Block due to how slow it makes you. Enemies can easily get away from Ramattra's short range during the block or completely surround Ramattra by the time Nemesis wears off.
However, without the movement speed penalty, Block becomes far more useful and fun. It can be used to help close the distance or escape a fight without taking as much damage, and it lets players alternate between punching enemies and protecting themselves without possibly losing their targets.
xD
His primary fire reminds me of that yellow golden nugget chewing gum from back in the day. Also his ultimate duration is insane.. He’s gonna be perfect on maps like Nepal.. especially clearing the point of high mobility Hero’s like Lucio, Genji.. Looks very strong
LOOOOL
The force field should completely focus on the slowing effect and remove the damage part, hence recompensing with a larger radius.
It should keep the damage AND slow more
@@Yorkshire42069 that would be too strong, attacks from (your teammates + force field damage + yourself) might be too strong. That’s why improving the slow effect and making it a larger radius would be decently balanced and make the hero more viable.
@@Yorkshire42069 what do you think?
@@TheRealDentry what you described there would be good too
Props to the balance team for attempting to not make ramattra op as hell as a new tank in overwatch. We probably don’t need a repeat of sojourn but as a tank so good job
The problem now is if he's so bad he may not get use at all