Find friends and teammates in Season 3with GamerLink, the #1 LFG app available for FREE on iOS and Android! gamerlink.app/KarQ Season 3 BEGINS at 2pm EST / 7pm GMT on Feb 7 - ASHE DROPS FOR S3 at twitch.tv/karq all week! 3:43 - Rein's shatter will cost 7% more (text graphic error) 7:46 - Sombra's pistol from 7 to 7.5 dmg per bullet (forgot to change text graphic)
In rated games mercy in a update from this video pro mercy players are leaving and refusing to play because of the pandemic issue that devs created in season 3
Make your choice vs MercyPockets: Focus the Pocketed: They gets more healing when low so it's harder to kill them Focus Mercy: You have to shoot a constantly healed Mercy while her pockets bombard you Lose-Lose scenario
@Saman Shomali well with her new changes, shes "forced" to heal others to self sustain, if shes with a pharah for example shes now way easier to kill. to even achieve somewhat similar levels of sustain she needs to heal more, and dmg boost less (and we all know dmg boost is the good but also problematic part of mercy), which again makes her less problematic since we wont see sojourn 1 shots as often, less pharah and ashe giga pockets etc... shes more of a healer now than she was before. but she also has more burst healing. trying to kill someone being pocket healed by mercy is harder than it used to be.
@Cryoptic hmmm, yeah I guess you are right, if you focus Mercy first, she won’t get healed and you can kill her easier. Specially if she pocket’s a dps that won’t take damage a lot. Should be interesting to see what new ways of playing her develop, perhaps she won’t pocket that much anymore, and she will try to heal everyone.
@Saman Shomali its not a purely better regen. its way more conditional. arguably the first one wasnt conditional at all. u dont get the new regen while dmg boosting, in valk, or healing someone full hp. u need to be healing someone that NEEDS healing for it to work. its not better at all for most scenarios. being stuck to healing the tank more to not die is also a nerf since mercy wants to pocket the dps, not the tank.
Its not always a lose-lose scenario tho. Pockets usually dont pay attention enough to their mercy when they are being focused. Also her new passive may make her “tanky” in a way but it only applies when the team is low. When they are close or even full health it completely stop. That sucks since its really easy to counter by simply just focusing on Mercy. And Mercy has no way of escaping since her GA is now 3s. Basically she got no survivability when enemies are focusing on her.
@Ivy Productions Regardless whether mercy players use GA or not. 3 seconds is still a lot. She’s basically just a sitting duck whenever a flanker is focusing on her.
The updated color blind options are such a great change from what they originally were! Being able to customize personal settings, rather than choosing from a few options, can make the difference between literally being able to see important details and not.
those accessibility options are so great! good on the devs for adding them and ESPECIALLY the preview option that shows BOTH the say and night lighting, that's so cool
@Shark Gamer I haven’t played tank much, because I’d decided to become a dps main until they fix supports (I hate playing kiriko), but it seems that he can get a lot more out of being able to use piledriver more often and having that little bit of help against poke and disengagement because of his shields
@tartipouss3877 I kinda feel like Hammond is the single most bigoted character in the game, and his mech is just doing its very best to make the sentences more appropriate
The rein swing is very very useful in getting enemies pushed off map after a pin cancel. Sometimes you need the enemy to go a little more further, sometimes you need them to be pushed to the left (a hole or a ledge is there). I don’t notice people getting pushed out of my reach too much in a 1v1 but it does happen. I figure this might actually be more impactful for clusters of enemies where you might keep 2 or 3 of them in range for 1-2 more swings than before which could be big.
As a rein main the knock back reduction on hammer will be a quality of life for both reins and enemies. I won’t get frustrated so much that a basic attack is stunlocking me, and as a rein I won’t have to chase enemies as much.
4:15.. This is a significant buff for Rein mains. One problem was that Damage heroes who would hit and run could sometimes get assisted with running by our Hammer. With this buff, Reinhardt can more consistently get that last swing to finish then off instead of helping them escape.
Been saying that Brig change was necessary for months. Felt SO BAD pressing E on a low health hero knowing they were going to die before anything happened
@sethescope just making a comment that brig had a high skill floor. I also happen to be dog shit with Brig. Was meant to be more humorous but take it how you will. Doesn't make much difference
@Zachary Jackson just so you know, this kind of attitude about a video game character and the people who play that character makes you seem like a deeply unpleasant person. maybe you're not, you probably aren't all bad, but the energy you're bringing to the table today is such a bummer
@AyoooWTF thats not your job as brig, you cant stop people getting low health, inspire doesnt heal enough. But with a health pack on top thats now 65hps, as well as 25 burst heals, you can certainly manage the battle easier. I got to gm as brig this seasom through all the hate mail and shitty meta, and ngl this change is pretty big for her. Mace to the face my fellow brig mains
As a rign main the knockback tends to be more of a hindrance then a benefit. It only helps if they are aiming at someone other than you because your hit box is so big. So overall I say this is a buff
the changes to rammatra and junker queen means that widow can now one shot tanks:), also for some reason - them increasing ult charge means that - turrets can be now destroyed for eternity and her shield deplosy slower:D
As a Rein main the knockback impulse is honestly an extremely good QOL change because you can swing and not have the enemy get knocked out of your hammer range
It does reduce the effectiveness of a tech he has where if you swing at the proper angle instead of knocking them away it pulls them closer. This is different from his other swing tech where he extends his hotbox range using corner swings. Overall this is a buff for those who either don't know the tech, aren't good with the tech, or just can't be bothered to do the tech in the middle of an intense brawl.
@Yemin There's no way somebody unironically said that and the OW devs agreed to some degree. Valk can barely withstand 2 Widow half-charged body shots, let alone BOB.
It's so annoying, because they said we can tank Bob in Valkyrie mode, but can't even last 3 sec against him. Even an enemy Mercy solo can kill me in few sec. There goes the whole "tanking" bullsh*t.
@Jason Trumbo Anyone with eyes, 2 limbs, and bio-electric currents going through their brain can properly punish Mercy. If Mercy is not in shooting range, then she isnt a concern at that moment. The hard part being the Sojourn right beside Mercy will destroy your HP bar with one right click. So Mercy clearly isnt the problem.
I think Reins hammer knock back change is not good for when you're pinning enemies off the map and giving them a last hit to push them further. However, it probably stop enemies being pushed further away from you when they’re jumping. I think more good than bad 🔨 👍
But it wasnt strong enough to push them off tho, it just made it easier to escape from you. And i think they shouldnt have nerfed the ults damage so much.
A lot of nice changes overall, not just the balancing but even stuff they are doing with the maps and color blind features as well as the streamer mode are nice. I just fear most of these changes are too late and they really missed the ball on retaining the new influx of f2p players.
As a plat rein main I do think the hammer having less knock back is a buff for him, mainly cause good players will jump before getting hit with rein so they can easily escape his range. While yes the knock back would disrupt aim of targets you're hitting, I don't think enough people even shoot back for it to be a noticable nerf to him. It may change the meta of what to do when facing a rein though if you have good aim since most DPS can probably just kill him in a 1v1 easier.. but I'd overall say it's gonna be a net buff since enemies escaping rein's range was the main issue to begin with.. it does however mean that pinning someone off the map into slapping them further away with one hammer swing will be slightly less consistent.
More HUD options, please!! They added new accessibility options, but from the beginning of Overwatch I've disliked how small my healthbar is. I mean, I bet it functions well enough for most people, but for me when I was starting out, there were many times I would be infuriated that I died without being given proper feedback of how much damage I was taking in fights. Sure, better tutorials on engages, peeking, environmental considerations would be nice, but even with a fair lot of experience my attention span can be really inefficient.
Regarding the map changes, I hope they plan to add an alternate time-of-day to every map at some point, they can rotate them between Seasons to keep things interesting as a substitute to Map Pools. I like the little preview window in the settings, maybe they'll add every hero cinematic to the Hero Gallery like they did for JQ and Kiriko, would be nice for new players to get an idea what that hero is all about.
@Liberal's Tchénel This! ↑ Once map pools are gone, it would be great to know, not only what maps are available, but the random lighting would keep the game fresh.
@Spencer Knutsen Overwatch fans are never satisfied. A few weeks ago, y'all were complaining about tanks dominating open que and arcade modes. Sorry but lowering tank health for those other modes WAS NECESSARY. The problem was that they didn't address any of the damage problems.
@Spencer Knutsen can confirm as a tank / support main, tanks are / feel 90% useless this season thus far esp when as support i can 1v1 a tank.. nothing more disappointing this season than losing as a road hog to 2 supports..
@Josue Gutierrez It wouldn’t make sense to have the update for arcade and not comp open queue. The tankiness of tanks would be a problem needing to be resolved for both modes.
They should make variable changes in Open queue and Arcade where the changes depends on team composition. For example, whenever 3 tanks are present on the team, their health pool reduce, or 3 supports are present, their healing output reduce, and 3 dps reduce damage output
I can't see any way of making that work that isn't ridiculously complicated. Your idea for team composition, particularly tanks, also came to me. But consider this: Another player switches to tank mid-round. Would your health bar start flashing before your max health suddenly drops by 100, right when you're pushing against a serious ult? For damage/support, does the edge of the screen blink before your damage/healing output drops? It wouldn't feel good for anyone if these things happen, especially under pressure. Removing 150 health from each tank is descent and simple, hopefully good enough for deathmatch. I'm not sure if 200 would be better, except tanks would be ruined in open queue, if they aren't already.
While the Guardian Angel nerfs hurt, I’m interested in how well her new passive will help in survivability in team fights. I’m also curious if the passive goes off if you’re healing Bob?
I would assume yes because Bob is treated like a regular teammate by most mechanics in the game. Actually interesting to think Mercy could heal up her team's Bob in a fight to help herself survive better.
Man, the shield buff on ball is massive. Literally no other hero benefits from shields as much as ball does considering he can easily get out of combat and start regening them. This also helps protect that juicy armor from annoying poke, preserving it for close-quarters. You also have 150 less hp to worry about meaning that 2 giga packs and one small pack is all you need to have maxed out hp. Pile driver buff is also cool since it's damage was incosistent and underwhelming for a 10 sec cd
@Cryoptic Have you ever played ball 💀 CC is one way to counter ball but the sickening amount of abilities that disrupt or displace you can easily break your fireball
@Wojtug comparatively to orisa, hes not easier to hit. hes harder to hit unless ur on hitscan. and easy to stun??? from who?? ana?? thats one hero. junk cant stun bal leasy, rein cant, hog can, but it doesnt do much and its better for him to hook others.... like who besides ana is gonna cc ball?
@Cryoptic The downside of this "tankimess" is his massive hitbox, which drastically decreases the effective hp because of how darn easy he is to hit and stun
@Wojtug i dont think its a bad buff. i think its a really good one for what it does. but giving him 150 free hp every time he gets out of combat quite literally is making him tankier. effective hp isnt purely just the hp btw. its accounting for other factors such as abilities, healing, armor etc... an ana with nade up has an effective hp of 300. does this mean she cant die to 200 hp burst? no ofc not, but her effective hp is 300. its assuming u dont get one shot, this is same with ball. giving him 150 free hp every time he gets out and chills for a bit is increasing his effective hp. its just harder to put a number on it. as u say, orisa spear spin makes her tankier, it increases her effective hp, but cant rly put a number on it can u? if u never played other games like mobas or rpgs, then id suggest looking at vids explaining effective hp. its easier than reading what i write here. i just personally wanted a non tanky buff. a movement, util, or dmg buff. preferably util.
2:00 that's actually really good because she still felt a bit too weak sometimes and that 25 health might just make all the difference especially with her regen. Though they shouldn't make her too tanky I feel like a lower health pool but getting health from wounds is a good system. If anything I'd say boost her regen not her total health.
For Rein there always seems to be this issue where the knock back will sometimes knock targets away from you . This should help him stick to targets a bit better .
Its because of directional influence, basically people running away from you will be sent farther than someone in neutral or walking toward you. Really nice to not bump supports running away from you, im interested to see how it will be
yeah it always just felt so inconsistent, sometimes they go to the side, sometimes they move away, sometimes you even suck them back in. I think just lessening that seeming randomness will be better to play with overall though.
KarQ what are your thoughts on turrets in Overwatch? My and friend group and I think they are unhealthy and just an annoying addition to the game, but we also cannot think of alternatives for heroes that have them in their kit. So what do you think?
Maybe Sym can get one powerful laser turret, but she has to remote control it/stand still… And maybe Torb can place an improved anti air turret that only shoots airborne enemies? Another Torb idea could be placing a stationary naval cannon that has to be manually operated? It would deal heavy damage with slow reload… useful for shattering rein shields.
Thoughts on rank system? Currently I’m a masters player who played master lobbies in my un ranked que but was still put in bronze. I feel like ranked doesn’t care about skill till near diamond+ sense as long as you win 7 before you lose 7 you’ll go up and tbh if your half decent and get decent teams you can do that even if it’s 6-7. As wells as I feel it punishes skilled players simply for having a job or not enough time to play Aton. Tell what y’all think.
i was legit just getting in that feeling of being an unkillable mercy after maining her for the past season and a half… i really dislike what they did to her. the thing that made me fall in love with playing her was her insane movement and survivability because of the movement. i would’ve much rather took a hit to her ult or blue beam over the movement nerf
Is the map pool change for season 3 just for comp? Because I havent even played Numbani and Havana in quickplay and Id love to again. So wondering if itll be put into the qp pool too
The mercy changes are once again some inspiration for Team Fortress 2. In TF2, the Medic's medigun does, "crit" heals when the target is below 50%. Happy to see good mechanics put into the game.
@Martin Hegedüs In TF2, crit healing isn't based on the target's HP. It's based on how long since they have last taken damage. This change is really bad for overwatch. It makes mercy pocketing even more braindead and powerful. Think about it. As mercy, you can now damage boost more often without having to worry about your target's health, since you can easily bail them out with a 67 hps heal beam which you don't even have to aim. I really like the rest of this patch, but I have no clue what they were thinking with this one.
The Hammer swing thing is kinda all around buff . I If a was caught getting swung on I'd time a jump and 40% of the time get out of range, especially with the rein v rein match up
@user-ph3hx3jt8v exactly. I dig the hacking being tied to her damage but it also makes for horrible damage against good teams. You can't always pick someone off.
@happy no one wants her meta. Even her mains. We just want her to be viable. I feel helpless with her against literally all dps (unless they can't aim at all), and half support. And well a Sombra won't 1v1 a tank anyway.
i'm honestly fine with Sombra never being meta again. she was so incredible annoying to play against in OW1 and the lack of Sombras in OW2 has been a nice change
as a mercy main i actually don’t mind the changes for her since i feel like it forces you to play much more thoughtfully with your positioning and more punishing if you get caught in a situation where you’re positioned badly, however almost three seconds to fly again is going to be horrible in my opinion. 2 would have been fine but 2.5 is a long time in a fast paced environment when you need to move quickly. but i also think it’s something that will force you to play smarter rather than relying on movement so it’ll be interesting to play.
So basically all the characters that needed nerfs got buffed all the characters that were fine got nerfs and all the characters that actually need some buffs got left out (there are a few exceptions like torb and Lucio)
This whole video I waited for the ball changes... then the whole section on ball i was waiting for you to say they fixed his reloading when enterig/exiting ball form. How did they not address this in this patch? One of the worst parts of ball, can be very frustrating and frequently makers the difference between soemone living and soemone dying. Hopefully it comes eventually.
@bobs I'm probably better than you in a rank that's very competitive. And I'm giving you my 2 cents. If you don't want to take it, then take the L and stay bad. Complain all you want, but JQ is not busted. A tier at best. Actually skill issue.
@Илья Лыков am i saying is it NEVER possible to lose? of course not... i personally can miss my shots play stupid and die. thats what happens with most junker queens when you play with them... but if you aren't playing bad... then junker queen doesn't die... and is too strong... there is a reason everyone is playing her... she is effective with the cooldown buffs and heal buffs. she can bleed everyone very easily and heal off of everyone. if you decide to 1v1 her as the tank you will be wasting your time. you cant outdamage her. you might be able to stun her with a stun hero in order to actually lock her down long enough to get a whole team to jump on her. that's most likely what happens when you face a junker queen who isnt bad. also her walk animation is janky. she doesn't move smoothly. (yeah i know, skill issue and you're the best at this game. i get it bro.)
I don't remember, but there was like a problem with the order of the HP types in ow1 that make some heroes op because of that. So, do you think they will change the order again cause of ball?
The game feels like it’s filling out a little bit more. And this season’s free battle pass perks feel a little more fair and worth grinding for. Still not amazing but it’s getting there.
I like where they’re going with the ults. Tank ults are generally stronger than most so they cost more, while damage ults cost less so they can dps better 👍
I play a lot of rein. I haven't tried the new rein yet, but I think I would prefer higher knockback with the hammer so I can push enemies around the battlefield to where I want them
Rain for me the push dose not matter as the swing is so wide and slow enough for me to move the view point where they are thrown I do not think it is going to effect many rain mains.
The mercy changes kinda feel like a buff for pocketing a dps. You squeeze out damage boost untill they are half health and then burst them back to full with the increased healing. Probably is going to make pharmercy and sojourn mercy more annoying. And the changes to valk healing im mixed on because the constant regen was annoying to me as a winston player as she outhealed my damage with one passive ability but it seems like she can still do that?
@Alexandre de Souza and just as i sidenote there isn't a lot of cases where mercy's whole team will be full health and the mercy being low especially in teams fights and lower ranks. Overall her passive change is a buff to her ult and a nerf to pocketing
@Alexandre de Souza okay so what's the problem with her ult in your mind then? The way i see it is that it's just harder to stay alive with it and that's good since good mercy players could go a full game with only dying 1 or 2 times because her ult was so powerful at keeping her alive and her mobility was insane, now that her mobility is slightly worse and her ult is stronger in some cases and weaker in others mercy will have to take more cover while damage boosting and can be extremely tanky while healing. In my mind that brings her more options since she can now tank on top of doing everything else she could do before, it didn't make her ult less versatile or weaker.
@Nico Harjunpää Yeah, it'll help steer mercies away from pocketing squishies like Damage so much. That's good. But I'm talking about her ult. When she's pocketing her entire team. When Valkirie was introduced it was made to make Mercy more versatile. It was great when you needed to fight, flight or support, be it with heals or damage boost. Now, you can tank damage, but only when your team is low and you're healing them. And your passive doesn't work if you do any thing else, including healing them to full health.
@Alexandre de Souza because you're getting an easy win that way, mercy isn't supposed to healbot since she's inferior to other healers that way, now she just has heal more instead of just pocketing a sojourn with damge boost all game. It's an indirect small nerf to pocket sojourn/pocket pharah. Her heal time from 1 health to 200 health is the exact same and her passive heal is a little stronger if used correctly.
@Nico Harjunpää Why would I want to fight against an unkillable healbot Mercy? Which BTW is just gonna braindead heal spam, cause that's what lets her self-heal more. And heal spamming as Mercy is so fucking boring. But I'll have to play it first to check it out. I honestly really hate whenever Blizzard nerfs heroes because they randomly spent a month in the meta without any recent buffs.
Ball is already annoying and I'm going to get demolished by ball even more with his new shield hp and cooldown reduction. Although it's nice to see that they're putting more effort into characters who are played less often. I'm also glad that Brigitte is getting some change so not many people play here. I try to and I can get some wins, but it's hard to heal when your only healing is hitting enemies or armor packs. I'll gladly take that Mercy nerf/buff anytime as a mercy main
Can I ask why in the preview they made it look like you are playing as Soldier:76 but have Soljourn portrait, with _ERADICATOR_ as PvE unit you killed and Zen but neither are in the kill feed, as well as Bastion headshotting Ramattra after death? Might I also mention that subtitles suggest that you are starting your ultimate whereas you are 40% on it Oh, and their playing overtime control on Gibraltar, whilst point is not in control of neither team, moreover it's locked. I feel like person who was in charge of this wanted to make this as cursed as possible.
Mercy’s beam linger is 1.3 secs and res is 1.75 secs long. Having GA at 1.5 secs was a perfect synergy with those cast times. However, the extra second on GA completely destroys that synergy. Now, there will be a lot of awkward moments of waiting for the cooldown to come online and it’s going to feel so bad. The mercy changes actually incentivizes damage boost pocketing even more now. Mercy gameplay will essentially be staying back with the dps to limit GA usage and damage boosting until an ally gets below 50% to heal, then once they get to 50%, go back to damage boost. As a Mercy player, I can see myself purposefully letting teammates get below 50% before healing them so I could activate my passive.
@PastPositiveyou’re talking about a period where everything was burst damage or straight up more damage than inspire could heal per second. Just because she works in diamond lobbies doesn’t mean she’s good.
@PastPositive you say that support doesn't mean healer yet every other support can heal, simply put brigette is shit because she is trying to be a tank and support yet she sucks at both.
@PastPositive she has no effect to game with anything wdym 💀, dying in teamfights while trying to heal 💀💀💀💀 Ult is even more useless, enemy ana nanos the tank and outclasses brig's "team together" ult 💀💀 Nano, kitsune, way better ults Brig is completely useless shut up
Ball changes are really good. The pile driver cool down reduction is scary, but I think it still takes a decent player to line those up. So bad players will still be bad.
@masift1494 for literally almost any other hero this would be true. Ball however requires extensive Map knowledge as he is dependent on health packs. His main ability, Grapple,is also INCREDIBLY dependent on knowing what you can do on any given map and how you can use the environment. Tell me in the last two points where human enemy players are necessary? None. Nobody should even consider taking Ball into quickplay before they've spent at least a little bit of time in custom matches just getting used to the maps and his movement otherwise he is literally the worst tank to play Yeah qp is for fun, but nobody is having fun while the dumbass Ball player is rolling around doing nothing and dying 90% of the match. This is a TEAM dependent game. That doesn't change because it is QP and not comp. Yeah you can be that 8yr old playing COD but nobody is going to like having you on their team in that game either
@Zachary Jackson An even worse take than the QP guy. Wins/losses in QP doesn't mean anything. Quit whining and go to competitive. You are not going to learn ANYTHING playing against AIs. You might as well be playing against bronze players. You're not going to get better destroying bots as a new hero, you will learn almost nothing.
@Xickyr Nah actual bad take. Comp is the only environment you can actually learn to play a hero effectively. People do not take QP seriously, you're not going to learn much more than basic mechanics in QP.
@Ben Maciver I play ball a lot too, and I honestly would've been fine with just the shield health change. I feel bad for everyone else if the meta becomes Sombra Ball or something.
The only thing im surprised they didn’t nerf is the one DPS that hits harder than reaper, moves faster than tracer, and snipes better than widow…Soujorn
@Jd.CD24 True. If anything blade needs to be rebuffed back to 120 damage instead of 110. Unfortunately the devs don't play the game enough and somehow think all of Genjis power is in his ultimate even though his time to kill is faster with his normal kit is faster than his blade unless he has nano/mercy dmg boost.
@DizzyHotSauce A raw blade no nano no damage boost gets very little value. It is incredibly rare that you get more than 1-2 kills. Sometimes you just use it to force out trance or beat. At higher ranks Genji is incredibly bad rn.
@HumbleHomunculus IMO they need to nerf the dash distance for Genji by like 20% (significant for genji players, I know) but bring the damage back to his primary fire. The reason why he gets so much value in his ultimate compared to anything else is because he has insane mobility with his dash.
The main change she needs is to remove headshots from her secondary fire. Even without headshotting with the railgun, she still gets a lot of value. Headshots just seem like an unnecessarily OP addition to her kit.
Rein can kill junk tyre again yay, I loved hitting those, it sucked cause even when hitting it before it wouldn't die. Although being double I imagine he will almost always get kills as people walk out of spawn
As a rein main, I would largely say less hammer knockback is a buff, but it's sort of situational. Can definitely hurt sometimes around ledges or in tight corridors as you can knock people further from their team, but past that.. not bad overall.
@sethescope in my pov, I think they should tweak the pin hitbox to make it adaptable to everyone's hitbox. Everyone's hitbox kind of clustered when they gathered in one spot. But in exchange of lowering his pushback damage. Im sure others have a better idea than mine
@miyahara do you have any ideas for how that could be addressed? im really curious! maybe some kind of minor CC/CC-adjacent thing so the enemies will be affected to at least some degree, just not the same degree as getting squished?
But I do wish they put a lil rework on the pin tho. Like imagine ur boosting into an enemy team yet you only manage to push them instead of pinning. It can be frustrating sometimes
Open Queue should be fun with the health changes. I believe it is the correct way to play the game as the original creators meant for it as the first 5+ competitive seasons were played with no role guidelines and limits. People should be able to play all roles not just be one trick 57% torbs floating from gold 1 to plat 5.
Since they reduced Zaryas HP outside of Role Queue, does that mean they buffed her bubble cool down time in Total Mayhem? She's unusable there until they fix it
@khaledm.1476 it does, but again it's another positive for hitting enemies on land. Since they don't get moved as far forward, so you can catch up. If you don't have charge.
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3:43 - Rein's shatter will cost 7% more (text graphic error)
7:46 - Sombra's pistol from 7 to 7.5 dmg per bullet (forgot to change text graphic)
We just gon not talk about the pharah buff?
I REBUKE THIS WITCHCRAFT IN JESUS NAME.
@KarQ Mistake, at 5:48 you said 150 armor when it's 100 armor
to bad they didnt bring back that color blindless thing were you could have like sym ult and teleporter in like green color instead of original
@KarQ you've got a lovely radio voice!
Since Sojourn was dominating the entire game in the past few seasons, the overwatch devs KNEW that the best cause of action was to nerf torb turret.
Good nerf his gay turrent
In rated games mercy in a update from this video pro mercy players are leaving and refusing to play because of the pandemic issue that devs created in season 3
Not that anyone asked, but in Dead by Daylight, we say something similar: “Because The Nurse is so strong, they decided to nerf The Pig”.
@JC 2100 Dps mains when they need to shoot a stationary object
Zen getting 5 more shots is actually huge. There are so many times I was 1 more shot to kill an enemy but had to reload
Zen is most vulnerable when he has to reload. Decreasing that time is a nice way to buff Zen that doesn't fuck with Discord or his overall damage.
Yeah and kicking canceled the reload animation
As a Genji main, I remember that feeling
@Pecan Swan 😂
Make your choice vs MercyPockets:
Focus the Pocketed: They gets more healing when low so it's harder to kill them
Focus Mercy: You have to shoot a constantly healed Mercy while her pockets bombard you
Lose-Lose scenario
@Saman Shomali well with her new changes, shes "forced" to heal others to self sustain, if shes with a pharah for example shes now way easier to kill. to even achieve somewhat similar levels of sustain she needs to heal more, and dmg boost less (and we all know dmg boost is the good but also problematic part of mercy), which again makes her less problematic since we wont see sojourn 1 shots as often, less pharah and ashe giga pockets etc... shes more of a healer now than she was before. but she also has more burst healing. trying to kill someone being pocket healed by mercy is harder than it used to be.
@Cryoptic hmmm, yeah I guess you are right, if you focus Mercy first, she won’t get healed and you can kill her easier. Specially if she pocket’s a dps that won’t take damage a lot.
Should be interesting to see what new ways of playing her develop, perhaps she won’t pocket that much anymore, and she will try to heal everyone.
@Saman Shomali its not a purely better regen. its way more conditional. arguably the first one wasnt conditional at all.
u dont get the new regen while dmg boosting, in valk, or healing someone full hp. u need to be healing someone that NEEDS healing for it to work. its not better at all for most scenarios. being stuck to healing the tank more to not die is also a nerf since mercy wants to pocket the dps, not the tank.
Its not always a lose-lose scenario tho. Pockets usually dont pay attention enough to their mercy when they are being focused. Also her new passive may make her “tanky” in a way but it only applies when the team is low. When they are close or even full health it completely stop.
That sucks since its really easy to counter by simply just focusing on Mercy. And Mercy has no way of escaping since her GA is now 3s. Basically she got no survivability when enemies are focusing on her.
@Ivy Productions Regardless whether mercy players use GA or not. 3 seconds is still a lot. She’s basically just a sitting duck whenever a flanker is focusing on her.
The updated color blind options are such a great change from what they originally were! Being able to customize personal settings, rather than choosing from a few options, can make the difference between literally being able to see important details and not.
Covering all the important stuff without a forty minute video. Impressive content as always. Keep up the good work
those accessibility options are so great! good on the devs for adding them and ESPECIALLY the preview option that shows BOTH the say and night lighting, that's so cool
Fr
Correct me if I'm wrong but I'm pretty sure wrecking ball is the only character now in the games history to passively have both shield and armour
@Shark Gamer I haven’t played tank much, because I’d decided to become a dps main until they fix supports (I hate playing kiriko), but it seems that he can get a lot more out of being able to use piledriver more often and having that little bit of help against poke and disengagement because of his shields
@DamoGamo and hi is still bad
@Eduardo Ibarra bro he’s literally so much better after this update, what are you talking about 😂
@tartipouss3877 I kinda feel like Hammond is the single most bigoted character in the game, and his mech is just doing its very best to make the sentences more appropriate
@Eduardo Ibarra Are you high?
The rein swing is very very useful in getting enemies pushed off map after a pin cancel. Sometimes you need the enemy to go a little more further, sometimes you need them to be pushed to the left (a hole or a ledge is there).
I don’t notice people getting pushed out of my reach too much in a 1v1 but it does happen. I figure this might actually be more impactful for clusters of enemies where you might keep 2 or 3 of them in range for 1-2 more swings than before which could be big.
As a rein main the knock back reduction on hammer will be a quality of life for both reins and enemies. I won’t get frustrated so much that a basic attack is stunlocking me, and as a rein I won’t have to chase enemies as much.
Havana and Numbani are back! I loved both maps but I'm sad Eichenwalde has to go, Ecopoint looks cool as well.
@Eridiance yea i was gonna say that i havent played numbani once this season
they lied about numbani
4:15..
This is a significant buff for Rein mains. One problem was that Damage heroes who would hit and run could sometimes get assisted with running by our Hammer. With this buff, Reinhardt can more consistently get that last swing to finish then off instead of helping them escape.
I really appreciate the huge effort you put into this kind of videos!
Been saying that Brig change was necessary for months. Felt SO BAD pressing E on a low health hero knowing they were going to die before anything happened
@sethescopeit really wasn’t that bad, chill. You wouldn’t last on 4chan
@sethescope just making a comment that brig had a high skill floor. I also happen to be dog shit with Brig.
Was meant to be more humorous but take it how you will. Doesn't make much difference
@Zachary Jackson just so you know, this kind of attitude about a video game character and the people who play that character makes you seem like a deeply unpleasant person. maybe you're not, you probably aren't all bad, but the energy you're bringing to the table today is such a bummer
@AyoooWTF thats not your job as brig, you cant stop people getting low health, inspire doesnt heal enough. But with a health pack on top thats now 65hps, as well as 25 burst heals, you can certainly manage the battle easier. I got to gm as brig this seasom through all the hate mail and shitty meta, and ngl this change is pretty big for her. Mace to the face my fellow brig mains
As a rign main the knockback tends to be more of a hindrance then a benefit. It only helps if they are aiming at someone other than you because your hit box is so big. So overall I say this is a buff
Thanks for the video, I always appreciate someone reading out the patch notes instead of me reading them. I sometimes misread things so this helps.
Love the attention to detail and your effort for max coverage like my great late grandmas over the shoulder boulder holder
the changes to rammatra and junker queen means that widow can now one shot tanks:), also for some reason - them increasing ult charge means that - turrets can be now destroyed for eternity and her shield deplosy slower:D
Thanks man. A clear, precise and complete view of changes. Thank god Someone has the skills to do it properly!!
As a Rein main the knockback impulse is honestly an extremely good QOL change because you can swing and not have the enemy get knocked out of your hammer range
The sun's beamin'
It does reduce the effectiveness of a tech he has where if you swing at the proper angle instead of knocking them away it pulls them closer. This is different from his other swing tech where he extends his hotbox range using corner swings.
Overall this is a buff for those who either don't know the tech, aren't good with the tech, or just can't be bothered to do the tech in the middle of an intense brawl.
As a Lucio main, I'm scared because I used to abuse y'alls knockback for movement and get away with some trolling in console plat. But no more.☠️
@Doom Slayer ty i get that a lot 😄
@Doom Slayer lmao yeah both of y'all
as a rein main the knockback reduction is a nerf, especially when securing certain ledge throws where a push to the left is beneficial after release
once again, i thank you karQ for breaking down all the changes, this is very helpful!
Appreciate the update as always KarQ!!
Fantastic overview, thank you KarQ!
Mercy changes are going to drive me insane
@Yemin There's no way somebody unironically said that and the OW devs agreed to some degree. Valk can barely withstand 2 Widow half-charged body shots, let alone BOB.
It's so annoying, because they said we can tank Bob in Valkyrie mode, but can't even last 3 sec against him. Even an enemy Mercy solo can kill me in few sec. There goes the whole "tanking" bullsh*t.
@makenzie I feel more bad for the tanks. They did not need to be nerfed like that.
@Jason Trumbo Anyone with eyes, 2 limbs, and bio-electric currents going through their brain can properly punish Mercy. If Mercy is not in shooting range, then she isnt a concern at that moment.
The hard part being the Sojourn right beside Mercy will destroy your HP bar with one right click. So Mercy clearly isnt the problem.
@makenzie no she was a menace. She needs to be able to be punished more
I think Reins hammer knock back change is not good for when you're pinning enemies off the map and giving them a last hit to push them further. However, it probably stop enemies being pushed further away from you when they’re jumping.
I think more good than bad 🔨 👍
But it wasnt strong enough to push them off tho, it just made it easier to escape from you.
And i think they shouldnt have nerfed the ults damage so much.
As a ball main. This is a massive buff to ball. Rien can't hit me off course anymore. I always get mad when Rien swing kills my fire ball speed.
Agreed! And less jarring when hit by his hammer, which I feel is also better feeling to play
A lot of nice changes overall, not just the balancing but even stuff they are doing with the maps and color blind features as well as the streamer mode are nice. I just fear most of these changes are too late and they really missed the ball on retaining the new influx of f2p players.
thank you for making such a good video , good to know whats being changed for comp
As a plat rein main I do think the hammer having less knock back is a buff for him, mainly cause good players will jump before getting hit with rein so they can easily escape his range. While yes the knock back would disrupt aim of targets you're hitting, I don't think enough people even shoot back for it to be a noticable nerf to him. It may change the meta of what to do when facing a rein though if you have good aim since most DPS can probably just kill him in a 1v1 easier.. but I'd overall say it's gonna be a net buff since enemies escaping rein's range was the main issue to begin with.. it does however mean that pinning someone off the map into slapping them further away with one hammer swing will be slightly less consistent.
More HUD options, please!!
They added new accessibility options, but from the beginning of Overwatch I've disliked how small my healthbar is.
I mean, I bet it functions well enough for most people, but for me when I was starting out, there were many times I would be infuriated that I died without being given proper feedback of how much damage I was taking in fights. Sure, better tutorials on engages, peeking, environmental considerations would be nice, but even with a fair lot of experience my attention span can be really inefficient.
Amazing video. Thanks for keeping us informed
Regarding the map changes, I hope they plan to add an alternate time-of-day to every map at some point, they can rotate them between Seasons to keep things interesting as a substitute to Map Pools.
I like the little preview window in the settings, maybe they'll add every hero cinematic to the Hero Gallery like they did for JQ and Kiriko, would be nice for new players to get an idea what that hero is all about.
I AINT READIN ALLAT 🤣
circuit royale being morning now is so gross looking. it was gorgeous at night
@Liberal's Tchénel This! ↑ Once map pools are gone, it would be great to know, not only what maps are available, but the random lighting would keep the game fresh.
@Liberal's Tchénel Yeah, having more chances to get King's Row would be nice regardless of the time of day or weather xD
I would like to them rotate every match
Season 2: overwatch has a damage problem
Season 3: more damage less health
@Spencer Knutsen Overwatch fans are never satisfied. A few weeks ago, y'all were complaining about tanks dominating open que and arcade modes. Sorry but lowering tank health for those other modes WAS NECESSARY. The problem was that they didn't address any of the damage problems.
@Spencer Knutsen can confirm as a tank / support main, tanks are / feel 90% useless this season thus far esp when as support i can 1v1 a tank..
nothing more disappointing this season than losing as a road hog to 2 supports..
Ye embarrassing nerfing tank health. Slowly ruining the game
@Josue Gutierrez no, open que comp has the tank health low like he described
@Josue Gutierrez It wouldn’t make sense to have the update for arcade and not comp open queue. The tankiness of tanks would be a problem needing to be resolved for both modes.
They should make variable changes in Open queue and Arcade where the changes depends on team composition. For example, whenever 3 tanks are present on the team, their health pool reduce, or 3 supports are present, their healing output reduce, and 3 dps reduce damage output
I can't see any way of making that work that isn't ridiculously complicated. Your idea for team composition, particularly tanks, also came to me. But consider this:
Another player switches to tank mid-round. Would your health bar start flashing before your max health suddenly drops by 100, right when you're pushing against a serious ult? For damage/support, does the edge of the screen blink before your damage/healing output drops? It wouldn't feel good for anyone if these things happen, especially under pressure.
Removing 150 health from each tank is descent and simple, hopefully good enough for deathmatch. I'm not sure if 200 would be better, except tanks would be ruined in open queue, if they aren't already.
I dont play open queue but yeah this change kind of makes it almost necessary to run multiple tanks because each individual tank is so much weaker.
While the Guardian Angel nerfs hurt, I’m interested in how well her new passive will help in survivability in team fights. I’m also curious if the passive goes off if you’re healing Bob?
I would assume yes because Bob is treated like a regular teammate by most mechanics in the game. Actually interesting to think Mercy could heal up her team's Bob in a fight to help herself survive better.
can we just congratulate karq for covering all this !! well done :)
Man, the shield buff on ball is massive. Literally no other hero benefits from shields as much as ball does considering he can easily get out of combat and start regening them. This also helps protect that juicy armor from annoying poke, preserving it for close-quarters. You also have 150 less hp to worry about meaning that 2 giga packs and one small pack is all you need to have maxed out hp. Pile driver buff is also cool since it's damage was incosistent and underwhelming for a 10 sec cd
@Wojtug it rly isnt that much, and to expect that nothing will ever be in ur way is like thinking u can play rein without using ur shield
@Cryoptic Have you ever played ball 💀 CC is one way to counter ball but the sickening amount of abilities that disrupt or displace you can easily break your fireball
@Wojtug comparatively to orisa, hes not easier to hit. hes harder to hit unless ur on hitscan. and easy to stun??? from who?? ana?? thats one hero. junk cant stun bal leasy, rein cant, hog can, but it doesnt do much and its better for him to hook others.... like who besides ana is gonna cc ball?
@Cryoptic The downside of this "tankimess" is his massive hitbox, which drastically decreases the effective hp because of how darn easy he is to hit and stun
@Wojtug i dont think its a bad buff. i think its a really good one for what it does. but giving him 150 free hp every time he gets out of combat quite literally is making him tankier. effective hp isnt purely just the hp btw. its accounting for other factors such as abilities, healing, armor etc...
an ana with nade up has an effective hp of 300. does this mean she cant die to 200 hp burst? no ofc not, but her effective hp is 300. its assuming u dont get one shot, this is same with ball. giving him 150 free hp every time he gets out and chills for a bit is increasing his effective hp. its just harder to put a number on it. as u say, orisa spear spin makes her tankier, it increases her effective hp, but cant rly put a number on it can u?
if u never played other games like mobas or rpgs, then id suggest looking at vids explaining effective hp. its easier than reading what i write here.
i just personally wanted a non tanky buff. a movement, util, or dmg buff. preferably util.
Question: does roadhog in open queue heal for the same amount with take a breather despite having less health?
2:00 that's actually really good because she still felt a bit too weak sometimes and that 25 health might just make all the difference especially with her regen. Though they shouldn't make her too tanky I feel like a lower health pool but getting health from wounds is a good system. If anything I'd say boost her regen not her total health.
What software is used to display your keyboard and mouse inputs? And how would you integrate it into your game without it being a distraction?
As someone that started in OW2, Eichenwalde and Busan are my favorite maps! Why do they have to take those away! At least they don’t take away Ilios
For Rein there always seems to be this issue where the knock back will sometimes knock targets away from you . This should help him stick to targets a bit better .
Its because of directional influence, basically people running away from you will be sent farther than someone in neutral or walking toward you. Really nice to not bump supports running away from you, im interested to see how it will be
yeah it always just felt so inconsistent, sometimes they go to the side, sometimes they move away, sometimes you even suck them back in. I think just lessening that seeming randomness will be better to play with overall though.
KarQ what are your thoughts on turrets in Overwatch? My and friend group and I think they are unhealthy and just an annoying addition to the game, but we also cannot think of alternatives for heroes that have them in their kit. So what do you think?
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Maybe Sym can get one powerful laser turret, but she has to remote control it/stand still… And maybe Torb can place an improved anti air turret that only shoots airborne enemies? Another Torb idea could be placing a stationary naval cannon that has to be manually operated? It would deal heavy damage with slow reload… useful for shattering rein shields.
Thoughts on rank system? Currently I’m a masters player who played master lobbies in my un ranked que but was still put in bronze. I feel like ranked doesn’t care about skill till near diamond+ sense as long as you win 7 before you lose 7 you’ll go up and tbh if your half decent and get decent teams you can do that even if it’s 6-7. As wells as I feel it punishes skilled players simply for having a job or not enough time to play Aton. Tell what y’all think.
i was legit just getting in that feeling of being an unkillable mercy after maining her for the past season and a half… i really dislike what they did to her. the thing that made me fall in love with playing her was her insane movement and survivability because of the movement. i would’ve much rather took a hit to her ult or blue beam over the movement nerf
Drone character changed to be less drone like. I think it’s fine.
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Is the map pool change for season 3 just for comp? Because I havent even played Numbani and Havana in quickplay and Id love to again. So wondering if itll be put into the qp pool too
The map lighting changes are some of the best so far
Thank you for all these up-to-date updates @KarQ. You are the number one for all Overwatch (2) anything.
And that intro, wow! Always makes me feel good 🫶💯
I’ll definitely miss 1 tapping a lot of peeps with Rein ult
The mercy changes are once again some inspiration for Team Fortress 2.
In TF2, the Medic's medigun does, "crit" heals when the target is below 50%.
Happy to see good mechanics put into the game.
@Martin Hegedüs In TF2, crit healing isn't based on the target's HP. It's based on how long since they have last taken damage.
This change is really bad for overwatch. It makes mercy pocketing even more braindead and powerful. Think about it. As mercy, you can now damage boost more often without having to worry about your target's health, since you can easily bail them out with a 67 hps heal beam which you don't even have to aim.
I really like the rest of this patch, but I have no clue what they were thinking with this one.
@Won't Smith could you elaborate?
Wrong on both counts. This is a horrendous change that didn't even come from TF2.
Mercy changes are actually very great
excpt for the guardian angel, they nerfed it way too much
Since the tanks health got nerfed in non role queue modes does that make bastion more durable with the iron clad?
The Hammer swing thing is kinda all around buff . I If a was caught getting swung on I'd time a jump and 40% of the time get out of range, especially with the rein v rein match up
I'll take any improvements to Sombra gladly at this point. And Widow going back down to 175 is delightful along with Sombra's damage increase.
@Jezzda29 damage per bullet to a hacked target = overnerfed apparently
@user-ph3hx3jt8v exactly. I dig the hacking being tied to her damage but it also makes for horrible damage against good teams. You can't always pick someone off.
@happy no one wants her meta. Even her mains. We just want her to be viable.
I feel helpless with her against literally all dps (unless they can't aim at all), and half support. And well a Sombra won't 1v1 a tank anyway.
Its Christmas widow is cancer more nurfs to widow please
i'm honestly fine with Sombra never being meta again. she was so incredible annoying to play against in OW1 and the lack of Sombras in OW2 has been a nice change
as a mercy main i actually don’t mind the changes for her since i feel like it forces you to play much more thoughtfully with your positioning and more punishing if you get caught in a situation where you’re positioned badly, however almost three seconds to fly again is going to be horrible in my opinion. 2 would have been fine but 2.5 is a long time in a fast paced environment when you need to move quickly. but i also think it’s something that will force you to play smarter rather than relying on movement so it’ll be interesting to play.
So basically all the characters that needed nerfs got buffed all the characters that were fine got nerfs and all the characters that actually need some buffs got left out (there are a few exceptions like torb and Lucio)
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wait that cassidy buff is actually massive. Rolling through enemies trying to block you and the falloff damage is pretty nice
the two things that makes me want to go back to the game : ow credits and ui customization
This whole video I waited for the ball changes... then the whole section on ball i was waiting for you to say they fixed his reloading when enterig/exiting ball form. How did they not address this in this patch? One of the worst parts of ball, can be very frustrating and frequently makers the difference between soemone living and soemone dying. Hopefully it comes eventually.
Love the Junker Queen buffs. She is so much fun to play.
@John Moreno you probably are better at your precious boring meta Orisa than I would be. you're probably right
@bobs I'm probably better than you in a rank that's very competitive. And I'm giving you my 2 cents. If you don't want to take it, then take the L and stay bad. Complain all you want, but JQ is not busted. A tier at best. Actually skill issue.
@Илья Лыков am i saying is it NEVER possible to lose? of course not... i personally can miss my shots play stupid and die. thats what happens with most junker queens when you play with them... but if you aren't playing bad... then junker queen doesn't die... and is too strong... there is a reason everyone is playing her... she is effective with the cooldown buffs and heal buffs. she can bleed everyone very easily and heal off of everyone.
if you decide to 1v1 her as the tank you will be wasting your time. you cant outdamage her. you might be able to stun her with a stun hero in order to actually lock her down long enough to get a whole team to jump on her. that's most likely what happens when you face a junker queen who isnt bad.
also her walk animation is janky. she doesn't move smoothly. (yeah i know, skill issue and you're the best at this game. i get it bro.)
How do you make your before-and-after comparison videos, since we all receive the update at the same time?
I don't remember, but there was like a problem with the order of the HP types in ow1 that make some heroes op because of that. So, do you think they will change the order again cause of ball?
holding s and jumping as rein hits u sends u so far back so its acc a nice buff that the knockbacks reduced
The game feels like it’s filling out a little bit more. And this season’s free battle pass perks feel a little more fair and worth grinding for. Still not amazing but it’s getting there.
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I like where they’re going with the ults. Tank ults are generally stronger than most so they cost more, while damage ults cost less so they can dps better 👍
It felt weird doing more with my ult than my dps with theirs, while also getting it quicker
Considering ball constantly has to run away to heal having that shield is CRAZY good.
I play a lot of rein. I haven't tried the new rein yet, but I think I would prefer higher knockback with the hammer so I can push enemies around the battlefield to where I want them
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Rain for me the push dose not matter as the swing is so wide and slow enough for me to move the view point where they are thrown I do not think it is going to effect many rain mains.
I just wish Hammond got a quality of life update for the grapple or a lil more damage for the quad cannons..
Zen getting 5 more shots is actually huge.
The mercy changes kinda feel like a buff for pocketing a dps. You squeeze out damage boost untill they are half health and then burst them back to full with the increased healing. Probably is going to make pharmercy and sojourn mercy more annoying. And the changes to valk healing im mixed on because the constant regen was annoying to me as a winston player as she outhealed my damage with one passive ability but it seems like she can still do that?
@Alexandre de Souza and just as i sidenote there isn't a lot of cases where mercy's whole team will be full health and the mercy being low especially in teams fights and lower ranks. Overall her passive change is a buff to her ult and a nerf to pocketing
@Alexandre de Souza okay so what's the problem with her ult in your mind then? The way i see it is that it's just harder to stay alive with it and that's good since good mercy players could go a full game with only dying 1 or 2 times because her ult was so powerful at keeping her alive and her mobility was insane, now that her mobility is slightly worse and her ult is stronger in some cases and weaker in others mercy will have to take more cover while damage boosting and can be extremely tanky while healing. In my mind that brings her more options since she can now tank on top of doing everything else she could do before, it didn't make her ult less versatile or weaker.
@Nico Harjunpää Yeah, it'll help steer mercies away from pocketing squishies like Damage so much. That's good.
But I'm talking about her ult. When she's pocketing her entire team. When Valkirie was introduced it was made to make Mercy more versatile. It was great when you needed to fight, flight or support, be it with heals or damage boost. Now, you can tank damage, but only when your team is low and you're healing them. And your passive doesn't work if you do any thing else, including healing them to full health.
@Alexandre de Souza because you're getting an easy win that way, mercy isn't supposed to healbot since she's inferior to other healers that way, now she just has heal more instead of just pocketing a sojourn with damge boost all game. It's an indirect small nerf to pocket sojourn/pocket pharah. Her heal time from 1 health to 200 health is the exact same and her passive heal is a little stronger if used correctly.
@Nico Harjunpää Why would I want to fight against an unkillable healbot Mercy?
Which BTW is just gonna braindead heal spam, cause that's what lets her self-heal more. And heal spamming as Mercy is so fucking boring.
But I'll have to play it first to check it out.
I honestly really hate whenever Blizzard nerfs heroes because they randomly spent a month in the meta without any recent buffs.
Ball is already annoying and I'm going to get demolished by ball even more with his new shield hp and cooldown reduction. Although it's nice to see that they're putting more effort into characters who are played less often. I'm also glad that Brigitte is getting some change so not many people play here. I try to and I can get some wins, but it's hard to heal when your only healing is hitting enemies or armor packs. I'll gladly take that Mercy nerf/buff anytime as a mercy main
Can I ask why in the preview they made it look like you are playing as Soldier:76 but have Soljourn portrait, with _ERADICATOR_ as PvE unit you killed and Zen but neither are in the kill feed, as well as Bastion headshotting Ramattra after death?
Might I also mention that subtitles suggest that you are starting your ultimate whereas you are 40% on it
Oh, and their playing overtime control on Gibraltar, whilst point is not in control of neither team, moreover it's locked.
I feel like person who was in charge of this wanted to make this as cursed as possible.
Mercy’s beam linger is 1.3 secs and res is 1.75 secs long. Having GA at 1.5 secs was a perfect synergy with those cast times. However, the extra second on GA completely destroys that synergy. Now, there will be a lot of awkward moments of waiting for the cooldown to come online and it’s going to feel so bad. The mercy changes actually incentivizes damage boost pocketing even more now. Mercy gameplay will essentially be staying back with the dps to limit GA usage and damage boosting until an ally gets below 50% to heal, then once they get to 50%, go back to damage boost. As a Mercy player, I can see myself purposefully letting teammates get below 50% before healing them so I could activate my passive.
Brigitte is a top notch support, and the buffs just made her even better.
@PastPositiveyou’re talking about a period where everything was burst damage or straight up more damage than inspire could heal per second. Just because she works in diamond lobbies doesn’t mean she’s good.
@PastPositive you say that support doesn't mean healer yet every other support can heal, simply put brigette is shit because she is trying to be a tank and support yet she sucks at both.
@TableWrens yes i am cuz picking that character is basically throwing 🤣🤣
@Zack You're the kind of tank or DPS who would throw a game before it even started because someone picked Brig, aren't you?
@PastPositive she has no effect to game with anything wdym 💀, dying in teamfights while trying to heal 💀💀💀💀
Ult is even more useless, enemy ana nanos the tank and outclasses brig's "team together" ult 💀💀
Nano, kitsune, way better ults
Brig is completely useless shut up
I understand the Ramattra nerf. Still gonna miss the funny Ramattra stare downs
Ball changes are really good. The pile driver cool down reduction is scary, but I think it still takes a decent player to line those up. So bad players will still be bad.
I got 7 ultra in my last game. He does obscene amounts of damage now
@masift1494 for literally almost any other hero this would be true. Ball however requires extensive Map knowledge as he is dependent on health packs. His main ability, Grapple,is also INCREDIBLY dependent on knowing what you can do on any given map and how you can use the environment. Tell me in the last two points where human enemy players are necessary? None. Nobody should even consider taking Ball into quickplay before they've spent at least a little bit of time in custom matches just getting used to the maps and his movement otherwise he is literally the worst tank to play
Yeah qp is for fun, but nobody is having fun while the dumbass Ball player is rolling around doing nothing and dying 90% of the match. This is a TEAM dependent game. That doesn't change because it is QP and not comp. Yeah you can be that 8yr old playing COD but nobody is going to like having you on their team in that game either
@Zachary Jackson An even worse take than the QP guy. Wins/losses in QP doesn't mean anything. Quit whining and go to competitive. You are not going to learn ANYTHING playing against AIs. You might as well be playing against bronze players. You're not going to get better destroying bots as a new hero, you will learn almost nothing.
@Xickyr Nah actual bad take. Comp is the only environment you can actually learn to play a hero effectively. People do not take QP seriously, you're not going to learn much more than basic mechanics in QP.
@Ben Maciver I play ball a lot too, and I honestly would've been fine with just the shield health change. I feel bad for everyone else if the meta becomes Sombra Ball or something.
I don’t know if you realized but symettra has a delay now when casting ult
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Great coverage KarQ, thanks!
Reducing hammer knockback is ABSOLUTELY a nerf.
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reins knockback reduction is definitely a nerf, not a huge one but still a nerf.
So important question how much does hog heal in open que?
The only thing im surprised they didn’t nerf is the one DPS that hits harder than reaper, moves faster than tracer, and snipes better than widow…Soujorn
@Jd.CD24 True. If anything blade needs to be rebuffed back to 120 damage instead of 110.
Unfortunately the devs don't play the game enough and somehow think all of Genjis power is in his ultimate even though his time to kill is faster with his normal kit is faster than his blade unless he has nano/mercy dmg boost.
@HumbleHomunculus if they do that using blade will just be getting rid of genjis range making him a sitting duck with a sharpened spoon
@DizzyHotSauce A raw blade no nano no damage boost gets very little value. It is incredibly rare that you get more than 1-2 kills. Sometimes you just use it to force out trance or beat. At higher ranks Genji is incredibly bad rn.
@HumbleHomunculus IMO they need to nerf the dash distance for Genji by like 20% (significant for genji players, I know) but bring the damage back to his primary fire. The reason why he gets so much value in his ultimate compared to anything else is because he has insane mobility with his dash.
The main change she needs is to remove headshots from her secondary fire. Even without headshotting with the railgun, she still gets a lot of value. Headshots just seem like an unnecessarily OP addition to her kit.
Poor Doom, but I’m happy about the wrecking ball and slight brig buffs.
That ending was definitely worth the waits
I hate the change to tank health in open que. I love playing open que and I think this will make tanks less fun in those modes
Rein can kill junk tyre again yay, I loved hitting those, it sucked cause even when hitting it before it wouldn't die. Although being double I imagine he will almost always get kills as people walk out of spawn
I love the changes. And thank you Blizzard for bringing back Havana. It's my favorite map
As a Tracer main the Torb nerf is awesome because it means I can one clip the turret
It looks like Winston's shield duration is increased from what it previously was from the clip you played. I could be wrong though?
Hit me up ☝️☝️☝️☝️☝️
i just realized that all tanks’ health has been decreased by specifically 150 hp.
I really like eichenwalde i would preferred if they keep it
I feel like they only gave Junkerqueen 25 more health so the tanks consistently lose 150 in open queue but have 300 or more health
As a rein main, I would largely say less hammer knockback is a buff, but it's sort of situational. Can definitely hurt sometimes around ledges or in tight corridors as you can knock people further from their team, but past that.. not bad overall.
@miyahara that's a really interesting idea! thank you for sharing it with me :)
@sethescope in my pov, I think they should tweak the pin hitbox to make it adaptable to everyone's hitbox. Everyone's hitbox kind of clustered when they gathered in one spot. But in exchange of lowering his pushback damage. Im sure others have a better idea than mine
@miyahara do you have any ideas for how that could be addressed? im really curious! maybe some kind of minor CC/CC-adjacent thing so the enemies will be affected to at least some degree, just not the same degree as getting squished?
But I do wish they put a lil rework on the pin tho. Like imagine ur boosting into an enemy team yet you only manage to push them instead of pinning. It can be frustrating sometimes
REIN BUFFS!
Open Queue should be fun with the health changes. I believe it is the correct way to play the game as the original creators meant for it as the first 5+ competitive seasons were played with no role guidelines and limits. People should be able to play all roles not just be one trick 57% torbs floating from gold 1 to plat 5.
THE BEST SUPPORT IN THE GAME REMAINS UNTOUCHED, WE UP AS ALWAYS KIRIKO MAINS
For now.
Since they reduced Zaryas HP outside of Role Queue, does that mean they buffed her bubble cool down time in Total Mayhem? She's unusable there until they fix it
if u jump with the momentum of the swing as u get hit from enemy rein it can carry u further away from him... it gives u options
I'm digging these changes for the most part!
I prefer the knock back from the hammer to be 10, I like displacing the enemy. But it is nice not having them get booped away too.
@khaledm.1476 it does, but again it's another positive for hitting enemies on land. Since they don't get moved as far forward, so you can catch up. If you don't have charge.
@ToxicCrowRK I am fine with it not counting as environmental as long as I get the kill, but this nerfs the kill potential
The only exception is zen and brigs bash and boop w whipshot
@Khaled M. they removed melee attacks as environmental, including reins hammer sadly.
Isn't this a nerf for environmental kills charge cancel and hit with the hammer, doesn't it boop less now??