quote:
I do just as well with Hanzo as I did before and I am by no means a top tier player.
Same here, add D Va as well, after the update she has been awesome to play with
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I do just as well with Hanzo as I did before and I am by no means a top tier player.
quote:Added you.
I generally agree, but it just seems there are a few heros that are completely useless right now. I think Symmetra is approaching that level. If the enemy team has a D.Va, rushing the first point is so ridiculously easy to take (of course it does take an ounce of coordination so that may be too much for some teams) making Symmetra useless.
D.Va is probably my favorite hero to play, but she is flat out broken right now. There is no discretion in when to use the defense matrix. I think putting the matrix on a two second cooldown would fix her perfectly.
I also think Hanzo is at that useless level. After they nerfed the hitbox sizes for projectiles, he went from situational to useless.
On another note, I am at level 16 on PC, so hopefully I can get to 25 this weekend. Feel free to add me: Uplift#11403. I got to rank 69 on console, so I want to see what I can get to on PC.
quote:MERICA!
Like that McCree skin.
quote:Good point. Anytime I get gold dmg and/or elims as a tank you know the team is not very good. I've had 4-5 gold games with Dva and Winston(all good but healing of course) and that should not happen if you have damage classes that do damage.
Having spent time playing the game with my cousin who is rank 38....
Yes.
High thirties and low 40s have so many people. So so many people that ate just the worst.
60 is top percentage. Before team comp hero minutes, I played a game on defense on anubis. I played road hog. Three genjis. Two hanzos.
We won because I was unkillable, not because of great teamplay.
quote:Exactly! Drives me nuts when DPS overextend and die on defense.
Be careful not to put too much focus on the damage medal, and elims are basically worthless since if you just touch a guy you can get credit for that.
It's much more important when you do damage, and who you damage. Let's say you're a DPS player defending the first point on King's Row. Defense has gone pretty well for a minute or so, but then you overextend and get picked off. The other team capitalizes on the 6v5, pushes in, and eventually takes the point. You have respawned and arrive back at the point as they're nearly done capping, but you're alone since you died first and the rest of your team is respawning. You use your ult, even get 2-3 kills, but you die. It doesn't matter, the other team has capped the point and has favorable spawns negating those kills, and now you have a staggered respawn and no ult to help defend. You've cost your team the first point and a lot of progress towards the second even though there's a very good chance you're the top player on your team in damage.
An average player in this situation thinks "my team is bad, they need me to do everything". A good player thinks "I shouldn't have overextended and definitely shouldn't have wasted my ult, I put my team in a very bad position".
quote:I disagree. With my current rank in the 60's in competitive I have had outstanding 6v6 with no premade groups as far as communication. Games almost always go to overtime and are pretty intense.
There is nothing more strategically beautiful when defending than when your team can get the attackers' spawns scattered out so that they continue to attack 1-2 at a time.
I've cut back on playing if there aren't some people I can group up with. Playing on teams of 6 solo players is, in my opinion, why there is such a glut of 30-50 ranked players. No one thinks of group play.
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Sorry I couldn't play with ya last night Nav but my daughter and son-in-law were on at the same time for the first time since launch so I was playing with them. My daughter started med school so she has been overwhelmed with the study load.
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General
- Ultimates that consume the ultimate meter when activated will now drain the meter more quickly (.25 second instead of 1 second)
- Reverted a recent change to reduce size of heroes' projectiles
Developer Comments: Altering the size of projectiles in flight had too many unintended side effects to keep in the game, at least in its current form. We will continue watching this and make additional changes if necessary.
D.Va
- Defense Matrix
- After being activated, Defense Matrix will begin regenerating following a 1-second delay (formerly .5 seconds)
Developer Comments: Defense Matrix was too efficient when tapped repeatedly, instead of being held. Now, the recovery delay matches the ability cooldown.
Hanzo
- Hanzo will now experience a 30% decrease in speed while aiming (formerly 40%)
- Maximum projectile speed has been increased by 30%
Developer Comments: Hanzo has the potential to deal a lot of damage, but he can feel really inconsistent, even at a medium distance. By increasing the projectile speed, we're extending his reliable range, making it easier to land shots without having to perfectly predict enemy movement.
Mei
- Blizzard
- The Blizzard projectile now pierces barriers
- Radius has been increased from 8 meters to 10 meters
Developer Comments: Mei has an interesting toolkit, but her ultimate often felt like it was too difficult to use effectively. Consequently, it felt weak compared to many other ultimate abilities. The freeze effect has been piercing barriers for some time now, but the projectile would still be blocked. Now, you can throw it down exactly where you want it, so it's much easier to utilize the full radius effectively.
McCree
- Deadeye
- Now drains over a .25-second period (instead of displaying a 50% reduction on the ultimate meter when activated and 0% when confirmed)
Developer Comments: If players managed to counter or avoid McCree's ultimate, it would often regenerate very quickly since only half of the ultimate charge was spent. Now, this ultimate works like every other ultimate that has a duration.
Mercy
- Caduceus Staff
- Healing Beam
- Healing-per-second has been increased by 20%
- Resurrect
- Resurrected allies will be able to maneuver after 2.25 seconds (reduced from 3 seconds)
Developer Comments: Resurrection now allows teammates to jump back into the fight more quickly, which should help Mercy survive after activating her ultimate. Mercy's healing is also getting a boost to solidify her role as a strong, single-target healer.
Genji
- Double jump no longer resets when wall climbing
- Dash
- No longer deals damage to traps like Widowmaker's Venom Mine or Junkrat's Steel Trap
- No longer bypasses Junkrat's Steel Trap
- Swift Strike
- No longer interrupts quick melee attacks
- Dragonblade
- Duration of Genji's ultimate has been reduced from 8 seconds to 6 seconds
Developer Comments: Genji was a little too difficult to pin down, and these changes will balance his speed. Swift Strike no longer cancels the recovery time from a quick melee attack, so players will no longer be able to get a free melee attack before using Swift Strike. Lastly, Dragonblade's duration was long enough that it often felt too difficult to reasonably counter.
Lcio
- Amp It Up
- The boosting of movement speed has been decreased by 30% (from a 100% increase to a 70% increase)
Developer Comments: Thanks to Lcio's speed increase, he was almost a must pick in every lineup.
Roadhog
- Chain Hook
- If the hooked target isn't in Roadhog's line of sight when retracting the hook, they will be moved back to the position where they were originally hooked
Developer Comments: This change means that hooked targets will be less likely to slide along walls, potentially ending up in an odd place after they've been reeled in.
Zenyatta
- Orb of Discord
- The amount of damage amplified by a target with Orb of Discord has been decreased from 50% to 30%
- Orb of Destruction
- Damage has been increased from 40 to 46
Developer Comments: Zenyatta is in a far better place since the last update, but the strength of Orb of Discord has turned him into an almost mandatory pick. These changes reduce Orb of Discord's effectiveness, but his damage-dealing potential has been increased. The amount of damage that he delivers should feel largely unaffected by the change.
quote:Genji can't dash through a Junkrat trap any more.
What are they changing about Junkrat?
ALso I would like to see Zen's healing orb bumped a bit. It is pretty dang slow.
quote:Hanzo is pretty annoying. RIght when I get killed as a tracer or something by a Hanzo and think wow what I shot! I watch the replay and they are just spamming a spot with arrows and just got a lucky hit.
So now there will be 10x as many annoying ass Hanzos.