As someone who has close to 20 hours into D.Va, I'm not sure what to think about any changes to her. She's a unique beast even for Overwatch, having two stages in and out of the mech. It's hard to say she's underpowered, but there are some frustrations. Buffing her might still make an experienced player like me overpowered, but that's kind of the point? I still see many people playing D.Va "wrong".
I would support buffing the range/damage on her cannons
a little. D.Va's supposed to be the only tank that is a real counter to snipers and 1v1 attack flankers, but the cannons are so weak that even a widow can dispose of a full-health mech at short range. She can't hold a point/payload as well as some of the others due to her size in the mech, so it means the only thing she's truly "good" at it is chasing low health enemies and doing combined attacks. She's really good in the king of the hill matches in Ilios/Nepal/Lijiang (those sweet, sweet environmental kills) I find, but it takes a good amount of finesse in any other map. I feel like if you did up those cannons a bit, she'd be a force to be reckoned with beyond just players who put a lot of time in figuring out how to play her.
I don't think her durability should be tampered with, though. One of the tricks is learning how to play her out of the mech, and she can be quite good out as well. I've gone quite a few matches with no or very few deaths, and that doesn't usually spell durability problems. Focus on her damage in the mech.
And maybe, just maybe, pretty please, maybe, allow her shield to block that fucking riptire. I don't know how it can stop rockets but not a relatively slow-moving tire with some spiked on it. Even boosting straight up can't counter it well enough to save you. It's really my biggest gripe with the balancing the game, for a DEFENSE hero, that fucking tire is dumb. And it's the only reason there's always a Junkrat on every team ever, because they want to use that tire to insta-kill 2-4 people with no easy counter. Meanwhile everyone complains about Pharah's ult when she's so squishy and underpowered otherwise. Also, maybe have her shield stop Hanzo's ult? Being literally the only character that can would give more reason to play her.
saluraropicrusa said:
my advice, if people are avoiding your meka explosions, is practice the "meteor" technique: boost almost directly upward in the direction of the enemy team, and activate your ult as you boost. if you do it right, your meka will arc (generally you wanna do this from behind cover) and if the enemy team doesn't see it before it lands they won't have enough time to escape since it's priming the explosion as it travels.
it's not foolproof, but it can work. you can also boost along the ground instead of into the air but that's probably more effective if you're sneaking up behind the enemy team, and have enough distance that the meka will blow up quickly once it reaches the enemy.
(tho i'm just basing this on PotGs/gifs i've seen of people doing this, since i don't play D.Va)
The "meteor" thing isn't a bad technique, but yeah, pretty much since the first couple weeks of the game, getting a kill with self-destruct can be quite difficult/dependent entirely on luck. Even doing all the tricksy things you can come up with, there's just too many little buildings and little walls you can hide behind to avoid it. If they took about a half-second off of the explode time it would make a world of difference in my mind.
As for McCree, which is ostensibly the topic of this article, I think he's actually pretty balanced. Someone has to be able to kill those fucking Reapers (other than Commander Shepard) and Genjis when they try to flank. Yeah if done right he can dispose of tanks even, but tanks have the best self-preservation techniques. I don't really see him as the biggest menace on the battlefield. Give Reaper 200hp or nerf him in some other way before fucking with McCree.