I played in an all Winston team earlier. We knew we were destined to lose, but we put up a good fight.GZGoten said:my only complaint is that they allow the same character to be chosen in the same team. Playing against all Reinhardt or Bastion teams while not extremely difficult it's really boring, I pretty much just quit the match when I see it's a clone team, it's not going to be fun playing as or against them.
My favorite thing about the unlock system is that yeah, you get to thank the RNG Gods for getting skins and animations and such from time to time, but you also get the in-game currency from time to time. So if you're looking for a specific animation/skin/what-have-you, you can save up that in-game currency and to buy a specific item rather than waiting on a blessing from the RNG.Fappy said:I'd take buying a game like Overwatch at retail price over the "free-to-play" model Hearthstone has any day. You summed up my thoughts on that game perfectly. As for Overwatch, you actually unlock things at a reasonable pace and have access to everything that actually matters right off the bat. Everything you unlock is aesthetic, so balance is unaffected. As it should be.BloatedGuppy said:-Snip-
I find that good Genjis are as annoying as tracer. The dash is pretty far, and they always dart in and out of combat. He also has a long primary attack unlike tracer, and a burst really close one. Although it is hard to aim because they are projectiles.Seth Carter said:Genji has a short dash on a cooldown. Without that, I've chased him down with Reinhardt, unless he has a wall to run up handy (fortunately perhaps, I'm still in lower matchmaking tiers, and no one seems to know the maps well enough for that sort of thing to be commonplace). Even as his deflect goes, I just shoot deliberately at the wall next to him to make him use it, then unload after he's defenseless.
I don't know how you compare him to Tracer. Who can teleport basically instantly across half the map, or backwards while healing.
Mccree is apparently top tier according to amount played by pros. His pistol is really accurate from a distance. I find his ulti is pretty lacklustre, because of the charge time. Too situational, you really need to use it in open areas behind a Reinhart or something to really have it wipe. Mostly just have to use it on the flank on a couple guys, if they don't turn and kill you first!!Mcree has the problem of having a job, but being outperformed at it. As a sniper he's outranged by Widowmaker, and outdefensed by anyone with a mobility or heal. As a burst guy, Roadhog has the same trick, with tank hp and healing. Even Lucio can achieve the effect by push gunning a guy while super-speeding around him to avoid the hit and dumping his clip in him (which empties at the same speed, and will also kill with even basic accuracy).
I mean, its the attack class in general that kind of suffers. They gave the Tanks (for the most part) high damage abilities to force people to focus on them, rather then being ignored in favor of squishy targets and useless at their role. Then throwing in some of the Defense guys having huge damage potential (Widowmaker, and Junkrat (since you can throw and detonate his mine as an instakill grenade). Toss in objective based gameplay, and you're mostly team-fighting around a small area. Tanks are soaking damage, defense are shooting back, and support is healing. Attack is theoretically operating outside the pocket, which leaves them without tanks or defense or support healing/shields. Without the ability to get back in the pocket, or self-sustain, they're basically fodder for trades, at best.
Honestly, I feel like McCree is more of a defensive hero to play. The guy is a hard counter to a lot of squishy offensive champions who rely on flanking and hitting hard at close range like Tracer, Genji, and Reaper. Just tag them with your flashbang to stun and Fan the Hammer does the rest. They're almost always dead before they can escape.Seth Carter said:Speaking of Reaper, the attack heroes seem to be a tad over-squishy for the mobile ranging role. Not Reaper himself, who has a teleport ability that lets him go sniper, and a potent defensive/movement ability. But Genji and Mcree especially seem to lack in defensive options to really hold their own in a gunfight. Both rely on abilities that give them a tiny window of defense, not really enough to make an escape. Genjis isn't even functionaly against various heroes that don't use bullets. Compared to Tracer just warping out (and potentially healing completely), Reaper becoming invulnerable and flying off at boosted speed, or even 6's not-spectacular but basically effective sprint and self-healing, they feel like they're hung out to dry when the bullets start flying.
Having played the Open Beta for a few days and playing with most of the characters, I can say I agree with the Tanks needing a huge balance upgrade. However, I do feel like maybe the issue might be that some characters are being classified as tanks when they're not, specifically D.va and Roadhog. I feel like D.va and Roadhog need to be in their own class separate from tanks, as they feel more like what LoL refers to as Bruisers. They're great when they can get up in your face, especially towards the squishier characters that like to hide up in sniper's nests or behind the enemy team.SlumlordThanatos said:Having had some more Overwatch gameplay experience, I have a few more thoughts to add.
The tank class needs a balancing pass, badly. Right now, the only two tanks that are worthwhile are Reinhardt and Winston, the former because he's far better at soaking damage and protecting teammates than any other champion, and the latter because his weapon ignores Reinhardt's shield. D.Va has very niche use in dealing with turrets (and is almost useless otherwise), Zarya is simply outclassed by Winston and Reinhardt, and Roadhog is terrible at his designated role. He can land a clutch hook on an ulting Reaper or something, but more often than not, the Roadhog player simply throws hooks at the Reinhardt's shield and barely contributes outside of a few odd kills and maybe pushing the enemy team off of an objective once or twice. Basically: if you're not playing Reinhardt or Winston on your team, you're doing it wrong.
Support characters could use a balancing pass as well. Symmetra has tons of utility, but she has difficulty using it with her severely limited offensive capabilities. She basically has to set up a network of sentry turrets and hope that someone wanders into it. If she wants to do any kind of damage, she has to put herself in harm's way, and that's not how a support champion should work. If Symmetra can't heal outside of her tiny little shield, she needs to be able to charge her ultimate faster than she does.
And then there's Zenyatta. This guy basically trades his utility for damage, which means that he sucks at everything. A well-played Zenyatta can be devastating, but it is really, really, really hard to play him well and the loss of utility means your team suffers for it. His piddly little heal and his debuff just aren't good enough for him to fulfill the support role while his ultimate (which is awesome, however) is down. There's very little reason to play him when Mercy and Lucio have so much more utility than him.
These, however, are the only really glaring flaws in the game's balance. Offensive characters all have their own uses, and the defensive characters are all worth playing. The game's tanks and supports, however, need a lot of work before the game launches.
Having been playing D.Va a lot in the past few days, I think the major mistake a lot of people make with D.Va is thinking of her as a tank in the same light as Reinhardt or Winston. She's not a straight up bruiser, she has neither the durability nor the damage for it. What she does excel at however is disrupting the enemy team either by attacking from the sides or via her ult.SlumlordThanatos said:D.Va has very niche use in dealing with turrets (and is almost useless otherwise)
I agree that Reinhardt is the best at straight up damage soaking. I mean, it's his job. I imagine you'd always want one on an offensive team if you were playing seriously.SlumlordThanatos said:Having had some more Overwatch gameplay experience, I have a few more thoughts to add.
The problem is, no one gets this concept. Every time I say that our team needs a tank, they always, ALWAYS switch to Roadhog...and it pisses me off to no end when what we really need is a Winston or Reinhardt.Zhukov said:However, I disagree on Roadhog, Zarya and DVa. They're not hard tanks, they're more like brawlers. You'd want one of them in addition to a hard tank, not instead of.
Winston is a Tank Disruptor, like you said. The best use of Winston I've seen is usually in conjunction with Rein. 3 or 4 people are trying to bring down the shield, Winston jumps in and smashes up those people who were so busy thinking about Rein, the rest of us swoop in and shoot up the leftovers.Zhukov said:Honestly, Winston is the only character I struggle to see a use for. His shield dome used to have twice as much health, now it gets burned down in a couple of seconds. His damage is poor and short ranged. His ult is great disruption but I don't know what you'd want him for the rest of the time. Then again, I may well merely be bad at playing him.