Aikouka
Lifer
- Nov 27, 2001
- 30,383
- 912
- 126
It's pretty safe to say that my salt levels paralleled The Dead Sea last night. I was just getting so tired of awful matches that I did the one thing that I hate doing: leaving before the match is over. Essentially, my teammates had watched all the "What not to do when playing Overwatch" videos on YouTube and literally did those instead. I mean... you had everything from trickling in to vastly uneven engages and poor ultimate use (e.g. Soldier at <50% HP using his ultimate while alone vs. 4+ enemies). I think I eventually got into some good matches, and there were some that I even lost, but they didn't feel so awfully unbalanced.
The one thing that I'm wondering about is whether or not Ana's ultimate is a bit too strong. I think the problem is that you can really only counter her ultimate by focus firing the target, but if we look at other DPS-oriented ultimates, they can usually be countered by a single person. Although, if we consider other healer ultimates, they can't really be countered by a single person either, but they also don't provide strict DPS boosts. (Ana's ultimate is +50% damage, -50% damage taken, and +30% speed.)
To be clear, they didn't remove his fall-off, but they increased the range at which his shots deal full damage. Back in the beta, McCree had no fall-off at all, and he was better that Widowmaker at sniping (if you ignore the obvious scope benefits). They stated that this was to bring him in line with Soldier's damage fall-off range.
The hardest part about the change for me has been realizing that I need to be more cautious around McCree at further distances. Prior to the change, I mostly worried about him at close range (especially considering that would put me in range of his flash bang), but now, his damage is good enough at medium range that I can't really engage him head on.
The one thing that I'm wondering about is whether or not Ana's ultimate is a bit too strong. I think the problem is that you can really only counter her ultimate by focus firing the target, but if we look at other DPS-oriented ultimates, they can usually be countered by a single person. Although, if we consider other healer ultimates, they can't really be countered by a single person either, but they also don't provide strict DPS boosts. (Ana's ultimate is +50% damage, -50% damage taken, and +30% speed.)
Removed the damage drop off from LMB. So he's doing 70 damage at most engagement ranges now. Head+body kills most people.
To be clear, they didn't remove his fall-off, but they increased the range at which his shots deal full damage. Back in the beta, McCree had no fall-off at all, and he was better that Widowmaker at sniping (if you ignore the obvious scope benefits). They stated that this was to bring him in line with Soldier's damage fall-off range.
The hardest part about the change for me has been realizing that I need to be more cautious around McCree at further distances. Prior to the change, I mostly worried about him at close range (especially considering that would put me in range of his flash bang), but now, his damage is good enough at medium range that I can't really engage him head on.