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Knock Spider-man down to 2 web swings and he has to play a lot smarter.
BP just needs longer cooldowns. He can kill most heroes with a 2-3 chain combo(less than 3s) and is able to easily chain his Shift(Spirit Rend) infinitely with the current cooldowns. It probably deserves a damage nerf but increasing the cooldown for his spears is more important to fixing the over-performance of this ability.
When you have max mobility, you can not have high solo pick potential. Meaning in the 1v1, if you (as the high mobility character) did not catch your opponent off gaurd, you are at the disadvantage. This is fair because the high mobility character is designed to engage quickly, deal damage, and disengage just as quickly. They are supposed to be the character that can finish a kill and escape. The people that play these characters focus on getting kills on whoever may be out of position, rather than who just took a burst and is trying to retreat for healing. Those are these high mobility characters primary target. Once the people that have mastered these characters catch on, they will understand why it would be overly opressive to also allow them to have high solo pick potential.
Spider-man is really just game sense and picking people off when their distracted, I mean you probably have to play a lot to tell when these opportunities are but once you get it down your really good to go
Spidey and Tchalla are fine. To be honest I find them strong dive heroes, but they can be countered so it's not an issue. With all the stun and CC abilities there are tons of ways to just crusht hem if they're not careful, and again failing that you can just Namor cheese them.
TBF a good panther is actually incredibly hard to hit.
Its not about him being weaker. its about your team responding to a backline dive.
its like step one to your sentient awakening of the games mechanics.
Players try to crack the healer so they can get to the tank.
its literally the game.
learn to position yourself better and to recognize the team has a BP or spiderman that you need to be cautious of.
My issue with that is, you're tying countering him down to one specific tool or one specific strategy. That hurts balancing for both sides. That means if I don't play said character, there's nothing I can do against him, but if I do play that thing, there's nothing he can do.