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From a competitive perspective, the hero design is absolutely hilarious. Strategist ultimate design for the most part is busted beyond belief.
Cloak & Dagger, Luna, Mantis and Invisible Woman all have ultimates that provide the same functionality with a teeny bit of flavour thrown in.
Mantis' ultimate should provide her with infinite life orbs for 7 seconds and provide her with full inspire during that period, or give her a minor shield and keep the movement speed.
Luna should provide a ice-shield to her allies in "heal" mode and a retain the movement buff in "speed" mode. Shield damage taken isn't replenished on toggle and disappears when toggled to speed, meaning she has to toggle it effectively to get use out of it.
Invisible Woman does not need intense healing in her ultimate, the entire point of it should be to weave in and out of it and provide a degree of area denial through visibility.
Cloak & Dagger's trail should be reduced to three trails again and the output should depend entirely on whether she's Cloak or Dagger. Cloak flips the trail to damage, Dagger flips it to healing. Keep the same time, reduce the healing potency somewhat.
There is NO reason for ultimate design to force you to stop playing the game for sizeable sums of time with zero counter-play.
If they remain on this trajectory from a balance perspective, I think I'll just stick to quick-play for the laughs akin to old-school Overwatch, because the comp scene right now is laughable at best.
The skill expression via ultimate play is borked beyond belief at the moment because most things have very little in the way of actual counter-play.
Yes the 4th dash for that ult was kind of unnecessary, but I think the blue color what you see on the ground is clear enough, maybe they could add some better outlines for that so it's easier to see where it ends. I guess those guys who have never played that hero doesn't know her ultimate or they just lack ability to focus enough to not take use out of it.
It takes a fair amount of time to build, you can only uber so many people at one time. Either stick to one, or flash multiple people by switching patients during the uber. If you flashed, the duration of the uber is lowered a few seconds if I believe, but you'll be able to uber multiple targets this way, even if it quickly goes away after switching patients. You have to stick with your patient as it's limited by the mediguns range. You also lose it completely if you get killed holding onto the uber, so there is a huge risk vs reward set up if you want to attempt to hold onto it and use it at a more ideal time.
I tell you a secret now, brace yourself. Shocking news.
those characters have high pick and what does high pick rate do?
They are most likely played by each sides. So when other team Luna wins, the other team Luna gets lose. They are not getting higher win rate like that. That is same for every high pick characters, only Raccoon being exception. Take account also that 2% of game are draw, which mean that when you have 2 Lunas each side that are draw game they are both marked as lose to static, that is where the 48% win rate comes down from 50% winrate.
My theory for raccoon winrate:
Why is raccoon exception, because he is a lot played with his team-up ability and not in every game both sides have that team up and about half of players still has that old school defensive ultimate mind that quite usually try to counter others team raccoon picking defensive ultimate, most likely that doesn't work if they are already half way to lose the game.
I don't care about your opinion or what you think, I care about facts. Opinions are opinions and your cognitive bias is your cognitive bias. Your excuses can be safely applied to all heroes and roles.
Yes the statics and win rates are facts, behind the facts are reasons, behind reason are theory and opinions.
Why would Luna and C&D being in top 5 bans ever, if they are so bad like you make it sounds like they are. Why would most of community ask supports getting nerf if they are just so bad like you are telling as a "fact", right?
Moon Knight's ultimate needs a delay and should be changed to increase in damage per tick the longer you're in it as opposed to what it is now.
Iron Man's is balanced by a loud call out and long load time.