Views : 8,289
Genre: Gaming
Date of upload: Jan 8, 2024 ^^
Rating : 4.828 (15/333 LTDR)
RYD date created : 2024-01-30T03:55:27.88718Z
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Top Comments of this video!! :3
I appreciate your analysis on this! I do disagree on some points:
PART I: DISAGREEMENTS
A) Mauga can definitely clear high ground. Overrun is a more reliable charge with less offensive bite (dmg reduc and cant be interrupted, at the cost of no oneshot), but you can still walk up to high ground, alternate guns to pull resources, and then Overrun at them to force them down if its not the entire team. It still boops like charge too. Wait for your CDs to come back and then jump down when an opportunity presents itself. You can even still poke up there, unlike Rein.
B) I would prefer that cage dissappears on death, but he can also cancel it. The only 2 heroes that can C9 with their ult rn are Pharah and Reaper, but those uncancelable ults only last a couple seconds. Cage lasts 8 seconds. If you place a shitty cage, 8 seconds is a REALLY long time to be punished for it. Maybe if you dont want it to cancel immediately, he can hold down his ult button to make it tick twice as fast. Maybe it shrinks over time, even, and if it shrinks past you you get let out?
He should totally get punished for dying in cage though, that would introduce more counterplay to it.
C) This one is controversial, but I like the ult disabling Mobility CDs. I would like if Mobility ults can be used. Maybe Mobility that has a secondary effect (i.e., Doom punch/slam, LW Dash, even Genji Dash bc of the dmg) can be used in place just for that secondar effect. Ults like Rampage and Meteor should work without restrictions, though.
Side note, allowing Mobility CDs would make Mauga stronger against Cage Fight. Overrun could then leave the cage at any time. What about the Mauga who casts it, can they still use Overrun? Pop cage and walk out of it while the enemies are stuck?
Lastly on this point, if you nerf it like you've suggested, the cost should be lower. I feel like this would me much more frustrating for slow comps to play against though, as theyll just get caged far more often. Id rather the cost go up, and keep somewhat strong.
D) Cage already DOES have a cast time. I've canceled cage several times now via sleep or rock. If you make the cast too much longer, its gonna be far too easy to cancel.
Maybe instead, it keeps the cast time, but it flashes a hologram of the circumferenxe before going up. So, it could be canceled before it hits the ground. Once it hits the ground, its gonna go off, but will flash the edge of it for a split second before arming. This gives a second for people with mobility to dodge it, and gives more counterplay and depth to the ability.
PART II: DESIGN
A) I understand the frustration with the hero. But nerfing tf out of him numbers wise won't deal with his one-dimensional design problem. Add more counterplay to his kit, then focus on adjusting his numbers and giving more identity to his strengths.
B) I'd like to see the devs reduce his close range tankiness and dmg, while focusing on the fact he has range. We dont have a lot of that in the role atm, but have plenty of brawl tanks. His fantasy is pretending to be this hothead, but being cunning and smart underneath the facade. Punish him for inting for no reason, but let him drain resources from afar and maybe Overrun to capitalize on it.
C) To do this, maybe just straight reduce his HS multipler when critting with Burning Targets. He can hit the ACTUAL critbox for full damage, but won't auto burn crit for as much damage. This would reduce his "free" damage, especially on Tanks at close range, since his spread would stop you from getting fully HS by most of his bullets. (For this topic, I'll use HS for an actual headshot and Burn Crit for the auto crits he does with Cha-Cha). Also, slightly increase the spread on his one-gun fire to make it more consistent for more players to hit, while also reducing the effectiveness at far ranges for high-level players. Increase the spread of akimbo firing as well to further reduce easy effectiveness on squishies and critboxes if you need to, or even give it the bastion turret treatment where you can't HS if youre firing both guns.
Reduce the ammo count or increase reload time. It lasts forever rn.
D) Furthermore, Cardiac Overdrive is very strong rn, but if its weak he falls over like tissue paper. I would rather it lose some defensive power and gain something else. Drop the damage reduction. Several other tanks have it, and Queen is the only other one with a fascimile of Lifesteal. Reduce the % Lifesteal a little as well, that number is crazy rn. If its still too strong with teammates, give it the Command Shout treatment and reduce its effects on Allies. To compensate, give him some OTHER form of compensation. Maybe his fire rate increases, giving him slightly more damage at the cost of more ammo, or perhaps he regenerates some ammo based on the damage he does, giving him the ability to sustain damage for longer if he is hitting his shots.
I feel like these one-use abilities have become a problem of OW2 design. Ana Nade has some complex counterplay because you can force her to use it defensively instead of an offensive anti, alongside blocking it (though these were more reliable in OW1, where an off tank existed and the supp passive didn't, the design point still stands). I want to see more abilities like that.
E) Lastly, I would slightly increase the effectiveness of his Passive. I dont have specific numbers here, this would be something Id want to play around with. But I think having more constant survivability around the Temp HP makes him deal with chip damage a little easier without tearing his supports' hair out. Still shouldn't be too effective once stuck in a huge brawl.
PART III: CLOSING
We've waited for Mauga for SEVERAL years at this point. He, Ram, and Queen were some of the most hyped-up heroes for the longest timespan. He obviously needs changes rn, but would really suck if he got dumpstered entirely. I want to see more focus on reworking the extreme parts of his kit with a purpose rather than just hard nerfing what he already has.
That's my opinion, ty for coming to my TED Talk š
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I can't believe we keep having to wait half a year for a character and this multi billion dollar dev team can't make something more fun and fair. The dev team should be able to make so much more than this. 25 million players yet we get next to no content to improve quality of life or fun in the game with really unfun balance changes. I can't believe I miss overwatch 1 in it's abandoned state.
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Unfortunately each time they make a new character itās likely going to be like this. They want the new character to be really good and a bit imbalanced so people will want to get the battle pass, so that they can use them as soon as possible. Iām just really happy that the devs make it so you can get the new heroās free in the battle pass as well instead of locking them behind pay walls.
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I would like to see how this would work but I think they should change cardiac overdrive and his passive. Give his passive life steal but tune it down and then increase it (maybe double) if he is shooting someone on fire. And for cardiac overdrive maybe they could give him the overhealth for damage dealt and maybe a little damage mitigation. I would like to see how that would change him before lowering damage.
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Another thing I would add to your rework is nerfing Incendiary Chaingun's damage, so there's actually a decision with actvating his passive. Do you keep shooting Volatile with higher damage or go for Incendiary's lower damage to maybe activate the passive? Also make both his guns deal less damage if firing at the same time
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i dunno, i feel about buffing survivability in exchange for less damage. he's already a nightmare to kill, and even if his damage is lower if he's harder to kill that doesn't matter since he gets that extra time to do the damage thus not really changing anything. i could be wrong but that's what it seems like to me
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What excited me about Mauga is that he could have been the first proper "hitscan" tank.
I find it weird that he wasn't designed as a poke alternative to Sigma, maybe with less consistent utility but also with less reliance on friendly squishies playing hitscan. Or as the Tank version of Soldier (like Bap is the Support version of Soldier).
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You guys are silly, he is overwatches first take on a juggernaut type character. Reinheart and junkerqueen aren't juggernauts as their kits more brawlly in style. But mauga is pyhsically the embodiment of a juggernaut. There are so many similarities to mauga and mord (league) in design, abilities wise.
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Tbh I feel this is a hot take but allow me to cook a little.
personally I feel giving the charge a double cooldown like junks concision or reins fire strike would open the door to make the character more interesting and also more able to both then pressure and peel Looking for a fight attitude
With that you would be able to nerf alot of other stats without him being a problem like hog either op or useless
Also reduce the burst from the slam and instead give the fire effect to any enemy so he can instantly get his over health when engaged.
No need to agree. Just felt like saying
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@BasicSneedEducation
4 months ago
I was excited for a dive meta this season but then Mauga exists.
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