Views : 70,780
Genre: Gaming
Date of upload: Apr 9, 2024 ^^
Rating : 4.867 (57/1,657 LTDR)
RYD date created : 2024-05-06T11:54:31.866881Z
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Top Comments of this video!! :3
Nahhh I think the adaptive shield is needed . It makes him a way more useable tank for a larger group of people. Before, if you werenât great at flanking and doing wrecking ball tricks, you basically were throwing the game. This way, at least you will have some usefulness other than that and be more of a TANK.
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I imagined that they change adaptive shields so that allies can get them too but being able to share them by reactivating the ability wasn´t what I had in mind but it sounds promising being able to protect teammates a bit like how JQ can with her commanding shout or Mauga with his Overdrive. Gonna try out the grappling changes in the training range to see for example if you can still hang down after you retracted yourself for a sneak-attack. ^^
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I was a doom and ball main in ow1, before they "reworked" doom, gutted him and just straight up ruined the character imho. I'm very sceptical at this ball change, he really needs some sort of better knockback passive especially when initiating PD. You shouldn't be booped off the bloody map by tiny CC (like a melee) as a several tonne mech. You also shouldn't be bodyblocked by a squishy when in ball form rolling around, again, as a several tonne literal wrecking ball mech. This isn't a rework, it's a workshop mechanic and they could've done better.
Example changes:
-Knockback immunity when PD
-Reduced adaptive shield uptime for CC immunity when activated and in fireball
-Being hacked shouldn't bring you out of ball form and should keep you stuck in whatever form you're in
-Mercy got easy superjump. Give new ball players a way to wall jump consistently
-Mine health and damage needs to be increased, they're entirely cosmetic in S9
-Every god damn character has mobility now, increase grapple knockback.
-There's more CC than ever in this game, why are we still locked to 5s maximum grapple time? Spin to win isn't viable outside of literal bronze
-Decrease his health slightly, it's way too easy to go 40-0 if you're even remotely good with grapple/bounce techs and baiting hard CC
-Rolling knockback based on speed (no damage unless fireball)
-PD damage is pathetic in S9. Should be similar to dps doom slam where you do more damage the higher you slam from
Ball is like what zarya and doom used to be in ow1, totally feast or famine. His skill floor is the highest of any tank, and his skill ceiling is even higher because you're just a huge dps. A bad ball player will frontline like a maintank in ow1, go in and INSTANTLY get blown up if they don't know what they're doing, and their team will immediately call for them to swap unless they pop off. Same happens if you're on doom... But then if you're doing really well and know techs/rollouts, the opponents will call ball "op and broken" and that "he needs a nerf". This is the problem with high skill cap heroes, they're hard af to learn to get average value, but the value you do get when you're halfway decent is insane.
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So basically if this changes go through, that means that we can have an ultra-dive meta where the entire team dives. This can go as:
Brigitte (325 health + armor which makes it almost if not tankier than Bastion was even without considering her own shield)
Lucio (325 health plus extra mobility making him and the rest of his team harder to hit/easier to dive with)
Sombra (325 health assasin character who can escape whenever she wants and incapacitate any possible problem)
Tracer (250 health which to remind everyone is the same amount of health that Reaper and Mei had just a few month ago, two characters who where designed with tanking in mind)
Following a season where dive is already the stronges kind of composition. I don't care if Sombra and Tracer are getting slightly nerfed, I cannot see this going any other way but poorly
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For Moira I imagine the buffs sheâs getting is to her orbs, since already she can do a lot of healing, and her damage output is pretty good. Maybe something where the cooldown is increased for her orbs, but they are much slower when engaging with teammates or enemies. Iâd hope so since in my experience a heal orb is never fully used since it flys off the teammate
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As a ball main in high elo, I think the changes are really well thought, fun and interesting. But. As much as they will improve the qol of the character, I do not think they adress his biggest issue by far. He is still way too frail and vulnerable, can't confirm kills, is shut fown comoletely by cc and explodes instantly when affected by it. I think pushing him into more team work coordinated dive just vegs the question : when would you wanna play ball rather than monkey, dva or df ? They just are more reliable and have a stronger kit. Also sharing shield is at the cost of your own much needed survivability and ability to not feed very outrageously. So idk, I think the changes will be very enjoyable but pointless if ball does not find a new playstyle, but I kind of think the niche they're pushing him into is already taken...
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That adaptive shield rework, depending on the range of reach to teammates, will allow for better pushing through tight or single chokepoint areas, potentially save your squishies during high dmg ults that you cant just body block for like junkrat. I see it being a case by case basis for use but the added option sounds nice for an additional option in team play
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I havenât heard the changes yet, but as a ball player with far too many hours, I think that the rework needed was for Sombra hack to not take him out of ball form (the same as bastion/ramatra form abilities).
And a rework to the player base - if they knew the point of ball, ball would be fine. I still enjoy ball until they insta switch to sombra
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I donât think this rework solves any of his issues
His vulnerable backline will not receive any of the adaptive shield benefits due to the condition of it only affecting ânearby teammatesâ. You know, his MAIN issue as a tank? His team will still get steamrolled because he has to be in the enemy backline to even GET the shields⌠and heâll have no overhealth himself.
Second, This doesnât stop the entire enemy team from picking a few CC heroes and hard focusing you and killing you, oh and if you decide to give your Sombra + Tracer more hp (heroes that could already escape easily) you will explode way WAY faster than you already did lol. No way to outplay CC will still make him useless. Trading 300 overhealth for a secondâs worth of survivability for your already hard to kill divers and killing yourself does not sound like a worth trade at all.
Iâm disappointed.
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@masteriangamer
1 month ago
Let me know your thoughts on the rework and other changes by dropping a comment below! Thanks for watching and be sure to hit đşSUBSCRIBE and đNOTIFICATIONS to never miss any future Overwatch videos: bit.ly/37k63qn
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