Views : 2,539
Genre: Gaming
Date of upload: Jan 10, 2024 ^^
Rating : 4.803 (7/135 LTDR)
RYD date created : 2024-01-24T05:04:35.986132Z
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Top Comments of this video!! :3
I'm so glad I found someone who feels the same way about Lifeweaver. I wish they just removed his dash, reduced his healing and damage, and made his petal platform like a high cooldown sigma shield so he could actually give his team unique angles instead of just using it to run away. Would've made him actually choose between using it aggro or defensive and one decision could kill him, like with Ana nade.
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12:11
dw, as a Lifeweaver enjoyer I am 100% behind you.
Lifeweaver is my favourite addition to Overwatch 2, and I am mortified at what they've done with him.
I actually maintained a positive winrate with launch Lifeweaver, and didn't have an issue staying alive with 200HP and only 10HP heal on Dash.
I was excited to see what buffed Lifeweaver would be like, but unfortunately the buffs actually killed my love for him.
Launch Lifeweaver did need buffs, but the problem is because the base value you got for holding down left click wasn't enough to win with Launch Lifeweaver, you actually NEEDED to use his kit to either correct positioning mistakes or at the very least keep your death count particularly low to have been a worthwhile teammate by the end of the game.
Post-Buffs Lifeweaver has 2 huge problems:
1. The buffs to his heal output and already fast-charging ult means brainlessly healbotting actually is worthwhile, when it should NOT be.
2. The buffs to his Effective HP (225, 275 with dash, 675 with petal even if you don't have any high ground to escape to) mean it no longer takes any thought to live on Lifeweaver. I personally never agreed with the notion back in S4 that Launch Lifeweaver died too easy to dive. I think he died too easy to Pharah and Echo specifically for obvious reasons, but for everyone else who would have to burn cooldowns to chase you to high-ground, I do think that was unironically a skill issue. (I know Echo technically needs to burn CDs r to fly, but obviously since she can float the uptime on her flight is near 100%)
Lifeweaver's only mistake in design pre-buffs is the fact they gave a Support who has to play far back and safe a projectile primary fire that works best at point-blank range - like... what?
Why did they give a Support like that a weapon that feels like it belongs on a Tank?
He needs a way to provide consistent proactive (NOT reactive like everything else in his kit) value to the team from the safe distances he's intended to be played from.
Oh also, he should have WAYYYY less ammo, but better heals per shot (to clarify, I want the total healing to go down, but lemme explain).
Imagine a version of Lifeweaver which has only like 5 or 6 ammo, and a 2-second reload BUT could charge his heal up to 100HP.
I think Lifeweaver should be a character which punishes you for only playing in the moment and reacting to things as they happen.
He should be a character that rewards you at every step only if you demonstrated you already knew how things were likely to play out a second or two before it even happened - y'know, reward gamesense? I'd certainly hope they haven't forgotten that would have to be the goal of Lifeweaver's design, considering he isn't particularly mechanically testing.
As-is now, the charge feels almost inconsequential. I want to actually feel rewarded for pre-charging a heal because I predicted one of my teammates was about to retreat around the corner before it happened.
And I know some people say that charge heal doesn't work in Overwatch because it's too fast-paced, but not only do I think that's also partially a skill issue - but on top of that, I don't even want to kill Lifeweaver's instant heal potential, I just want to have something that punishes you for relying on it.
I'd actually like to see them increase the minimum heal so spam-clicking actually heals faster than charging, but you'll still use charge usually because you only have 6 ammo now and a long reload so spamming means you'll be stuck reloading all the time if you rely on it too much.
That way you can still instant heal with spam, but you'll get caught reloading and leaving other teammates to die too often if you rely on it as a crutch rather than doing it only when necessary.
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I firmly believe this and you can come at me if you want but I donât think theyâre stupid.
I genuinely believe this is all on purpose. Idk if theyâre pissed at us or theyâre trying to ease us into season 9 but a broken clock is right twice a day.
They saw people complain about the mercy skin not being sold before Christmas and acted fast.
They know we hate Mauga and DID nerf him. We donât seriously think they donât know we hate Orisa too right?
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People were super excited when Bobby left, but they forgot that all Bobby did was waste peoples time with random stuff. He wasn't the one making brain dead balance decisions and poorly designed heroes. That was 100% the dev team's fault, not Bobby's.
And to Gallus, I thought the view editing was perfectly fine in this video. You could go a little more uncut if you wanted. Rants/discussions like this don't need to be perfectly edited so you would be reaching a point of diminishing returns where a 20% increase in effort only makes the video 2% better.
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Also feel sojourn rail should be more about the piercing mechanic instead of the 1 shoot burst damage đ and then they can lower the spread so rail is up more but not as much just tap 1 but tbh lowers ranks aren't even hitting the rail so maybe it's should be easier to hit and could hit multiple but not be anywhere as much damage
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@353darkesthour
3 months ago
I think I figured it out: Gigabuff Mauga to P2W tier Sell battlepasses (gibba clip style) Nuke him now that even casual players have completed their battlepass Buff Orisa just in time for everyone to show off their new mythic skin hoping to sell more battlepasses. This balance team isnât balancing for gameplay. Theyâre balancing for revenue.
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