Do You Guys Really Think Cancelling Grip is a nerf/detriment?

Weaver almost singlehandedly lost a fight by yanking away his Nano-Annihilation Ram, but he cancelled out of it and ran the enemy team down.

I would like to point out that Grip still has value here. If the enemy Ana had slept and antid Ram then grip would’ve cleansed, Ram would’ve woken up and cancelled grip, then proceeded to run down the enemy team.

Outside of situations like these, your tank DOES NOT always want to be yanked 20+ meters away behind his dps and support. Being cleansed, healed, and being pulled 5 meters back from a bad situation while being invulnerable is much better than being express delivered to a petal 30 meters away. The players need to learn to utilize, adapt, and adjust.

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u/DankudeDabstorm — 2 days ago

This hero's Ult needs to get slimed, worst designed ability in the game

Remove the ult, double its cost, shoot cat in the knees and the jetpack when they use it, idc really. Being a tank playing the game, and being flinged off the map by a hero I can't even interact with is fucking stupid shit.

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u/DankudeDabstorm — 10 days ago

D.Mon barrier hp

I saw that D.Mon’s barrier hp is 650, in line with other barrier abilities like Winston bubble and Sigma barrier. It’s funny to note how Brigitte had a smaller barrier that had 600hp on her release compared to D.Mon’s massive barrier for her mech.

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u/DankudeDabstorm — 12 days ago

Blizzard’s Priority of Feedback (Flats)

I sincerely hope Blizzard doesn’t take the feedback of people like Flats as serious feedback. He’s got a a large audience and seeing his stream, he legitimately just wants the game to become MR, just healers full pocketing tanks.

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u/DankudeDabstorm — 20 days ago

The Matchup Awareness of the Average Player or their Stubborness is atrocious.

Why do people just play into the worst most obvious matchups that are unsalvageable. I just a game in 6v6 ranked where I had 3 supports and one of them played Brig for half the game into Ram, Orisa, Junkrat, and Mei. He literally is repair pack bot and ult charge feed and hes trying to force this awful pick. Before that I have a Doomfist player who refuses to swap when he's struggling to outplay his counterpicks and just sabotages our game. Can we stop autopiloting? I had to tell the brig to swap since we needed a third dps but otherwise they were content just playing into the worst heroes possible.

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u/DankudeDabstorm — 28 days ago

Visual Indicator for Block abilities

They should implement a subtle but easily visible visual effect to Ramattra, Doomfist, and Hazard’s block abilities, so that you can clearly see what angle they’re blocking and the angle cutoffs where they get no mitigation. This is also good to illustrate the absurd state of Hazard’s block at 180 degree angle instead of ~107 like the other two.

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u/DankudeDabstorm — 1 month ago

Russell Tobin, am I okay?

I’ve recently had a run-in with Russell Tobin, but I grew increasingly suspicious of this agency the more we interacted, so I cut off my application with them. However, I provided 4 digits of my SSN and I think maybe my DOB when we first contacted on phone. I had never been asked before, but at the time I thought it was harmless since it’s only last 4 digits. I’ve recently been looking at potential dangers of what I did, but I’ve been seeing mixed responses on previous posts regarding this.

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u/DankudeDabstorm — 1 month ago

Balance Suggestions for DPS (Hopium)- Sequel to Tanks post

  • Any and all specific number changes are up for debate but the direction of changes are most relevant.
  • My post’s formatting got fucked up. I wrote this on PC and edited once on phone and now I have the same repeating paragraph. Have to rewrite.
  • I didn't rewrite my explanations going into reasoning, I'll just address them if asked.
  • NVM, am rewriting them.
  • Sierra
    • Reduce weapon dmg from 9 to 8, increase projectile speed to 100-120m/s. Increase clip size from 80 to 120 and the reload from 1.5s to 1.75s. The increase in clip size and reload is to help materialize the ramp up and down of the spread of the weapon that is unique. In its current state, Sierra spends a quarter of her ammo before her weapon becomes precise enough to be accurate and there's no dynamism in ramping her weapon back down if a possible target is no longer available; as soon as she ramps her weapon up, she just lets it rip until she reloads. I believe this larger clip with a longer reload helps with this problem. Furthermore, the weapon projectile speed is simply too slow make it a decent primary outside of tracking dart in midrange. In comparison, her speed is 85m/s versus sojourn's primary, a similar gun, at 150m/s. This increase in speed should help with consistency in rewarding good mechanics in midrange. This is all compensated by a nerf to Sierra's dmg as it was originally overbuffed to make up for her weapon's other shortcomings.
    • Allow the anchor drone to refund 2s to cd if self-destructed before second use of grappling hook. I believe this helps distinguish uses of anchor drone where the Sierra intends to use it just to traverse terrain faster (like running back from spawn), and only reaching high ground to cases where she's using it as a prepped repositioning tool. It brings actual functionality and decision making to canceling the drone early instead of using it a second time.
    • Experimental Idea for Ult- Allow Sierra to have an alternate cast for her ult where instead of originating from her current location, an anchor drone already placed on the field becomes the bombing drone instead and does the carpet bombing run either in a direction that Sierra points to or towards her current location. I believe this makes the ult more interesting and incorporates her anchor drone into her ult.
  • Anran
    • Reduce dmg on secondary fire back to 30, move heal on dancing blaze back to major perk. I think these changes went in the wrong direction by buffing the easiest part of Anran's kit by having majority of her dmg be on the massive pseudo-beam secondary fire, and healing on the auto hitting dodge ability. It makes her more obnoxious to play against as a hard to kill flanker.
    • Increase dmg on primary fire to 25, inferno rush dmg to 40 and reduce it's cd to 7.5s. This change puts more of her power into her primary which currently is the worst poking tool in the game. Even at 25 dmg instead of 22 and including burn, it has less dps than Genji's primary fire. It puts more power into her ability to harass enemies from sidelines before committing to an all-in with her rush and secondary fire. Furthermore, the long range projectiles are a better skill expression compared to the usual sequence of rush in->dancing blaze>fan spam. Inferno rush dmg is being reverted partially back to 40 as I believe it's loss in dmg is too much and just becomes a burn builder, and the slight reduction in cd improves Anran's overall gameflow.
  • Reaper
    • Rework dire triggers to fire only one shotgun and consume only 1 ammo. Consequently the damage is the same for a normal shot except the spread is tighter with better dmg falloff. Their last nerf to Reaper's health didn't address the problem with him which is his increased burst with dire triggers. It's meant to be a tool for reaper to partially overcome his weakness in midrange and some long range, but it's mostly just utilized as improved burst at close range. Having it deal the same dmg as a normal shot will counteract that increased burst in Reaper's ideal ranges while retaining the benefits of fall off and spread. To note, this'll still have some improved burst as a tighter spread can headshot a bit more easily, but I think it's still substantial to bring it down from 138 to 115.
    • Revert health back to 300. It feels bad and it never should've happened, bring it back in exchange for properly balancing dire triggers.
  • Freja
    • Revert quick dash cd to 3.5s. Freja's dash is arguably the core ability of her kit as it serves so many purposes. It can be used to traverse terrain faster or reach hg with tech, it's the mechanism for her take-aim combos where it also serves as evasive dodges against the heroes she's dueling. Allowing for more uptime to this ability's charges allows the character to do all these things sooner and in quicker succession without having a large downtime whenever she spends them for one reason.
    • Reduce the recovery time after cast on her ultimate, allowing you to act sooner. Based on personal experience, this ability's recovery on use is so long that it makes it extremely clunky and following up on it with your take aim or primary is very awkward. Similar to the Shion recovery change we just saw on a hotfix, this'll be very noticeable.
    • Revert the nerfs given to the passive reload time and float time of take aim. These are some minor nerfs she received as part of a barrage she got when they were still refusing to nerf take aim originally. It's about time they get reverted, especially the float time on take aim is a key part of Freja vertical movement tech, and important to her ability to stay in the air as a flyer.
  • Sombra
    • Make hack cast uninterruptible by dmg, instead only slowing it a bit. How much slower I'm not sure as this number can be quite sensitive. Sombra is a very clunky hero, I haven't much ideas on reworking this hero, but I think this changes removes much of the clunkiness to hack. Oftentimes, it's not worth to even use it as it can be interrupted easily on reaction, and wastes Sombra's time while the enemy starts shooting you, so you just skip it and start with virus instead.
  • Symmetra
    • Change her primary fire from having 3 stages of 60/120/180 dps to 2 stages of 90/180. I think the intermediary ramp of 120 is completely pointless as it persists for less than a second at 0.9s . The ramp time from 90 to 180 would be the same as the total ramp from 60 to 180 on old version which would be 1.8s. However, I imagine it could be shorter at 1.5s or some other number.
    • Make her teleporter have a separate short cd for allied use like 1 seconds, so that its use to ferry your entire team is more limited, but still good for tactically moving a key teammate as Sym is exempt from this cd. It'll still be possible to ferry your entire team if the tp is uncontested, but instantly dumping your entire team in one go will be impossible as I don't have any compensation changes in mind right now, but I a good starter is to revert teleporter hp nerfs, and maybe cd or duration. Other buffs to her kit would also be warranted, but that's a bigger discussion.
  • TBC, still working on it, will write more.
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u/DankudeDabstorm — 2 months ago

Balance Changes for Tanks (Hopium)

I just wanted to share some balance ideas I get stewing up in my head. I include exact number changes, but they are honestly variable as the direction of the change is more important than the magnitude at which it's applied. I only thought about tanks for now, maybe I'll think of one for other roles. Some of these changes I suggest are commonly shared beliefs among players I think while others are more my own (like Roadhog). I posted this in the main sub but it didn't get much engagement.

TANKS

  • Roadhog (Soft-Rework)- I posted about this in the past, but I think the hero could become way less toxic while still retaining most of their core identity.
  • Reduce the dmg per pellet of Scrap Gun back to 6 or 150 total per shot and the headshot multiplier back to 1.5. Accompany this change to scrap gun with a slight decrease in spread angle. It is currently 8 degrees, but I think 7 degrees would be a good place to be instead. Also, reduce the weapon reload speed back from 1.75s to 1.5s.
  • Roadhog's reload 2 shots on hook Minor Perk should be reduced to 1 shot and integrated into basekit for the hero. This provides an alternative reward to landing successful hooks to compensate for the power loss in losing reliable 1 shot-hook combos (which is toxic). Furthermore, this change combined with the previous changes to the primary weapon, will allow Roadhog to poke more freely without clunky gameplay like having to choose to forego poking because you want to have a shot ready for a potential hook, and not be stunned for 1.75s as you reload. Roadhog is actually very potent as a poke tank because his alt fire gives him effective range similar to hitscans, but it's held back by inconsistency due to ammo management and weapon spread.
  • This change is more experimental but I think it has potential and still leans into Roadhog's identity. Take A Breather should have the damage reduction portion of the ability removed while gaining built in movement speed, perhaps 20-30% and the ability to give Roadhog overhealth up to 150 with 1:1 conversion ratio that decays after some time. I believe this puts more emphasis on Roadhog's ability to avoid dmg by repositioning and just sheer heft of hp instead of tanking it with reductions. People feel frustrated shooting Roadhog because your dmg feels inconsequential due to both the massive healing and the damage reduction, so I think it's fair to remove the less important aspect of it. It also opens the door for interesting staging/setplay, by allowing you to manage your Take A Breather resource as a tool to engage by getting into position and giving yourself extra raw overhealth beforehand, although you may have less resource to use to escape if managed poorly. The overhealth bit was actually inspired by TF2's Dalokohs Bar for the Heavy.
  • In summary, I believe the changes I suggested push Roadhog into a less feast or famine, unkillable, 1-shot dispenser to a more consistent midrange Poke tank who is good at punishing heroes that overextend and also have bigger emphasis on managing Take A Breather to be used to engage or escape.
  • Hazard- I think the hero is in a nearly ok spot. He's probably the burstiest tank bar Roadhog, who can't fly across the map, and very hard to kill as well. I don't notice how frustrating he is to play against since I'm typically in tank jail, and tanks can't get vaporized like other roles by him, but he's similar to Roadhog in that if you're range of Violent Leap, you are in threat of getting blown up. I do think it's alright for him to be so dangerous up close because his midrange/long range pressure is non-existent and his primary requires a fair bit of consistency, but I think it's fair to make him more punishable if he overplays his hand.
  • Reduce his armor by 25. This is a flat reduction and not armor to health conversion. For a fairly mobile tank with two mitigation abilities (block and the spike wall), he is unusually high health and tanky. At 625 he matches Winston, and the reduction in armor health is more prominent as it shifts a bit more vulnerability to close range pellet heroes.
  • Reduce the Spike Guard block angle from 180 degrees to 107 degrees to match the other block abilities in the game. This ability secretly mitigates a lot more dmg than Ramattra and Doomfist as people think they're avoiding the block by shooting him from the sides, but you have to be literally behind him to avoid it. As a compensation, I believe he should get headshot protection during it again. Important to note that this is in combination with the max duration nerf he got to Spike Guard recently.
  • Furthermore, the Jagged Wall buffs need to be reverted, at least one of them. It currently does everything, does good dmg, is a tanky wall, and does knockback against enemies. Either the hp should go back down to 350, the dmg to 40 or both.
  • D.Va- I think this hero needs to transfer some of her survivability back into her mobility and sheer girth (not her schlong) from defense matrix.
  • Similar to the recent Hazard nerf, Defense Matrix needs a nerf to max duration. It should go from 3s to 2.5s. I also thought about a slightly larger minimum cd to activating it at 1.25s, but that might feel more clunky and awful to play while the duration nerf would be sufficient.
  • In return, D.Va should regain the 50hp she lost, maybe even gain it back as armor if the defense matrix nerf is as substantial as I expect it to be. The shifting of survivability/tanking from matrix to her own hp should also improve matchups where DM doesn't do anything.
  • Ramattra- A minor change that I has a slight cascading effect. I think Ramattra's in a mostly fine state, especially since he vortex perk integrated into kit.
  • Reduce the armor gain from Nemesis from 275 to 250. This is a small nerf that is felt a bit more strongly in the classic scenario of Nemesis->Annihilation->Nemesis where Ramattra can get up to 825 armor health which would be 750 in the new amount. If this change somehow makes him substantially weaker then give Ram 25 more base health to minorly compensate.
  • Sigma- I kid you not, playing against this hero feels very toxic to me. He does a million dmg non-stop and is nearly impossible to kill. He used to feel at least somewhat fair before they buffed his dmg.
  • Revert the damage buff, I don't know what to compensate specifically, but perhaps his shield.
  • Zarya- I think this hero is plenty strong, and I think she needs a small QoL change for people trying to take her down.
  • Her projected barrier has an internal cd where it cannot be used again on the same target for 2s after the bubble expires or breaks. I think the same concept should be applied to Zarya personally at a lesser scale. For allies it's 2s, but for Zarya it could be 1s. This grants more agency to players who attempt to coordinate to take her down, giving more opportunities to force the Zarya player to play more cautiously. If this turns out to be substantial, then a compensation can be given.
  • Doomfist- Transfer some power from empowered punch into the rest of his kit. This should reduce the feast and the famine of the hero.
  • Reduce the dmg on impact for empowered rocket punch from 113 to 100, moving the total damage from 173 to 160 if they impact a wall.
  • Increase the dmg on normal rocket punches on impact from 75 to 80, moving total dmg from 115 to 120 if they impact a wall.
  • Increase the dmg on seismic slam from 50 to 60 or maybe 55 if we want to be more conservative.
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u/DankudeDabstorm — 2 months ago

Does Overwatch’s cute cosmetics sell well to the male playerbase?

I get a lot of posts on my feed about that “other” hero shooter regarding how often they get “gooner skins” and it being frequent due to it selling well.

A thought came to my mind of the types of designs Overwatch pushes out. Without thinking about it too hard, I feel that Overwatch leans far more into cutesy cosmetics and aesthetics and perhaps even girlypop (if I’m understanding that term correctly). 2025 spotlight had Dokiwatch as a main sell, then we had Hello Kitty this year. I can’t describe the aesthetic of the Le Sserafim bundles but I feel like they fit the description. Other ones come to mind like rainy day bundles, the fairy skins with fluttering emotes, the christmas skins with the sleds.

Overall, I’d say OW skins are less gooner catering and a lot more wholesome, but does that sell really well with the whole audience? It might be stereotypical but I think it’s fair to say the girls and women on average like it more, but I’m unsure about the guys and men. I know Overwatch is still a mostly male playerbase, so I wonder if “cute” or “cool” appeals as well if not better or worse to them as “sexy”. I say them, but I’m a guy and I insta bought Dokiwatch and Hello Kitty despite never being fan of either source materials/inspirations. However, I’m unsure if I’m in the minority.

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u/DankudeDabstorm — 2 months ago