Community Crafted Sombra and My Rework Idea (Yippe! Another Rework Idea!)
Honestly, Translocator and Stealth being separate again felt really nice with how flexible it was. However, Hack on Virus is disgusting. I was on the train that Hack should be on Virus, but after playing it, it's actually so broken. There is practically zero counter play against it unless you miss the shot. Even then, since you can go invisible, you can literally just walk up to someone from behind and smack them with it. At least before, you heard Sombra beep booping the Hack before it actually happened.
I've seen people say remove/nerf the damage from Virus, and even heard the idea of adding a wind-up, or making the cooldown longer. And these are all terrible ideas.
>Remove/Nerf the damage from Virus
- It doesn't change the fact that there's no counter play from the Hack itself.
>Adding a wind-up or Increasing cooldown
- Why make the character feel more clunky? And increasing the cooldown doesn't change how bad it feels when you get hit by the Virus still. It just making playing Sombra feel worse when you miss or have to wait since half your kit is constantly on cooldown.
I understand that there are a lot of people who don't like Sombra in general, but if a character like her is going to exist in the game while retaining her "hero fantasy," surely there is a way to have the community be "okay" with her and not have her be perma banned in the lower ranks or too oppressively in the high ranks. I'm glad to be able to try out this version of Sombra just to see how it feels, but if there's going to be a rework in the future, I'd argue just get rid of Virus altogether and separate Stealth and Translocator again. Stealth on a timer and being able to put down Translocator isn't even that bad.
>Then what about the Sombra players who constantly camp health packs, especially the ones FAR away, and is never in a fight because every time they get tickled, they TP instantly?
- I believe old Translocator went into cooldown right away after you threw it? If that's the case, have the cooldown start 4 seconds after you TP, like the Community Crafted Sombra. Sombra players only camp health packs because it's nice to have the security of heals. Modern day Sombra can be healed outside of that with the global healing and perks, but I think a way to help combat this issue is having Stealth on a resource. Stealth is currently on 6 second cooldown with up to 5 seconds of invisibility. You don't get punished and never feel a sense of urgency because it comes back so quick with almost max uptime. If Stealth was on a resource, a Sombra would likely be more discouraged to TP back to somewhere far away because if they wanted to get back into the fight quicker, they'd have to dump all their Stealth just to get back. Pinning more value on the Stealth as a resource encourages a player to be more mindful of how much they're using. The player shouldn't be thinking, "Let me put my Translocator here since it's safe and I can just get back because of Stealth." They should be thinking, "Let me put my Translocator here because it gives me the most value with my Stealth." In a way, this can create more of a disparity between good and bad Sombra players, which maybe is a good thing? But if you have a Sombra who still camps a health pack far away, it'd only make the game feel worse because the Sombra would technically be doing even less due to having no Stealth to engage with. However, I think the pros outweigh the cons, because you should be making thoughtful and meaningful decisions when playing a character like Sombra.
- Also, if you have Stealth on a resource, you can change the Opportunist passive by removing the ability to see the enemy's ult charge into gaining some Stealth resource back when eliminating or landing final blows to hacked targets. The Sombra player should be rewarded for committing and doing well, especially since she'll be harder to play with a resource.
I wouldn't be against the idea either of having Translocator be the way it currently is in the live game, but with Stealth separated on a resource, but this is just how I feel and my idea with Sombra's rework following the Community Crafted Sombra. What do you guys think?
Honestly, Translocator and Stealth being separate again felt really nice with how flexible it was. However, Hack on Virus is disgusting. I was on the train that Hack should be on Virus, but after playing it, it's actually so broken. There is practically zero counter play against it unless you miss the shot. Even then, since you can go invisible, you can literally just walk up to someone from behind and smack them with it. At least before you hear Sombra beep booping the Hack before it actually happened.
I've seen people say remove/nerf the damage from Virus, and even heard the idea of adding a wind-up, or making the longer cooldown. And these are all terrible ideas.
>Remove/Nerf the damage from Virus
- It doesn't change the fact that there's no counter play from the Hack itself.
>Adding a wind-up or Increasing cooldown
- Why make the character feel more clunky? And increasing the cooldown doesn't change how bad it feels when you get hit by the Virus still. It just making playing Sombra feel worse when you miss or have to wait since half your kit is constantly on cooldown.
I understand that there are a lot of people who don't like Sombra in general, but if a character like her is going to exist in the game while retaining her "hero fantasy," surely there is a way to have the community be "okay" with her and not have her be perma banned in the lower ranks or too oppressive in the high ranks. I'm glad to be able to try out this version of Sombra just to see how it feels, but if there's going to be a rework in the future, I'd argue just get rid of Virus altogether and separate Stealth and Translocator again. Stealth on a timer and being able to put down Translocator isn't even that bad.
>Then what about the Sombra players who constantly camp health packs, especially the ones FAR away, and is never in a fight because every time they get tickled, they TP instantly?
- I believe old Translocator went into cooldown right away after you threw it? If that's the case, have the cooldown start 4 seconds after you TP, like the Community Crafted Sombra. Sombra players only camp health packs because it's nice to have the security of heals. Modern day Sombra can be healed outside of that with the global healing and perks, but I think a way to help combat this issue is having Stealth on a resource. Stealth is currently on a 6 second cooldown with up to 5 seconds of invisibility. You don't get punished and never feel a sense of urgency because it comes back so quickly with almost max uptime. If Stealth was on a resource, a Sombra would likely be more discouraged to TP back to somewhere far away because if they wanted to get back into the fight quicker, they'd have to dump all their Stealth just to get back. Pinning more value on the Stealth as a resource encourages the player to be more mindful of how much they're using. The player shouldn't be thinking, "Let me put my Translocator here since it's safe and I can just get back because of Stealth." They should be thinking, "Let me put my Translocator here because it gives me the most value with my Stealth." In a way, this can create more of a disparity between good and bad Sombra players, which maybe is a good thing? But if you have a Sombra who still camps a health pack far away, it'd only make the game feel worse because the Sombra would technically be doing even less due to having no Stealth to engage with. However, I think the pros outweigh the cons, because you should be making thoughtful and meaningful decisions when playing a character like Sombra.
- Also, if you have Stealth on a resource, you can change the Opportunist passive by removing the ability to see the enemy's ult charge (which I think is kind of useless) into gaining some Stealth resource back when eliminating or landing final blows to hacked targets. The Sombra player should be rewarded for committing and doing well, especially since she'll be harder to play with a resource.
I wouldn't be against the idea either of having Translocator be the way it currently is in the live game, but with Stealth separated on a resource. If Translocator is such an issue being thrown down and lasting forever, it wouldn't be a bad idea either to just have it last a certain amount of time before it destroys itself. Anyways this is just how I feel and my idea with Sombra's rework following the Community Crafted Sombra.