u/Weesticles

Latency In Mystery Showdown

Is it just me or is the latency in Mystery Showdown a lot lot worse than the last time they had this gamemode?!?!?! Feels like it takes 2-3x the amount of time it used to take to load in my weapons and the enemy and allies models. I'm having way more moments than the last time this gamemode was present where there's just straight up no enemy model or even the purple orb to tell you an enemy is loading in. Half my deaths are coming from people I can't even see cause there's just zero visual on my screen to tell me they're there. It just generally feels way slower and laggier when loading in stuff than before. Hell just five minutes ago I just had a match on Junker Town where for two mins or so I had zero audio on me and the enemy teams abilities and weapons.

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u/Weesticles — 4 days ago

Here's My Bingo Card :3c

I'm also into short guys as well. Height difference generally is hot :3c

u/Weesticles — 6 days ago

I've seen a ton of discourse through this sub and through other subs and honestly it just doesn't make sense. People don't like Main DPS cause they can kill you from far away, but also don't like how unfavored they are in close range duels against a Flex DPS. If DPS aren't meant to be good at killing in their preferred range then what's the point of the role? Same thing with Tanks too. People hate blocks cause they're "too boring and are slop", but also hate shields cause they're "not fun to shoot", but also hate active dmg reduction states like Cardiac and Fortify cause "they're too oppressive". So how do you guys want dmg to be mitigated? You hate every form of dmg mitigation, but yet it's smthn that is essential to the functioning of Tank as a role. Similar thing with Supports and their utility. People often contradict themselves on this one saying they "don't want Supports to feel too samey", but then at the same time actively despise any and all utilities that aren't speed boost. So how do they expect the Supports to be designed in a way then that makes them feel distinct from one another?!?!?!?

Similar thing with map picks. People complain 24/7 about playing the same maps over and over again, but at the same time saying Push or Flashpoint is actually worth playing is still a divided topic on this sub with a lot of people agreeing and a lot of people disagreeing. If they're not gonna play Flashpoint or Push then what else are they gonna play except the same payload maps they've been playing on repeat for multiple seasons then?!?! Same thing happened with Vendetta. She was broken on release and so people rightfully asked for nerfs, and they didn't go far enough so they asked again, and again, and again until the devs overnerfed them and now they're shite. Now people are made that the devs overnerfed her even tho it's literally what they asked for. She was already getting relatively close to balanced last season since her win rate was dropping substantially from previous seasons in most ranks; and she was being phased out in favor of Tracer, Echo and Pharah in most comps in the pro scene as well being no longer the uncontested best Flex DPS in the game.

My question for you guys is what do you actually want out of the game? You complain constantly and incessantly about essential mechanics required to make roles functional and diverse. You complain about playing the same maps 24/7 while also hating on Push and Flashpoint. You hate the devs "being too light handed with nerfing Vendetta" and "not nerfing her to the ground quick enough", but then get upset at the devs when they actually get heavy handed with the nerfs. It's just nonstop complaining from a lot of you and it genuinely makes me wonder if some of you are actually looking to play a game, or looking for new reasons to whine to others 24/7 on the internet. Is the game perfect? No, but at the very least stick to actual flaws of the game instead of ones you make up in your head and then contradict in a later post (like hating hitscans, but also hating the flankers that contest and kill hitscans). Anyways sorry if this was annoying to read, or if the tone felt overly angry. Just kinda sick and tired of the constant 24/7 I see from people as if the game is in constant 24/7 danger of dying cause it's so "irreparably flawed" or some bs.

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u/Weesticles — 16 days ago

Burst value is pretty strong in 5v5 and it's exactly why Suzu is so good. Same goes with Flash Heal; doubly so since Mercy previously only had sustained healing which made her a lot more nerfed than others by the universal anti heal passive. So they gave her Flash Heal to increase her viability, and give her another decision to make during combat. The issue is tho that the decision fundamentally sucks. Ana's Nade is good design because you can use it for yourself, for your teammates or on your enemies. Given three different choices for one ability, and doing one keeps you from doing the others. Flash Heal on Mercy gives you only the choice of which teammate you give it to. Lot less dynamic and a lot less interesting. Not only that but it makes her that much more annoying to fight since a lot of the time if a Mercy is queued with a hitscan they'll use the majority of their Flash Heals on them; essentially giving their pocketed Hitscan a second health bar. Meaning if you wanna dive said dmg boosted Hitscan you have to do two health bars or dmg to kill them. It's annoying, and just makes her even better at the playstyle people already hate her for. She's obnoxious af and I'm sick and tired of seeing her in my games. She's beyond annoying, and I would've much preferred they nerfed her dmg boost instead of her movement. Y'know, the thing most people cite for why they hate Mercy.

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u/Weesticles — 18 days ago

Lifeweaver's getting reworked, but as shown by his current winrate it's clear he's very close to being in a well designed, balanced place. Legit only thing he needs rn is some sort of aggressive utility that enables his team to play first. Sow The Seed is exactly that with its speed boost and overhealth. Only problem is Sow The Seed sucks ass since it's a short range pickup that basically nobody walks over on purpose when solo queuing. Cause of that I feel like it should work like Brig's packs to make it less clunky to use, and to increase its range to make it easier to give to DPS and Tanks while you're playing off angles. Only thing they'd have to do to make it balanced is maybe smthn like increase the cooldown from 11 to 14-15 seconds, and maybe reduce the overhealth from 75 to 50. Other than that tho I feel like most of his kit flows really well rn and he's an absolute blast to play and def has a lot more impact than in previous seasons. If you guys have other ideas tho for what they should rework feel free to talk about 'em. I encourage it!

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u/Weesticles — 22 days ago

I'm a relatively new player to Lifeweaver, and the more I play him the more I realise the general OW community doesn't seem to understand the usefulness of a lot of his kit, or even what all he's good at. Call it a consequence of sucking ass for the longest time, or smthn else, but it seems like people just don't understand the applications of a lot of his kit and thus don't make the most use out of a allied Lifeweaver on their team. The two most prominent examples imo are his Life Grip and his Petal Platform. Here's what I mean:

Life Grip

Most seem to understand it's a generally good tool for peeling and saving a low HP Tank, but outside of that people don't seem to understand what else it can do. The two most prominent examples I've found are allowing your teammates to play super high risk/high reward angles and getting away Scott free so long as you have Life Grip making said angle basically low risk/high reward if they're coordinating with their teams Lifeweaver. The other example is baiting and kiting ults for advantageous ult trades. Like for example if Sojourn pops OC so the enemy Lúcio Beats in response you can just play super far from the Sojourn so you can Grip them to keep them from getting value out of the Beat Rush. Perfectly doable just when solo queuing, but if someone's willing to coordinate with their teams Lifeweaver then they can do it intentionally to strengthen their teams Ult economy.

Petal Platform

This things legit amazing and it's sadly just plagued by people not using it cause it's a deployable and OW players seem to be blind to those. Pharah, Freja, Echo and Jetpack Cat. All characters who have a unique strength in being able to take angles and rotations other characters in their role physically can't. Liveweaver's platform not only allows him to do smthn similar, but can enable others to do the same as well. The amount of times I've gotten picks just by taking unique angles with Platform is legit crazy!!! It also allows unique rotations over rooftops or to high ground for himself and characters that ordinarily can't do so. Its use for peeling is also pretty good as well.

Conclusion

Ik you all likely know all of this; I just wanted to share this cause learning this character really put into perspective how little the overall OW community knows about the applications of his kit. Legit his kit is currently pretty good already, and hopefully the rework only changes a few things or adds Sow The Seed as base kit (but changed to work like Brig's packs instead of a deployable) so he has more aggressive utility for teammates. But honestly as his perception improves more and more I feel like it'll be smthn similar to Symmettra and Jetpack Cat. For the longest time Symmettra was considered a throw pick and her utility niche, and now Symm Brawl is consistently a great archetype in pro play, and as for Cat people said their utility is too niche to make strategies around and yet Zeta Division innovated with them, and we're also currently in a Castion (Cat + Bastion) meta in pro play so clearly they were wrong there lol. Hopefully just like those characters as Lifeweaver gets explored more and more by the wider community they'll start to realise a lot of his kit isn't bad; it's just underutilized and underexplored.

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u/Weesticles — 23 days ago