i wish cap had a ledge grab like this for better high ground reach
or make his dash omnidirectional, either is fine
or make his dash omnidirectional, either is fine
An interesting thing I noticed about the way sombra's hotfix healing works is that heal reduction only slows down the hps, but the total healing still remains the same
and something I learned recently is that heals from health packs bypass heal reduction altogether, which makes hacked health packs that much more valuable
this makes sombra the only support that can bypass the heal reduction passive, props to the devs for coming up with such a clever support design
many times i want to use the block just for the block and not the flurry, but after using block i get stuck in the flurry state and forced to w8 it out
currently flurry overrides normal punch giving u less control over whether u want to cycle to next block quicker or commit with flurry
so wat if fist could use normal punch during flurry state using quick melee button or just let him exit flurry state early?
might need to reduce cd reduction per hit or increase block cd to compensate, but would it be too strong?
mission failed successfully
both tech heroes could learn a lot from each other
i feel like i can finally breathe without getting blown up too quickly this season, but the lack of relevant dmg without thor teamup is still a pain point
i feel they need to make his basekit dmg a bit better n reduce the reliance on the teamup, the VES buff is a start but not there yet, the teamup can be nerfed as compensation, i just want some power shifted to cap's basekit
the bucky teamup mid air jump being slow still needs to be fixed
a problem which is not discussed enough is the bad map designs in this game
too many maps r very linear, lack enough cover or side pathings n force u walk or stand in open areas if u wanna make any proper pushes, its one of the reasons y poke comps can often feel oppressive
the map destruction system is also partly to blame, since it ends up reducing a lot of existing cover in the maps and makes u even more vulnerable to getting shot down
its also prolly one the reasons y the gameplay relies so much on high sustain to keep things alive over map usage
ever since they removed AC, its feels so awkward that his quick melee spam does more dmg than his shield throws, due to which i end up feeling punished for using his shield throws over his quick melee outside of while jumping
considering shield throws need to be earned first with 2 melee and r limited by 4 charges on a 5s timer, i think they should feel more rewarding to use and if they won't bring back AC, then some something else should be done
i was thinking the shield throw dmg could be increased from 45 to 50 with a slightly faster fire rate than wat it currently has, or they could add the ricochet mechanic it had during the beta
but would that make cap too strong?
i remember s1 JPC was a terror with the early claws out, territorial perk and bigger fuel amount, but i dont remember players complaining or hating on her as much as they r in the current season, which i find weird
like i know she got major buffs at start of s4, but i still think s1 JPC was far stronger
am i missing something here?
mirrorwatch showed us wat an evil version of mercy n her kit can look like
so how would an evil JPC n her kit look like?
currently there r 4 types of shields in the game:
unlike heals which can be spammed through a primary fire and reloading, all shields r always limited to cooldowns or resource meters which prevents them from being spammed
this is something i hv noticed in other hero shooters like overwatch n paladins as well
which makes me wonder if a shield based support that could spam shields on allies through a primary fire n reload system instead of healing and gained ult charge from shielding similar to hulk would be broken
gets even worse when the ults r used back to back resulting in fights getting dragged out way longer than they should given how long ults can last in this game
i really wish all ults were made less frequent and shorter duration, so every team fight dosen't feel like ult simulator
or another intelligent animal from the place winston and hammond came from?
i heard there were moments in the comic where she gave sus vibes
doomfist also mentions in his latest lore video that he still has one missing piece left for his upcoming plan, wat if its JPC? considering his current group only has tank and dps, but no support characters
i remember many saying that cap felt really good this season with the regen hp and the bucky teamup and that this was one of cap's better seasons
but that opinion seems to hv changed by a lot and almost everyone is asking cap to be buffed now, even in the main sub
even i agree cap needs buffs, but im just curious wat led to so many players changing their view on cap now?
after playing blade in bloodhunt, it feels like blade's kit was designed more for bloodhunt rather than pvp
idk man, i think blade needs a rework thats makes him more pvp oriented, cuz currently he feels more like a pve hero
most suggestions hv been about putting tether on a timer, but i was thinking how about preventing allies from shooting or using ultimates while tethered
this will prevent stuff like cat-bastion combos and some frustrating ult combos like sky noon, but still maintain the spawn taxi and repositioning aspect of it
is the hate this season really deserved?
i want to know from other jpc players, considering there has always been a hate for jpc in the community similar to heroes like sombra, roadhog, doomfist etc anytime they get buffed or see relevent play
she used to feel kinda sluggish after her previous mobility nerfs and now finally feels fluid to play only for the community to get mad again n demanding nerfs
i did agree that cat needed nerfs back when she had early claw and territorial perks which turned her into a dive assassin that could even 1v1 most dps heroes, even i felt guilty n thought i shouldn't be able to get away with those sort of plays
but this time the buffs were purely to her mobility, not to her dmg, she can't reliably 1v1 dps heroes or quickly assassinate the backline like she could b4, unless they r already low hp or r being negligent at checking for flanks
she still has to play backline support most of the time, with tether being her only proper utility which is kinda situational, while also having one of the most map dependent ultimates in the game which most players hv already learned to play around by now
it has been suggested here many times, but i think the devs should really try making the jetpack louder b4 nerfing her mobility too much, as i do agree that a permaflying flanker can be hard to deal with depending on maps
will cat players never get to enjoy the game without making others angry?
edit: i forgot about the weapon dmg buff jpc received last season due to previous nerfs, and that should prolly be reverted now that her mobility is back, but idk if that would be enough