Hello everyone,
Recent developments in the game modes (especially Push and Flashpoint) have shed light on a concerning trend: these new maps appear to place heroes with lower mobility at a distinct disadvantage. This issue particularly affects players who enjoy using these heroes. The gameplay dynamics within these modes seem to favor heroes with high mobility attributes, such as Doomfist, Hammond, Kiriko, Tracer, or Lucio. Unfortunately, this could potentially marginalize heroes like Ana, Ashe, or Widowmaker.
It’s imperative for Blizzard to take into account the holistic balance of maps, which has generally worked well for older maps and modes. What suits high mobility heroes might not necessarily provide an equitable gameplay environment for their less mobile counterparts. Opting not to select high mobility heroes often feels like a less effective decision, which doesn’t align with the goal of promoting diverse and strategic gameplay.
The recent adjustments, such as the Widowmaker and Hanzo nerfs, warrant discussion within this context. Some argue that these nerfs weren’t warranted and might have been influenced by issues related to player coordination and positioning. Unfortunately, these nerfs have further compounded challenges for players who prefer these heroes. The situation is exacerbated by the fact that these new maps already lean towards favoring the other part of the roster.
If these concerns remain unaddressed, there’s a tangible risk that only a fraction of the hero roster will remain viable in these new game modes. This situation could potentially lead to a decrease in player engagement. I’m keen to hear your perspectives on this matter. Do you agree that these new game modes put heroes with lower mobility at a disadvantage? What solutions or changes do you believe could rectify this situation? Your insights on this topic are highly valued.
Looking forward to an insightful discussion and hearing your opinions!
I think hero viability comes down to team coordination.
If you’re going against a poorly coordinated team you can play whatever you want and stomp them.
With well coordinated teams playing a low mobility hero is riskier.
Depending on enemy hero choises, zenyatta, widow and ana are still very viable choises for push maps. On flashpoint i do still really enjoy zen but some of the areas don’t work as well for snipers due to short sightlines.
Widow’s ult is really good on flashpoint though, with the maze like design and multiple approach angles that favour flankers.
Flashpoint isnt even that fast as the name suggests. What flashpoint needs in my opinion is powerups from event modes to make things quicker and more insane. Movement speed packs besides the healthpacks for example. Maybe even ult charging packs
Flashpoint is at it’s best on mystery heroes in my opinion. More chaos.
Yep, but it hasnt enough chaos to be interesting enough. It feels kind of half finished to me.
It needs power ups laying around like healthpacks
It would make it more interesting that’s for sure
I find the mode absolutely boring cause you do nothing but walk the entire time, so you need to play fast heroes or it will just take forever. Or you just play the busted stuff that randomly gets buffed to force absurd metas and makes everything even more boring. Like it doesn’t matter if it takes you forever if you just place stupid unkillable Orisa on point with a double pocketed Bastion and then the mode being the stupid thing it is, you will just not contest them before the point is fully taken. I really want to love OW, but they are making it really hard with this random bs.
If they have orisa on point, then just farm ults off her and then dash for the next point before she gets there. Keep killing her supports and then spawn camp them.
The mode is boring and takes far too long to finish a game on, but if the enemy team picks a boring comp, then you pick a similarly boring one and give them a taste of their own medicine.