Kill resets jumpack cool-down

TBH Winston is taking fat L’s amidst the stun meta.
I feel it would be suitable to have the exact same mechanic that Genji has where a kill of any nature skips his dash cool-down. Winston is selling himself as a mobile tank but his sustenance would better if he were able to leap in secure a kill and get put instead of being gunned down by the entire enemy team. Would you have this with rage too?

And with that, let the incoherent arguing begin.

:monkey_face:

No , that would make him OP, he already has his leap on a 6 sec cooldown, a barrier, and 400hp.

2 Likes

I see where you’re coming from but, he is still too big a target and it would be a reward mechanic where if he does get the kill he can get out. but say he’s just being an idiot and jumping into a whole team, then of course he’ll die without the kill as he should. I think it would be better for chasing the single target and then being able to retreat immediately.
making more sense?

A) there is no stun meta.
B) Have you looked at winston pickrates.
C) No thx.

The problem with most people on here is, you aren’t capable of looking at the design aspect of suggestions like this. You only seem to be able to think in terms of things being either OP or not. A little more roundabout thinking would serve you a lot better than just seeing something and saying “Nu, that makes him OP!” It doesn’t have to be a straight forward buff.

Take Pharahs latest change for example, Blizz improved rate of fire and reduced AoE dmg, so you have to look at the change in terms of “Where does this move the hero?”. You can implement something like this Winston passive and then extend the cooldown on the bubble to simultaneously account for the added benefit. This could potentially reward skill expression and punish bad plays. Is this good or bad? Who knows? Potentially in theory? Point is, we’re giving it a little more thought than “Nu, Winston too powerful he no need buff!” This should go without saying, but here I am having to say it… :roll_eyes: The more important question to ask is, “Is the design theory of this addition good or bad?” Does it reward skill? How can it be utilised?

Again with this reply. No thought put into it. It’s just “Uhh, Winston has high pick rate! He need nerf not buff!” :yum:

Like, this addition to his kit can be balanced through testing afterwards, making this concern and the other one above completely irrelevant, and yet so many posters on this forum can’t see beyond things being either a “buff” or a “nerf”. Design is not that simple. :sweat_smile:

So you basically talked alot to say nothing. I already said why I consider that being too much of a buff for winston . He isn’t a dps and on top of that he has a higher rate of survival compared to a 200hp hero. And we all know that this isn’t a single player game, but a team one and a good coordinated team can help winston secure his kills every single time, which means he would be able to leap all the time from 1 target to another without too many problems, making him too powerful and really hard to counter. Not to mention he can already kill squishy targets by himself just fine without any help or coordination from the team.

Lets just make him fly like Pharah instead, that would make more sense.