Rip flag meta
|Signed Up:||January 11, 2017|
|Last Posted:||September 5, 2018 at 9:11 AM|
|Posts:||104 (0.1 per day)|
Having watched them since APEX, it felt so surreal when they finally won the title after so many close attempts.
"Omg they've freaking finally done it!"
FLAG META IS BACK
Dare we ask for more?
On a side note, very relatable (how is this not a word?) perspective from someone who has dabbled into observing. I wonder if it's possible to get them to discuss about the different stylistic approach they might have taken throughout the stages though.
Awesome article, great perspective.
Really happy that Sideshow and Bren both became apart of the OWL talent lineup.
Yea let's not speculate, thanks.
I thought so too initially, but both are officially correct.
Res will probably be a lot less powerful, that's likely a given from Jeff's posts. I don't really care about her appeal or accessibility to the player base. What matters is how strong her kit is right now. Giving her more damage to pressure Res means nothing. You might as well say give Lucio more damage to do the same thing. It doesn't make any relation.
Triple bodyshotting is, really easy if the target does not LOS you in time, and effective at all ranges. Though granted, that's not achievable for the player base but balance should be top down anyways. Not to mention, 2 shot + nade is an even more achievable combo that people might end up complaining about anyways.
But to clarify, I'm not 100% against 70 damage Ana. It's more of the timing to try it out is really bad and heavily blurs whatever meaningful usage impact it might have when Mercy changes are still ongoing. I'd be more in favour of testing 70 damage after Mercy is finalized. As a player myself I would enjoy playing Ana with 70 damage more for sure. If Ana continues to see limited niche after Mercy rework finishes, there would be more validity in doing that and allows for a much clearer picture as to what the impact of changing the damage would be. Otherwise, it'd be the same situation with 60HPS Mercy where some people didn't even know it happened, and we never get to know the full extent of what 60HPS affects. We all just end up rolling with 60HPS without questioning it as much as it should have been.
If we can safely deem Ana as rightfully weaker than she should be when variables are reduced, that would be a much better timing to test things out. While it might seem counter intuitive to push out such changes slowly, it is a better approach in the event that they do decide that 70 damage isn't the approach they want to take and then they have to take additional time to figure out what they need to do all over again. There isn't a strong necessity to need to have multiple changes ongoing right now wrt Ana and Mercy. Better albeit slower approach to doing the changes one after the other, with the limiting factor being Mercy changes. And really I doubt Ana changes will push through without first changing Mercy again. So why confound things when it isn't that much slower to immediately test changing Ana after Mercy anyway?
Also woooo rambling a little (haha) at 2am hope things sound right.
What I'm going to say is probably the less popular. I feel strongly against increasing Ana's damage for 2 main reasons.
Firstly, this is a blatant power/damage creep, again. When Ana was introduced and became meta with her really strong healing, Mercy was changed from 50HPS to 60HPS, just because they set this as the new benchmark as a main healer when originally 50HPS was perfectly fine and not even low. It felt like a feeble attempt to force Mercy into relevancy and understates the impact of the change. What they should have done at that time was address Ana instead of trying to creep Mercy's base heal.
Secondly, Ana's low usage has barely anything to do with her damage in the pro scene. IIRC Ana has almost always been <50% win rate on the ladder at GM level, not that it means much, and pub players will tend to favor increasing her damage as it feels more fun and gives her more control. But that doesn't mean it's a good thing or the right approach. Before the Mercy rework, Ana still saw valid usage depending on maps and team composition, with the core lack of usage being attributed to D.Va and Winston negating her heals, and dive in general. Changing her damage addresses neither of the two key reasons.
Bumping up her damage feels like it's trying to force her to compete with Mercy, creep her into Zenyatta's damage specialization, and make her feel more 'fun' to play with. I feel that there is no need to meddle with Ana's damage at this point in time, especially without first completing their iteration with Mercy. 60HPS Mercy should have never been a thing, though its impact was never really pronounced with her lack of usage in tournaments. I strongly believe that 70 damage Ana shouldn't be a thing either. There is no need for that change to ensure her viability. More likely than not we'll get to see healthy usage of Ana when Mercy is toned down, unless dive with the new D.Va is still too oppressive for Ana.
TL;DR: Fix Mercy first before touching Ana's damage. Going to 70 damage introduces more problems than it solves. If / when Mercy is finalized, then should we be looking at Ana. Otherwise, heck no, stop interfering with 2 heroes that compete for the same slot in the current state.
I don't have any examples in my mind. But if someone recently cheated in another game, their punishment should be carried over to whichever game they move on to. That can only be enforced by tournament organizers or Blizzard though, and is still ultimately their decision whether to uphold their preexisting punishment in OW.
If their old punishment already expired and they wish to move on to OW, I think that's fine because they have already served their due punishment. If players got perma'd in another game, it's still the discretion of OW on whether to allow them on a case by case basis.
Harsha stop stealing my stars
Also would like to point out that my thoughts and suggestions for this changed a lot of times before and during the writing of this article. I've had different iterations as to how I felt ultimates should behave with regards to stuns. Ultimately, these changes were what I felt the best after gathering different opinions and forming my own.
Congrats MEGA ! :D Hollywood was super close too and could have been anyone's game.
Was fun watching all the different compositions and role swaps that they used.
MEGA win! :D
rip that was close
Go MEGA! :D
NC Wolves putting their Tracer on Reinhardt to play 2 Tank composition on King's Row. That's interesting.
I really like both teams x_x
May the best team win then!
Do you have any video recording or something? There are several heroes who can end their reload animation early as they fully reload before the animation ends, aka animation cancelling. For Roadhog, as long as your ammo counter is back up, you can do anything else you want and it's still going to be fully loaded, no need to wait for the full reload time.
You should see SG then.
Never go against the power of the over.gg EnVision banners.
Thailand showing their dominance over the SEA scene?
Congrats to Bazaar though! Well deserved.
Woah what the heck happened with HKA. 2-3 to FW and 3-0 BLANK?
Back to the good old MVP Space I knew! Awesome.
We're updating VODs atm. Seems like Contenders takes down their live VODs pretty quickly and put up their sliced versions.
This game VODs are updated now.
3 special flags > 2 special flags. There we go!
Great analysis aside, what I like is how Sideshow just randomly gets excited about the most obscure of things.
Especially when it involves a Winston.
MEGA Thunder must show that the team with more rare flag wins.
Edit: oh no :(
We are deeply sorry and disciplinary actions will be taken against Mert.
Soooo one of the many interesting changes going to happen before Contenders? :eyes: Wonder how they'll do since it's been forever since we saw them play.
Oh noes. harsha has a fraction of a star now.
I must hasten to dethrone him.
Not sure if I'm reading this right but, let me address the concerns regarding online play. If you cast any sort of ability and the server rejects it because on the server side you died before you used it, your ability is automatically refunded. i.e., if you pop Transcendence to save yourself but still die anyway, it would be treated as if you never used the ult and it doesn't incur the drain. Same goes if you use an ability and die before you actually got to use it -- cooldown gets refunded.
The only reason why I brought up online play is that it makes Sound Barrier unreliable, if not undesirable if it were to drain fully during the cast. It would make Sound Barrier a no-go against Big Bang combos for online, whereas on LAN it's still good against the same combo. It makes this interaction weird by skewing the risk vs reward.
Also for #13, I previously wrote about it on Medium; your game client will almost always render whatever you do as if it was successful. If the server denies actions, it'll just look as if it never happened, though the reversion is awkward. Don't worry about it.
Which pro matches are you referring to?
Hyped for MEGA! Seems like this season is going to be even more exciting. Hoping that more teams will be able to wrestle against FW/Blank.
Welp the downfrags. But I don't fault West. Most / all of the proposed changes are pretty similar to what some people have brought up. However, I feel that the main distinction was I singled out Sound Barrier as one ultimate that would likely need a different treatment, and that part was less touched on. Few have suggested that they would want ult to drain immediately and hasten the cast time, but I see that as a buff to ults like Dragonblade.
My opinion largely isn't unique. I understand where you might be coming from. Although this is an opinionated piece, I didn't really phrase it as if this opinion belongs to just me. The only time where I explicitly wrote it as such was when I brought up Sound Barrier as I felt that was the key difference between this and what most people felt. Overall, it probably might not have felt so much of an opinion as generally people have about the same idea and wasn't as contrasting.
Honestly, I think it might have been better if I also wrote my initial opinion regarding this issue. FWIW, before writing this and seeing it happen in APEX, I was in favour of having ults drain after casting. Yes ya'll read that right. My opinion changed as I weighed the intuitiveness of the game more importantly than other factors when it came to this issue, and it took me some time for me to think of a win-win change where an exception is made for Sound Barrier. That is why ultimately I changed my mind and wrote on this topic.
Hindsight is 20/20, and perhaps writing the flip side of the coin might have made this piece even better. If anyone's interested, I can briefly talk about it as well.
Thanks for the feedback though! Hope the next one will be even better! :)
every matchup is a 4-0 matchup ketchup
has there been any game in this series that isn't a 4-0 yet?
Russia wins because they have special flags imo.
How farrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr can we go
Here's an impromptu inspect element trick for those who want to navigate the maps. Right click the map bar -> Inspect Element.
Under the class .match-switches, add overflow-x: auto;
Should let you scroll through maps.
The real reason why they didn't make it out of group stage.
They are playing on the 1.12 Horizon patch, where McCree Ult is buffed, Reaper gets life steal, and everyone laments about Roadhog.
This Zest... That Zest... hahaha
Trying out Medium for the first time as an avenue for articles that probably don't fit over.gg context that well. https://medium.com/@sandshrewz/overwatch-client-side-prediction-and-improvements-7c2bf2206dc3
Topics I will cover are mostly not directly related to the esports scene, but might still be of interest to some. Please feel free to leave feedback :) Cheers!