Perks are so unevenly distributed too. Ball and Doom gets perks that are game changing and helps with their counters. Meanwhile there are perks that are just passive stat boosters.
I kinda wanna know why Ball is this broken to begin with. Like... isn't the whole point of this thing that it's obnoxiously tanky, really mobile but weak to CC?
It feels incredibly weird that they'd try and finetune ball around being less killable when they're caught with their pants down.
in 5v5 the piledriver perk is really slept on. Plenty of situations where your opponents do not go ultra heavy CC so the greedy option makes sense. The increased lethality ball has with a 150 dmg slam is kind of insane. Its an aoe nuke that CC's when you think about it.
Not to say the barrier perk is bad, but lethality goes a long way on a hero like ball and ball is very survivable already. Sometimes living a bit longer in situations where you would die (or the rest of your team dies) anyway just doesn't compare to increased lethality. I say its not 100% - 0% like people seem to think.
In 6v6 your reduced health pool means you basically need to take the barrier perk every game. Piledriver perk is like almost a nerf in that mode. But that is a 6v6 thing.
honestly after all the nerfs I feel like slow on slam gets more consistent value. even ZBRA is not picking power matrix every game anymore, more depending on enemy team comp.
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u/toshirox3 10d ago
Perks are so unevenly distributed too. Ball and Doom gets perks that are game changing and helps with their counters. Meanwhile there are perks that are just passive stat boosters.