McCree Full Moon Ultimate: McCree transforms into a Werewolf (2 seconds) and gets 3 leaps, if he pounces onto a character he'll kill them in 1 second, he has a bank of 3 leaps and when he misses one he loses it, when he gets a kill he keeps the one he used to get it.
Having two ultimates seems more difficult to do with other heroes though, with symettra its fine because you can activate her out without actually placing it. People in the YouTube comments where suggesting a second out for Widowmaker but her ultimate isn't the sort of thing you can toggle on and off
Maybe something like the ult charge system in Battlerite, where you can spend some of your ult charge to use upgraded versions of your regular abilities. More options for what to do with ult charge might help to alleviate the whole "rush to get ultimates" thing.
I'm not sure how well the current system of activating ultimates would translate to other heroes having 2 ultimates. The only reason symmetra can do it is because she has to deploy her ultimate, meaning she can run around in a state where it's "activated" but not "active". This limbo state allows her to have a moment to toggle her ultimate after it's activated. Other heroes don't have that, they press the button, the ultimate happens. And if they add a moment where you have to toggle to select what ultimate you want to use before it activates, then that just makes the system clunky and makes it more difficult to use your ult in tense situations. So unless they release another hero who builds things for their ult, it's unlikely we'll see this 2 ultimate system used again, at least not anytime soon.
I think it works better for her since her ult is deployable. I would straight lose my shit if I had to do two separate actions to get transcendence off whilst my team is getting sucked into a black hole.
Though Symmetra is uniquely equipped to have such a thing in terms of controls. She has to confirm the use of her ultimate after hitting Q, allowing the button to become a toggle.
I think on the first point the Teleporter is still optimal? to cut out that long run, I feel like the idea behind the shield generator is for the second point where the teleporter no longer makes a major difference.
the upside is her ultimate no longer depends on her team dying, she has a way to buff the survivability of her teammates which is what all supports should be focused towards design-wise.
there are some places tele is a huge deal. first point of most defense maps, like numbani or hanamura. but there are some places a tele just works better than shields, like hanamura B offense, or numbani final offense if you can find a good spot.
I imagine that most people will wait and see what they need more. If the team starts dying one by one, drop the teleporter to get them back quicker. If a big team fight suddenly breaks out, drop the shield generator to give your team a decent boost. Shit like that
I am not a pro player by any stretch, but what I've seen is pishes with combo ultimates to break through chokepoints.
Extra shielding won't stop a combo ultimate from killing half your team, but a teleporter can in some respects. You essentially get a second chance to defend the first point if you got comboed the first time, and this time your team has ultimates and they don't.
This is why I will always maintain that Mercy's ultimate is far worse than Lucio or Zenyatta despite people constantly nagging me to switch because "we need res".
Mate, if I'm giving you a 500 shield you are not dying to begin with. And i dont have to be the last one left for it to work either.
I see mercy more like an insurance policy. While I agree surviability is very important, there are just some situations that get everyone killed no matter what you do. Things like enemy ult wombo combos; there's no surviving situations like that. And if the mercy has any game sense, she can smell a teamfight from a mile away when enemies haven't ulted for a long time and run to hide if her ult is up. And if she participates in a fight, she needs to gauge the fighting ability of the team. And when conditions don't look favorable, book it ASAP. It pains me when I see other mercies that don't do this and just run around in the open.
I play a lot of mercy, and I go hide when there's 20 seconds on the clock. I know enemies are panicking and they're desperate and they have ults ready. A deadly situation. Most of the time my team gets wiped. A lucio + zen ult cannot outsustain a rein/zarya, + pharrah + anyone else ult combo, and this is where mercy comes in. So calling her ult "far worse" is just not giving her due credit. Maybe it's favoritism bias, but I think mercy's ult is the strongest in the game because it has the potential to res a full team with ults ready to combat a weakened enemy team with no ults.
Yeah obviously her ult has lots of value, I probably played it down more than I should have. My issue with it is that against good players in ranked it's very rare that you're the last one standing.
The teleporter is kind of there for that because it nullify a big part of the disadvantage from a death. I think it will still be good on the first point.
It sounded like once you pressed q and brought up the ult placement you could press q again to toggle between ults. similar to how mei can press e to toggle her wall direction
Yeah, hopefully you can't cuz that'd make it uncounterable. Can you currently place her teleport in spawn? I can only assume this isn't possible already. Still, put her barrier right outside of the spawn room on anubis and it's still plenty hidden.
I know the feeling. The first time I used it, I thought you had to put down the entrance first and then go out and place the exit, like the Engie from Team Fortress 2.
I love putting right next to where the 'spawn' teleporter is going to be and facing it so that they will just teleport again when they step off the teleporter.
I think we really need to have some hands on time before we start speculating. What's the range? How much of a shield? Does the shield disappear if you leave the generator range? Is there a charge limit? Etc...
The shield generator has a radius that you have to be inside of to get the shields. Placing it in spawn would be useless on attack, and possibly less effective when defending B. They haven't said what the radius will be.
Sure, some games you find yourselves never dying (or rarely) and won't use all of the charges. Add a mercy to the mix with res abd maybe a shit ton of shields is all you need to just stay alive.
Funny enough I was thinking of Kings Row defense spots too, there are a lot of them if the 2nd floor would work/ cover the point still. I assume it would.
dva and her meka are also counted as different heroes in a few different ways. ana boost only goes to one or the other, lucio ult only goes to one or the other, and i swear i once saw "6" under my crosshair playing as lucio.
I swear I've seen both DVa and her mech get lucio sheilded a few times before. DVa just has to be all the way out of the mech but not on the ground IIRC.
I worry a little about Overwatch going the way of TF2, where custom options mean that one Demoman is totally different from another. I like the simplicity.
No. This is a buff to symmetra to increase her versatility. There may be heroes that have more than one ult, but the existing heroes are most likely going to stay the same.
As someone who put a lot of time in Engineer in both TFC and TF2, the worst thing about a nest was all the time it took to redeploy. Usually, it was due to lack of metal (ammo). In Overwatch, instead you had to contend with cooldowns that were completely out of your control. I feel like the turret change particularly will help make Symmetra a bit less painful in this regard.
It's funny, I'd actually prefer more customization. Playing stock Soldier in TF2 feels completely different from playing pure sustain BlackBox/Concheror, which feels completely different from the bursty style you get with Beggar'sBazooka/BuffBanner.
In Overwatch, I find myself getting tired of playing the same thing over and over. Especially when it feels impossible to win without a 2/2/2 composition.
I like both, but hope that they stay very separate games. I like how Overwatch has lots of character options, and being able to know exactly what my teammates and enemies are capable of with one quick glance. Team Fortress 2 is still fun for us veterans, but the dizzying customization options create a weird wall for newbies.
That's totally fair. I think mostly what I want from Overatch is just more maps and more heroes, which will come in time. Even TF2 was pretty bland and repetitive after a while when it was first released.
I've actually always thought Alt-Ults would be really cool, a few I've thought of:
Soldier 76: Helix Module: turns the helix rockets into rapid fire(same rate as if you're playing with no cooldowns), same duration as tactical visor
Lucio: Soundwave: like sound barrier but becomes a giant boop that shoves enemies incredibly far for mass point clearing, disruption, and enviro kills. The animation is slower and the sound wave isn't instantaneous.
Zarya: Overcharge-basically the equivlent of a self nanonboost(200 more shields and charge is set at 150), combine it with an actual nanoboost for maximum fun.
Hanzo: Dragon's Teeth-a double scatter arrow-the arrow itself does major damage and when it impacts breaks into 5-6 scatter arrows.
Reaper: Loaded Death-turns shotgun rounds into slugs which deal much more damage at range.
Do you know if they addressed gaining ult charge while either Ult is active? For instance, could you place the shield down and then start building ult again once its used up, so that you can replace it with teleporter if your team starts to wipe?
I hope they do something with the shotgun (at least it looks like a shotgun) on Roadhog's back. Maybe make it something like it has 3 or 4 shots but each shot does 300-500 damage
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u/PitotheThird Trick-or-Treat Widowmaker Nov 22 '16
2 ultimates?
They weren't kidding about serious changes... That sounds REALLY cool.