Fixing Anti-Nade (and other problem abilities)

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Published 2024-01-21
Very excited for season 9 to see what kind of changes we will actually be getting for support heroes.
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Timestamps
00:00 - Intro
01:17 - Biotic Grenade
04:57 - Immortality Field
11:06 - Resurrect
15:02 - Orb of Discord
21:17 - Protection Suzu
24:01 - BONUS Swift Step
29:02 - BONUS 2 Kunai Changes










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#overwatch #overwatch2

Hello, my name is Amaterasu and I'm a Top 500 support player. I started this channel after falling into the Overwatch 2 content rabbit hole and watching a lot of videos by top overwatch streamers and content creators like Marblr, Super, KarQ, Flats, Emongg, Jay3, ZBRA, among many others. Hopefully you enjoy these videos of mine.




Tags:
Overwatch, Overwatch 2, Competitive, Ranked, Grandmaster, Long-form discussion, T500, Overwatch 2 Top 500, Gaming, Top Overwatch Streamers, Streamers, Top 500, Overwatch 2 Competitive, Overwatch 2 Ranked, overwatch 2 tips, Overwatch Tips, Overwatch Guide, Overwatch Tricks, Overwatch Hot Takes, Overwatch Drama, Overwatch Discussion, Overwatch Analysis, Overwatch 2 Tips and Tricks, Overwatch 2 Season 6, Overwatch 2 Season 7, Overwatch 2 Invasion, Overwatch 2 Anniversary, Sombra, Mercy, Doomfist, Reinhardt, Lucio, Bastion, Mauga, Season 8,

All Comments (21)
  • @CROSSFADE69
    Community putting in work to give blizzard 10,000 suggestions to fix some abilities, they'll ignore, instead they'll just buff orisa again.
  • I think a general rol passive tank could have is to have 30% ressitance/time to debuffs and cc.
  • @freddyP300
    I've always thought some more fun interactions could be useful to balance abilities. Like I've always thought Lucio amping up the beat should wake sleeping allies
  • @Femboy_Grey
    “As a tank you are the victim” fucking same! “I suffer from anxiety and existential dread” FUCKING SAME MY GUY ;-;
  • @mintytheslime
    I am very happy that Lifeweaver’s Grip wasn’t mentioned (admittedly I am very biased since he is my boi), I honestly was expecting it since Grip is very hard to use successfully and it has a good 70% chance of making your team hate you if you do it at a bad time. I don’t have any real suggestions for it either, I feel like Grip is a very unique and useful tool that sets Lifeweaver apart from the supports while giving him at least a decent amount of skill so he isn’t just fat mercy.
  • I agree with the 1st but I disagree with the 2nd lamp change. Not shooting the lamp should be punished in MOST cases. Target priority is key
  • @Anonymous-lv4di
    Another idea for Discord Orb is that the cool down only applies for breaking LOS and otherwise it doesn't apply coupled with a damage amplification nerf on Tanks
  • @edmgclone
    Ngl i think suzus season 5 state was best but i still agree thete was a need for the changes in season 6. Ive always thought the healing with suzu was the problem and ive never liked it. The boop allowed suzu to be used to initiate. It allowed kiriko in a niche situation to boop someone in/control space with suzus boop. I use to use this alot actually. In a dive, it was always interesting to throw suzu behind an enemy to keep them in and helping the team with a kill. Basically. (Actual changes id recommend) Suzus base healing 0/On cleanse 10 Invulnerability .75 Cleanse works by making characters invulnerable. Shouldn't reduce because pre suzu tech. Boop about 2x stronger than season 5 state to make it a more integral part. Also gives kiriko utility when the enemy doesn't have anna making her less one dimentional.
  • I feel like Swift Step could be balanced if they gave it like a .5 to .75 second cast time so that it's less of a free escape.
  • Even though this video is on Supports, I have an idea on how to rework Orisa in a way that keeps her identity as both a heroic protector, and an immovable wall: first, give Fusion Driver falloff damage again, that was just a stupid change. Second, change Fortify to where it will also fortify nearby allies in a small radius, to a lesser degree of course, maybe just 10% damage resistance and cc immunity. For Javelin Spin, get rid of it, and replace it with a very toned down Supercharger, only give it like, +5% damage or something. With these changes, Orisa can be more team oriented, and also maybe less frustrating to fight since now she doesn’t have so many options to just avoid taking damage.
  • @utk8718
    One of the rare Ws in terms of kiriko. Suzu or swift step are fine on their own but together they make her unbearable. Add in the fact that if you apply ANY negative effect on her while she is in your backline, she gete so much burst healing that she essentially gets back to full health. As for her damage, you can increase her base damage to 60 and headshot multiplier to 1.5 which will result in a 90 headshot damage. She won't be able to 2tap but if someone is in her face, she can 2 headshot and melee combo him.
  • @billykann7725
    Lamp idea: it has 2000 health, however all damage that anyone would take while inside it, regardless if it would kill them, is dealt to the lamp instead. All bursts that go over are also absorbed (aka d.va bomb would still be survived)
  • @n8m8___
    Nade- reduced tank duration by 0.5-1s. Give back 10s nade Lamp- pick and choose from: lower its duration; reduce lamp hp; reduce % threshold; reduce lamp radius. Reduce cooldown if giganerfed Res- pick and choose from: breaking LOS stops res (no res through walls) ; reduce range to res slightly; give targets the 300hp echo treatment Discord- honestly fine rn, the discord rework was great- give him 200hp why is he tankier than symettra Suzu- remove intangability (this fucks up ally rein + doom) reduce splash radius a bit, reduce projectile speed a bit, maybe shouldn't heal as much Swift step- increase cast time by like 0.1s; increase cooldown to 10s; increase range by a lot, self heals for a bit. Longer cooldown means baiting tp does something, it would need buffs to make up for massive nerfs. The most succesful changes tend to be things that alleviate annoying parts of the ability and are mostly number changes so people dont need to relearn abilities. Damage reduction field is a common idea but sucks ass- defensive ability that doesn't work on allies that are low is just stupid, and would reduce damage done during poke phase, meaning with optimal use people wouldn't even get low enough to become killable when using the ability. You would be shooting but nothing would even begin to die and is the main reason double shield and orisa meta suck because it never feels like anything gets to a point where they are killableThe most succesful changes tend to be things that alleviate annoying parts of the ability and are mostly number changes so people dont need to relearn abilities. Damage reduction field is a common idea but sucks ass- defensive ability that doesn't work on allies that are low is just stupid, and would reduce damage done during poke phase, meaning with optimal use people wouldn't even get low enough to become killable when using the ability. When you are shooting someone but they don't get low enough to even be killable is why ram + doom block, orisa etc are annoying. Imagine the enemy has a reaper and bap gives him as much health as a zarya. damage reduction is half of why nano is so good and putting that on an ability is so much worse than putting someone who gets hanzo headshot on 50hp instead of being dead
  • @primus_03
    Really interesting ideas kiriko should have 175 hp, the would be more ballanced too ^^
  • @user-fc4eq9vx9p
    00:42 After seeing the comments you received on your Kiriko's video (especially after Samito's reaction), I am not sure if that was an actual joke or not. You probably won't see this, but if you do, I hope you are okay and able to deal with all the hate. Your videos are fun. ❤
  • @Banthaware
    I think for your Mercy Res change, making it a numeric health cap instead of a percentage health cap might make it less punishing for lower health tanks and give them an easier time to not die again immediately after being resurrected while still significantly handicapping the higher health tanks (especially tanks like Roadhog which can pop vape to heal back a bunch of that immediately). Instead of making Discord a set cycle, 5 on 5 off, it could be better to still keep a limit on timing, I think that would make Discord a much more strategically interesting ability, but make the time that it can’t be applied to a target again be based on how long it was applied to the target if it was removed by Zenyatta applying it to another target. That would encourage more strategic switching of Discord while still capping its uptime on tanks and would allow cleanse effects to still remove it for a significant amount of time. I agree with the change to Lamp, making it destructible by damaging the targets affected by it would make it easier to deal with and much more tolerable. I actually had already thought about the proposed idea for Ana Nade, I think that would be healthy as it’s effect on squishy targets is a lot less noticeable but making it a button that doesn’t just severely cripple the tank’s survivability is what needs to be done. That change would also make the Ana mirror matchup more interesting since you could use your Nade on the tank to counter theirs, both to negate the additional healing and negate the reduced healing, or use it for the standard use cases now.
  • @kuba-xy9hj
    How they could nerf the ana's nade without making it useless: 1. Make its cooldown start from the moment the effect wears off 2. Remove the dmg it does (why does it do dmg, healing, double healing, antiheal AND had aoe of half the map The solution with 50% less heal probably still wouldn't be enough because blizzards balance team is so good at their job that even with 50% most if not all characters would be unkillable
  • @I-OMusic
    Great video! high effort and high quality
  • @avilude
    I think you could simply fix Swift Step by making it a directional teleport that goes a short-medium distance. When used towards an ally IN LINE OF SIGHT, it would work as normal, including the maximum distance. This means that Kiriko has more agency in how she can use teleport and can now move freely, but more risk because she can't just teleport through walls. If you're a DPS-Kiriko you can still use your teleport as an escape option but you have to have more situational awareness and cannot play as grossly out of position as she can right now. As a supportive Kiriko, you would function almost the same except for the fact that you can't save an ally from certain death by teleporting through a wall and Suzuing. I think this is fine because once again, this promotes good positioning. I think Protection Suzu can still affect herself, but the single-target nerf seems fine (might need a cooldown reduction). Alternatively, you could keep it as a multitarget ability but just remove the dmg immunity and add healing. There's a lot of good ways Suzu could be fixed.
  • @Anonymous-lv4di
    The thing about Kiri is that on all ranks according to Overbuff her winrate is less than 50% so you can't just nerf her so give Swift Step a wind up but 3 seconds quicker cool down