I think all of the mercs are really well balanced. The only time I find a merc to be underpowered is when I simply just don’t know how to play a merc properly yet.
How would you rate Dirty Bomb's merc balance ?
I’ll give 4 because the question is about the mercs, and I think some mercs are too rewarding for how little skill they require but in general he balance is fairly good (without any game breaking merc, and hopefully without useless mercs after Thunder and Phantom get buffed), but if we were talking about the guns I’d give 0. Wanna know how to get 5? Nerf shotguns.
Solid four because no mercs are particularly underpowered or overpowered compared to other mercs. There are issues though, hence the four.
I think that in pub matches it can seem a bit chaotic or broken for new players (I know I felt that way when I started) but the more you play the better it seems to be balanced. I know some might disagree with me and something like DB is very hard to completely balance but maybe a little more to help new players understand the game and then I’ll give it a 5.
good but some mercs are just clearly overstepping what their roles should be and tread on other mercs dedicated rolls way too well COUGHFLETCHERCOUGH
ACTUAL FOOTAGE OF A SPARKS REVIVR FIRING
Overall it’s pretty good. It would be cool if every merc had a viable spot in competitive play but I don’t think that’s too realistic, and even those mercs I usually still have a blast playing
[quote=“scrub;179000”]
What do you do if you come around the corner and a Reaper is there? What do you do if if you come around the corner and a Mei is there? What do you do if you go out into the open and there is a Widow across from you?
Maybe you should learn to adapt to your opponents team comp and grow some awareness instead of blaming the game for your own faults. His flashbang has no range and if you’re willing to roam around CQC areas by yourself knowing a McCree is around, then it’s your own damn fault.
It’s ironic, because Dirty Bomb has plenty of insta-gib/win abilities. [/quote]
Reaper wont stun lock you and kill without even needing to aim, giving you more of a chance to actually do something before dying, he is also very limited when it comes to range, unlike mccree.
There is a ton of counter for mei, it takes ton of time before she locks you in place so:
Soldier can place a healing field so she wont be able to kill him when he is frozen, unless mei is actually good and can do a good follow up with her right click after you start to move (and you can kill her before she locks you).
You can out dps mei with reaper before she locks you, in worse case scenario you can reset the fight with your wrath form.
Tracer can just run away, without effort.
While mei is good against tanks it takes her forever to actually kill one, so chances are that someone from his team will save him (mccree melts tanks).
Sure, there are some heroes that have problems against mei but with her dps you can always play around that, cant really say the same about mccree.
Widow is a different problem, i dont find 15 sec long global wallhack to be particularly balanced, especially that you dont even know that you are visible if you dont start counting after you hear her using her ulti.
Mccree is badly designed, his flash + right click shouldnt effortlessly melt everything that isnt genji, especially that he isnt actually weak at longer ranges, unlike reaper or mei. I dont really find him “OMG SO OP” but its frustrating to deal with and feels unfair every single time.
While i agree that there are things in DB that doesnt take that much skill to play with, there are still no such things as hard counters, its generally harder to wipe teams and you can be revived by every medic every time without hoping that he is a mercy that have her ulti ready.
imo DB pubs are extremely well balanced. no merc feels impossible to tackle, even monsters like fragger or sparks, or aura station spam.
comp is another issue altogether, and even though i dont follow it, it looks like the meta is pretty stale atm. it could be singlehandedly fixed with a well thought out draft system though
You choose I’d say. Maybe pick the average and explain.[/quote]
Well, my choice in your poll will change based on whether we are talking about typical pub play that isn’t organized which vastly changes merc performance compared to 5v5 organized and coordinated play. That’s why I ask.
The poll results will be all over the place as some people will answer from a competitive 5v5 perspective and others will answer from purely pub play. The poll has more value if you specify.
Overall I would have given it a 4-5 but there are some mercs that really break/broke the game.
Sparks used to be a better sniper then the sniper but they kind of worked on that. Vassili used to be a unkillable headshot machine once he found a a wall he could hop up and down behind. Good changes that helped the game immensely.
But there is still some shit out there.
Thunder is just bad, Tanky Mercs aren’t as tanky as they should be (imo), Shotgun mercs are too powerful, LMGs are too weak, defusing a mine kills your teammates but not the enemies (which is so d*mn dumb) and Fletcher is the grim reaper himself in form of a jumping black man that also is able to repair stuff. And with the upcoming buff I see bad times for everyone that doesn’t main Fletcher and wears a blindfold to his OPness.
I love the game and I have a great time playing it (except when a lvl 50+ Fletcher joins) but that balancing is not really on point.
[quote=“scrub;179000”]
What do you do if you come around the corner and a Reaper is there? What do you do if if you come around the corner and a Mei is there? What do you do if you go out into the open and there is a Widow across from you?
Maybe you should learn to adapt to your opponents team comp and grow some awareness instead of blaming the game for your own faults. His flashbang has no range and if you’re willing to roam around CQC areas by yourself knowing a McCree is around, then it’s your own damn fault.
It’s ironic, because Dirty Bomb has plenty of insta-gib/win abilities. [/quote]
For those 3? Maybe I use some of my mobility options to leave the area, maybe I simply outgun them? Mcree nullifies all of that, you cannot move, you cannot use your abilities, you can’t even move your crosshairs. In dirty bomb, when you die, it is entirely your fault, most deadly abilities have indicators such as sound and animations to look out for, a fragger cant just turn around and instantly command detonate a frag in your face. Simply SEEING a mcree near you is when you should just lay your hands off the keyboard, because then you’re done. Mcree seemed like a skill based character at first but all people do with him is spray with fan the hammer and get cheap kills off flashbangs.
Surprisingly well balanced considering the huge amount of different perks. Of course not every merc fits every map, but then it’s up for the player to choose the right tool for the job.
There are some duds like phantom when he was introduced and phantom in his current role as comic relief, but every update provides tweaks and almost all of them are in the right or at least an interesting direction.
Kudos for picking Aura and Skyhammer as perfectly viable initial mercs.
So 4.5 rounded up to 5.
Except THUNDA and Phantom, everything is pretty much fine.
All it needs is a Weapon balance, not a merc balance except those two and Fletcher having way too much potential than any other engies.
