It shouldn’t be possible to stack nothing but Phoenix and Sparks on an enemy team. Teams should be limited to 1-2 medics.
Also Spark’s healing pistol shouldn’t do damage. She’s basically a sniper with unlimited ammo…
It shouldn’t be possible to stack nothing but Phoenix and Sparks on an enemy team. Teams should be limited to 1-2 medics.
Also Spark’s healing pistol shouldn’t do damage. She’s basically a sniper with unlimited ammo…
Class restrictions? No. Merc restrictions? Maybe. More medics isn’t always a good thing. It can be effective, but often times, a couple medics can do the work of many. The Class/Merc restriction topic has been brought up a lot. It’s a difficult topic because there’s a lot of advantages and disadvantages to both sides of the argument.
Rarely do you ever see any insane stacks in pubs. In Ranked, you’ll see a lot of double/triple of the more OP mercs like Thunder or Fletcher (there are other mercs that are a bit too powerful at the moment as well). I picked those two because when you get multiples of them, they’re unstoppable. Back up the Thunders with two Auras and good luck killing them.
As for Sparks, she was nerfed previously because she was very OP. She had no damage falloff and her Revivr easily outsniped Vassilis. She could pick everyone off with Headshots from long distance while hipfiring and moving extremely fast. Now, she’s much more balanced. In the right hands, she’s extremely strong, but it’s uncommon to see people racking up tons of kills with her. Her primaries, the machine pistols, were also nerfed. I think she’s in a good spot right now.
Lol, the last thing I want to see is sparks turn into DB’s version of Mercy from OW. When played by a godlike player, of course she can be OP. But as it is it’s very difficult for most players to use her. Being left with only nerf guns is not the way to go.
At first I was actually thinking anti class stacking may not be that bad to eliminate the horrors of airstrike spam on chapel. But then I realized I’ve been a lot of matches with multiple clueless mercs in one class, and have had to switch to that class just to do their job properly. I do believe there should be a warning message like in OW when too many players try to chose the same class of merc, just to pressure new players into switching, but completely disallowing it is not the right thing to do.
Not to mention mercs are very different. And just because Aura is in the same class as Sparks, doesn’t mean they can be used identically in every situation
Only if Rhino has no limit so I can do 4 Rhinos + Aura on defense Underground
Edit: and also no limits for Arty, if I can’t do 5 Artys on Chapel I will cry
Defending Underground against five Fletchers last week was quite the experience.
“It shouldn’t be possible to stack nothing but Phoenix and Sparks on an enemy team.”
Yea lets not allow stacking of mercs but ofc Sparks the second most broken merc in the game is fine to stack, not op at all or anything…
Stacking cooldown penalty or one merc rule in ranked would be nice at least. Nothing more boring than playing Chapel and having to push against an Arty/Recon stacked team.
I don’t think that’s what @Setzaroth meant - I read that as “teams consisting of only Phoenixes or Sparkses should not be possible”.
Or whatever the plural is. 
Same principle tbh as public shouldn’t be tampered with imo, only ranked / comm servers (if they wish) should have limits.
@frostyvampire said:
Only if Rhino has no limit so I can do 4 Rhinos + Aura on defense Underground
Edit: and also no limits for Arty, if I can’t do 5 Artys on Chapel I will cry
Once we did 2x Rhino + 2x Auras in offense, it was amazing. 
Okey no limit for classes/mercs but limit for level 3 vassilis pretty please. 
If you are talking about casual, my opinion is NO LIMITS.
Let me play what I want, OK? If some scrub inexperienced player decides to pick my favourite merc and doesn’t do the job properly, I should be allowed to do it.
In 5v5 stacking a certain class is a bad strategy. 2 medic is almost required, so the “worst” scenario is 2 medics and 3 assaults. While it seems too good at first, you can’t use this team, if
One of these points applies on most maps, one exception is underground 1st defense.
Once we won with 4 Thunder and an extra supplies Sawbonez there - the attackers surrendered as soon as it became possible.
TLDR: In serious situations you don’t want more than 2 merc from the same class on your team 98% of the time.
It just highlights a weakness in the game’s design. It’s clearly intended to have a team of varied mercs, but it’s more viable to just shut someone out with a zombie build on defense. (That’s what I call Phoenix teams) Or a mix of 5-6 Skyhammers/Artys on maps where you have to stop the EV. I have the same gripe about Overwatch, but at least Blizzard had the good sense to limit heroes in ranked.
As far as Phoenix goes, he can revive himself, others, and heal others. Combined with Sparks’ revifle and assuming the team controlling them is competent, you’ve got an insurmountable defense.
Last night, our team lost with a 12 minute lead on the last objective (I think the map was dome) Because anytime we got a kill, they would get revived before we could finish them. It also didn’t help the enemy sparks player was 100% accurate with her revive sniper. Suspiciously accurate actually. Though it is admittedly rare to run into a sparks that is that much of a problem.
That leads me to another complaint I have with this game. Why do you have so much health in the downed state? It shouldn’t take more than a couple shots to finish a kill. It’s bad enough you need to hit someone 10-12 times to down them in the first place, but if someone dies from a headshot,(regardless of weapon) they shouldn’t be able to be revived period.
@ThunderZsolt said:
If you are talking about casual, my opinion is NO LIMITS.
Let me play what I want, OK? If somescrubinexperienced player decides to pick my favourite merc and doesn’t do the job properly, I should be allowed to do it.In 5v5 stacking a certain class is a bad strategy. 2 medic is almost required, so the “worst” scenario is 2 medics and 3 assaults. While it seems too good at first, you can’t use this team, if
- you have to repair/escort the EV (need engi)
- you have to arm C4 (need engi unless you are really good/sneaky), also you need to switch to engi with the defenders if the attackers planted
- you have to disable the EV (need fire support)
- ammo locations are out of the way (need fire support)
- On top of these, engineers on defense and fire supports on offense are really useful for side objective control
One of these points applies on most maps, one exception is underground 1st defense.
Once we won with 4 Thunder and an extra supplies Sawbonez there - the attackers surrendered as soon as it became possible.TLDR: In serious situations you don’t want more than 2 merc from the same class on your team 98% of the time.
Oh noez you won with 4 OP meat shields with 4 ass kicking flashbangs?
No way.
(jk)
@frostyvampire said:
Only if Rhino has no limit so I can do 4 Rhinos + Aura on defense Underground
Edit: and also no limits for Arty, if I can’t do 5 Artys on Chapel I will cry
4 rhino and an aura behind the rock in chapel is op too
@Setzaroth said:
but if someone dies from a headshot,(regardless of weapon) they shouldn’t be able to be revived period.
It’s almost like we had this with snipers and it was a bad idea because headshots are ridiculously easy to score.
@Setzaroth said:
It just highlights a weakness in the game’s design. It’s clearly intended to have a team of varied mercs, but it’s more viable to just shut someone out with a zombie build on defense. (That’s what I call Phoenix teams) Or a mix of 5-6 Skyhammers/Artys on maps where you have to stop the EV. I have the same gripe about Overwatch, but at least Blizzard had the good sense to limit heroes in ranked.As far as Phoenix goes, he can revive himself, others, and heal others. Combined with Sparks’ revifle and assuming the team controlling them is competent, you’ve got an insurmountable defense.
Last night, our team lost with a 12 minute lead on the last objective (I think the map was dome) Because anytime we got a kill, they would get revived before we could finish them. It also didn’t help the enemy sparks player was 100% accurate with her revive sniper. Suspiciously accurate actually. Though it is admittedly rare to run into a sparks that is that much of a problem.
That leads me to another complaint I have with this game. Why do you have so much health in the downed state? It shouldn’t take more than a couple shots to finish a kill. It’s bad enough you need to hit someone 10-12 times to down them in the first place, but if someone dies from a headshot,(regardless of weapon) they shouldn’t be able to be revived period.
Higher dead body health makes my young black lady with strange haircut more handy.
TitaniumRapture said:
frostyvampire said:
Only if Rhino has no limit so I can do 4 Rhinos + Aura on defense Underground
Edit: and also no limits for Arty, if I can’t do 5 Artys on Chapel I will cryOnce we did 2x Rhino + 2x Auras in offense, it was amazing.
Try 3 rhinos a proxy and a sparks on offense.
@LifeupOmega said:
@Setzaroth said:
but if someone dies from a headshot,(regardless of weapon) they shouldn’t be able to be revived period.It’s almost like we had this with snipers and it was a bad idea because headshots are ridiculously easy to score.
If the game was such that they couldn’t have 6 snipers on their team it wouldn’t be a problem
But you said any headshot regardless of weapon. Your entire idea is to make medics moot as soon as players actually learn how to use a gun. Do you think headshots are only easy as a sniper, because I can guarantee any good player, regardless of merc, would make medics on the other team useless just by virtue of basic fps skills.