Wipe capable AoE's is the exact reason why overwatch as competetive game is simply not good. It takes out any tactical aspect and brings the focus purely on ult timings. In moba's this is generaly compensated since ults there have very diffirent utility, and there are a lot of mitigation methods to negate those. Add in the massive variety in classes and its generaly a lot more difficult to exploit these things in such way. The best counter would be to have a class capable of fully negating the summoner ult and make that ult easier to use (and generaly more spammable as in 1 of these classes can handle 2 of the other). The moment such ults become easy to counter, they wont be as popular anymore, and instead will fall under a niche in which players are more willing to take the risk to face them because they get better advantages from the other classes.
Class changing is however on that the worst, as it simply will force players to revert back to the same meta every map. But this is generaly required to exist when there is no draft phase. Otherwise the team composition can be the deciding factor instead of skill.
But this means that for it to work, they have to take it to moba levels of balancing. For a mostly PvE driven game i think that would be bad.



Reply With Quote

I also personally do not see what kind of difference LB regen/frequency makes considering you can just hold your lb until you see you can get a good shot with it. I get this weird feeling yet again that the people making the game arent playing their game.




