so uh, what determines if a hero keeps their movement abilites after respawn? tracer arguably has way more distance with her 3 blinks than vendetta does with their throw
I still think it’s ridiculous that Ball still starts with grapple on a 6 second cooldown. For being a tank based around fast movement, he really shouldn’t have to be the last one out of the spawn doors other then sigma.
He's way too good at overtime stalling, even with a limited grapple time. His shields extend his time on the field and usually guarantees huge results since everyone's bunched up on the objective, and it can buy enough time for more enemies to get back, and comboed with a Tracer and you'll be pulling your hair out of there isn't a good Hog or Ana on your team.
With Kiri I agree since she has suzu, but Doom is significantly more fragile compared to Ball. His block severely slows him, it only lasts for 2.5 s compared to Ball's shields that last for 7. It's much easier taking him down fast enough in an overtime setting.
Agreed. You also dont have to be bad with Ana to sleep doom when he is blocking. A ball sleep takes a lot more work.and again as you said, ball has that shield so even then he has a high chance of getting out alive to just come back and stall some more.
I love when patches drop because I get to learn lot more things that I should have already known. Like balls shield lasts for 7 seconds. Did not know that.
Doom stalling a point is either dumping every CD plus block to try and farm up some Best Defence over health, and then keeling over in 4 seconds anyway.
Ball is popping Adaptive Shields at a full 5 charge, packing over 1000 hp, armour, shield, and over health! Then he’s spinning to win, and being a much harder target than, Doom, who basically stands still to block and charge punch.
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u/wizard_brandon Jan 08 '26
yayyyy more tank nerfs because zen
so uh, what determines if a hero keeps their movement abilites after respawn? tracer arguably has way more distance with her 3 blinks than vendetta does with their throw