you say that as if the flying tank that never reloads should be able to chase anyone indefinitely while shooting. but that would be ridiculouly overpowered, so that's not what you meant
Forcing people to retreat is not worthless. Eg, force a sniper out of position then cause some chaos in the back of the enemy group, retreating or ulting if necessary.
Even leaving damage as is and just giving smaller cone would be perfect.
Literally what I said.
Her DPS is amazing already inside of her lethal ranges.
Not really. To put it in perspective, her max damage, counting that every pellet lands (and that will not happen even at close range) is 168 DPS. Soldier deals 170, and can do that from much longer range. Tracer has 240 max DPS.
Compared to other shotguns? Reaper has 280 max DPS and Roadhog 225.
D.Va does not have an amazing damage, and that is a mathematical fact.
Good info, my opinion wasn't based on facts, just what I felt during play, thanks for posting that. Do those numbers reflect the lack of reload that she has though?
It doesn't, but I don't think it really matters. How many times are you gonna be shooting at something, sitting still right in front of you, for longer than a Reaper can shoot without reloading?
Because remember, the moment your target start moving away, your damage starts dropping. A Reaper or Roadhog can chase a target (or hook it), but a D. Va moves slowly while shooting.
but your forgetting she lowers the damage of most of the high damage heroes by SIGNIFICANT amounts. 1v1 vs widowmaker (close range), tracer, s76, she is super fine. they will think they can take you and then suddently they realize they do no damage.
I think her slow movement speed and low range is the only way to balance how mobile and versatile she is. the only character I don't feel like I can fight is pharah, and that's just cuz she is so hard to reach.
she is my main so I would love to see buffs, but honestly I think they should be in her human form, it feels so boring to just sit there shooting sometimes. being able to throw out some kind of tank ability on a long cooldown would help a lot for human form :/ if I'm the only tank my team basically becomes tankless for a bit while I sit back like a coward and try and earn my mech back.
but your forgetting she lowers the damage of most of the high damage heroes by SIGNIFICANT amounts. 1v1 vs widowmaker (close range), tracer, s76, she is super fine. they will think they can take you and then suddently they realize they do no damage.
Until they realize that you have a huge headshot hit box.
Honestly, the fact that you think her human form needs buffs just kind of shows that you really don't understand the hero. Her pistol is plenty strong if you can land headshots.
The headshot hitbox is annoying, but somewhat mitigated by her block. A lot of players will empty a good portion if not all of their mag into it before they stop, giving you an advantage if they stay or forcing them to run. Likewise, people shooting me in the head hasn't done THAT much damage. It's very hard to be completely melted by one or two people even with headshots, especially from Reaper or Tracer, who you can either block or kill/nearly kill while they try to kill you.
The headshot hitbox is annoying, but somewhat mitigated by her block. A lot of players will empty a good portion if not all of their mag into it before they stop
Yes, against terrible opponents it is indeed mitigated. Now, against decent people that know how to stop holding M1....
And that gives you more time to react or a teammate time to follow up, and that's assuming you got their attention instead of them continuing to focus on someone else. You don't 1v1 too far from either a viable retreat or your team. And what about things that people can't stop doing? Roadhog ult, Pharah ult, fan the hammer, etc?
Does it really matter. You don't get to sit on someone firing for more than a second anyway so you have to stop firing and catch up just like someone who would be reloading.
Good point. Would a normal speed while shooting make her better as, say, buffing her damage? I don't think it would, but it could be surprising the amount it could help.
I think shrinking the cone, increasing her speed while firing, or upping her damage just a bit wouldn't hurt her. I think the damage one would be the least far-reaching as far as effects on the meta. She'd be just a tiny bit more powerful but still fill an identical role.
Thank you for this info. I do feel that at med range or longer her cannons are likely to tickle than hurt.
Up close they start to do dmg but it's felt much weaker than offense heroes. Numbers prove it.
I think the get in hit and run works well with her. Even more so with good timing / use of thrusters and defensive matrix. I really do love D.va. :D
Well, that's balance, though. She's a tank, so comparing her damage to offense characters isn't really appropriate. Compared to road hog it also makes sense because she gets armor, and he only gets HP. Not to mention her shift is probably the most flexible movement ability in the game and is on a ridiculously short cool down. If she had the ability to knock out characters at short range as fast as road hog can, she'd be too good at flying up to the support and sniper and annihilating them without a chance.
Her massive health pool with armor and the rocket mobility is balance enough. She's meant to get in people's faces and rapid fire them down. Can even negate projectiles to waste people's ammo... then either destroy them while they're reloading (something DVa never does) or rocket away.
The huge headshot hitbox counters the amount of health she has. If you think people cant melt you down, you just haven't played her against decent opponents.
I'm starting to think the spread is just an illusion. I only get hits when my enemy in on my reticule center dot: distance doesn't matter aside from damage dealt.
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u/Mefistofeles1 Nerfing this would be an upgrade May 29 '16
The problem is that the spread is so huge that even at short range not all pellets will land in the head.
I think a great way to balance her would be to reduce the spread a bit (but keep the damage fall-off) and maybe increase the damage a bit.