Overwatch - How to play Moira in comp


How to play Moira in comp

Posted: 28 Nov 2017 10:37 AM PST

The enemy team thought the round was over and no one could touch.

Posted: 28 Nov 2017 01:19 PM PST

Justice Reins from above!

Posted: 28 Nov 2017 06:19 AM PST

�� French Ballet

Posted: 28 Nov 2017 11:32 AM PST

There are many paths to victory other than violence.

Posted: 28 Nov 2017 08:33 AM PST

McCree counters shields by walking through them

Posted: 27 Nov 2017 11:05 PM PST

When you blade at 11:59

Posted: 28 Nov 2017 11:21 AM PST

Can't....hit....mercy...... oh it's 12 pm.

Posted: 28 Nov 2017 05:02 AM PST

Nobody has to know you actually killed your self

Posted: 28 Nov 2017 07:32 AM PST

Mei is in a rough spot right now. Here is how Blizzard needs to fix her.

Posted: 28 Nov 2017 03:22 PM PST

Let me give some qualifications. I played mostly Mei in Grandmaster for a few seasons (67% win-rate) and have seen as the meta shifts have caused her to fade out of relevance. As it stands, Mei doesn't need a super powerful buff to become relevant, just a targeted small change to play up her strengths as a defense hero.

Math Stuff

To begin let's look at a purely statistical view of Mei as a character.

Fire Rate Clip Reload Full Clip Damage Headshot Perfect DPS
1.17 shots/s 8 shots 1.5s 10.85 s/clip 75 dmg 150 dmg 110.5 dmg/s

This is the maximum damage Mei can do per second, if she has 100% head shot accuracy and is firing nonstop. This is a theoretical case and only really practical for cases like frozen targets in a blizzard. This number is much lower than many 'pure DPS' heroes like McCree whose 100% accuracy DPS is closer to 250 dmg/s. Now let's look at the actual DPS with accuracy stats pulled from my profile as a Mei in Grandmasters.

Accuracy Crit Acc Bodyshots Headshots Actual DPS
43% 14% 37% 6% 27.1 dmg/s

This is a hypothetical number for Mei's DPS in team-fights. However the actual number should be much closer to 50-60 DPS as actual accuracy during fights is much higher. The stat is artificially deflated due to spamming around corners and into shields. Regardless, Mei's pure in-fight DPS is very low as opposed to other defense heroes like Junkrat or Torbjorn who can easily do >100 DPS with good aim and the right conditions.

Character Design

Mei's character design is of extremely high zoning, area-denial, and survivability with a strong 1v1 presence. She is balanced by having unreliable damage, weak shield pressure, and difficulty against high-mobility heroes. Because her secondary fire is a projectile, heroes like Tracer, Genji, and Pharah present her with difficulties in predicting their movement.

The issue with balancing a character like Mei is that she is extremely unfun to play against when the situation favors her. Nobody enjoys being frozen in place and waiting to be executed or having to constantly worry about getting isolated and picked in any choke point. Her role as a defense hero comes from her completely denying certain approach routes, stalling pushes for absurd amounts of time, and making large areas impassable.

Fixing the Character

In order to get Mei into a better place a change needs to be made that maintains or shifts her weaknesses and compliments her play-style. To recap, a change which maintains her weakness to mobility and proper positioning but compliments her role as a hero who locks down areas and low mobility heroes.

To that end I've created a list of possible small buffs which could bring Mei back into a healthy place in the meta. Keep in mind that only one of these would be implemented.

  • Increase the rate of freezing closer to the center of Mei's ultimate. This change would reward skilled Mei players for better placing of the ultimate. High mobility would still directly counter the ult by allowing heroes to escape in the same way but channeled mobility heroes like Mercy, Lucio, or Reinhardt would have their chances of escape lowered if directly targetted. This could be balanced by slowing the rate of freezing towards the outer edge, allowing for more counter play and a chance for people caught unawares to escape.

  • Increase recovery time for primary freeze slowing. This change would help Mei deal with heroes who have high mobility but are poorly positioned. Because Mei is such a slow character, her chase potential is extremely low. By adding additional time to the slow there is a greater punish potential for heroes like Tracer with only one blink up or a Genji who dashes too close.

  • Increase rate of movement slowing for primary freeze. This idea is similar to the second change, but has the effect of punishing heroes who are out of position rather than those without abilities up. This would boost Mei's role as a kill facilitator and make it harder for poorly positioned targets to escape without the help of their team. Just to be clear, this change would only affect the movement speed while being slowed by Mei's primary fire and not the ultimate or the time it takes to fully freeze targets. This buff could be balanced by highly increasing the rate at which players 'defrost' and regain full movement, making it even harder to fight into high mobility heroes as well as making it easier to 're-engage' onto a Mei once the freeze has worn off.

Let me know what you think of my ideas and if you see anything that could be improved. Also, Blizzard please fix Mei's ultimate leaving her hand but getting cancelled anyways.

tl;dr Mei needs a small change, read the ideas in bold above.

submitted by /u/_StarGazerX_
[link] [comments]

Talon Approved.

Posted: 28 Nov 2017 12:05 AM PST

Call of Zenyatta. Fan art (by me)

Posted: 28 Nov 2017 05:15 AM PST

Jeff Kaplan: «We have a ton of new content coming»

Posted: 28 Nov 2017 06:09 PM PST

Survey: What do you consider to be the games biggest problems?

Posted: 28 Nov 2017 10:44 AM PST

I made a survey for r/Overwatch to:

  • See what people think are the biggest problems with Competitive mode
  • See what people think are the best solutions to current problems

Link to the r/Overwatch Survey

I tried to make this survey as impartial, and all encompassing as possible. The survey is only 10 questions, and should only take a few minutes to finish. Ideally I'd like to get the largest sample size possible so hopefully this gets some attention!

Edit: Survey Results/Data

submitted by /u/JR_Shoegazer
[link] [comments]

As a support main this season feels just about 1,000,000 times better than last season.

Posted: 28 Nov 2017 04:17 AM PST

All the supports feel viable. Mercy is reasonable again and people dont cry when we don't have one. More anecdotally, I have had a lot more support mains in my games, or at least people willing/wanting to heal. This has allowed me to flex tank more often which has been fun. I even got to damage a few ganes last night.

submitted by /u/FLoaf
[link] [comments]

Seagull Special - HEROES BORN: OVERWATCH ON THE BRAIN • r/OverwatchLeague

Posted: 28 Nov 2017 10:09 AM PST

My 5 year old brother got his first PotG...

Posted: 27 Nov 2017 09:30 PM PST

A perfect moment

Posted: 27 Nov 2017 09:59 PM PST

Moira's Biotic Orb + Genji Deflect = Dragonblade in 15 seconds

Posted: 28 Nov 2017 05:52 AM PST

Enemy team said they'd upvote!

Posted: 28 Nov 2017 01:50 PM PST

The Death finally comes for Reaper

Posted: 28 Nov 2017 08:45 AM PST

How to capture Nepal

Posted: 28 Nov 2017 10:51 AM PST

Amazon Echo: Sombra Voice DLC

Posted: 28 Nov 2017 10:09 AM PST

Fake anime screenshot

Posted: 28 Nov 2017 03:22 AM PST

Please help taxi your teammates that may be re-spawning.

Posted: 28 Nov 2017 06:40 AM PST

If you're playing another character that can assist others in speeding their mobility, take a moment to help them out.

Prime examples are Lucio & Mercy.

If I'm playing Lucio, I check the teams display to see if any of my other teammates are almost finished re-spawning and if they are, and have no mobility options, I'll hang around and speed boost them back to the team.

If I'm playing another character (usually Junkrat), and our team is okay without me, but our Mercy is dead, I'll make efforts to get back near spawn so Mercy can GA to me and get to the team quicker.

Awareness goes a long way in helping your team do better and make you a better player.

submitted by /u/DarconRenozyle
[link] [comments]

Post a Comment

Powered by Blogger.