Overwatch 2: HUGE Mauga NERFS! - Why the Rework Failed!

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] happy New Year everybody it's Fredo here for your OverWatch glad to be back blizzard is addressing the elephant in the room in OverWatch right now and I don't just mean maa's massive hitbox size he has been terrorizing top level gameplay we know that at the very least but I'd be curious to see what his numbers and win rates are across the player base my suspicion is similar to a character like sojourn who was op for a while the devs might have a bit of a balancing Nightmare on their hands that I think they made worse with his damage profile rework that they did in that previous patch I want to discuss more about that but first let's take a look at the changes that we should expect probably next Tuesday Alec Dawson says on Twitter targeting early next week for MGA changes what to expect survivability Nerfs ammo Nerf and more changes may be harsher than what's necessary why harsher we've had some recent Tech issues a failed Nerf hot fix before break yikes they wanted to tune him back and it didn't quite go through and they want to be the safe side of not strong okay so he's been overperforming if it's this harsh then I'm going to guess he's overperforming at all tiers based on the data but my issue with MAA gameplay is that I feel a lot of players don't really commit to interact with his counter mechanics because at least for me personally whether it's in ranked or quick play I have no problems dominating MAA players I wish they had super Advanced stats like looking at your matchup against specific Heroes that would be kind of cool wouldn't it or at least like map specific stats blizzard you can get on that but really in most of my games I make players switch off of MAA or if they try to panic swap to him I still win anyway of course I'm losing to everything else but I think blizzard created a bit of a problem on their hands when they made a character that had lots of mechanics baked in then changed the personality multiple times so if you remember my initial impressions of MAA when we got to play him on that BlizzCon weekend his spread was massive and his range damage was inaccurate but the damage numbers were high which meant when he closed the distance he melted things but almost as if it was a challenge to me saying that he wasn't good at range they made him far more reliable at shooting accurately at range with the alternate cannons set them on fire for crit damage method then on top of that they changed the spread of the Dual Cannons to be tighter again Lower damage but the problem with that is that it changed the damage profile and the spread and the time to kill to really only be good against tanks the first version was good against squishies as well at extreme close range in this new version barely any squishy character is good to use the Dual Cannons on and then another problem that I think they created for themselves is then MAA became more reliant on the burning mechanic to guarantee crits to deal meaningful damage at all with the one cannon at a time method against squishies it takes so long to hit enough shots that usually the Squishies get away but they made the spread so tight that if you're a top level player with high level aim you can kind of do it or at least if the enemy makes a mistake and plays out for too long you can finish them but this is where I think they missed a trick because now that high skill portion of maa's gameplay really you need top level aim to access and then everybody else is just going to shoot the tank which is why I think especially this version of manga if you're a bottom 99% player going against him all you have to do is not give him a big Target to shoot manage your resources as Diva play a squishy DPS that's like a small hit box because that's going to require them to use the one Cannon and have Elite tier aim which let's face it they don't which made his gameplay rather boring because then it's just going to be mostly about shooting the tank for most players let's review again the changes that will be coming survivability Nerfs ammo Nerfs and more so when he says survivability I'm going to assume the life steal amount goes down again ammo Nerf makes plenty of sense to me I have no idea why they increased it that felt silly because then he didn't have to choose his targets as much and always had extra ammo to l into the tank and when he says more he doesn't say more Nerfs so maybe that means there's some reworking in there as well not purely Nerfs I think that's safe to expect because the problem they need to fix is how effective MAA is for a highlevel player who's got the aim to shoot at range to just hold cover play passively punish aggression and then utilize a really key ability that I was always so excited to talk about overrun to get away overrun is far less interesting as an ability that's used to run away from ults it's so much more interesting if maa's incentivized to get in on close range which most tanks have to do to be effective the devs were so worried in that December patch to make sure that MAA wasn't falling over so they increased his survivability and made him more reliable to play with his damage I don't think they foresaw the much worse conclusion of that to just make him a camping hero after thinking more about it overrun has a very special personality normally on tanks to clear that much distance it's attached to a short range character like Winston or Reinhardt both of them can use their big movement ability to clear lots of distance to go aggressive or defensive but on top of that overrun has Unstoppable which makes it like fortify which makes it good against ultimates lots of other tank characters you drop ultimates on them and they are screwed cuz a lot of ults have crowd control or deal a lot of damage quickly and then maybe can use crowd control to make the damage land where you want it well MAA can nope out of there like no other tank can cuz every other tank with a movement of ability doesn't also get overrun they need to fully Dodge it with Mobility as opposed to have a no button and an immunity to crowd control so I look forward to seeing these changes on Tuesday I think generally they've done a decent job molding the game over time but what I kind of fear is that they just shelf this very interesting character like they did sojourn cuz I'm still not happy with sojourns balance either who's a character that I think doesn't really translate at all of the tiers like she could in a fun way with too much emphasis on the highest skill tier aim if a character's value is too much on that it's going to be hard for them to compete at most tiers of play but then dominant at the top tiers potentially which I think is the MAA effect in a nutshell I've also got a few problems with the fire mechanic since you have to hit so many shots into a Target that Target needs to be in the fight long enough for you to shoot them that long which is usually just going to be the tank while the accuracy that they gave the single cannons is nice for being able to shoot squishies at least for me I feel I barely get the chance to really ignite them and hit lots of crits in them cuz they're using movement to get away they're getting around cover if I do actually confirm a kill they're usually like burning around the corner this is why it's important to remember that there's a bit of a benefit to lowering the skill ceiling of some things because if that spread was wider there'd be a range limit on how effective it was requiring you to close the distance more often and I'm curious what they could do with the fire mechanic to make it kind of more useful against against squishies but not as dominant against tanks because while I admit having a tank that can hard screw over a Bastion feels amazing a character that normally hides his head crit box you can light him up perfectly and the spread is tailor fit in order to deal with that character specifically life stealing your way to win the duel easily on a character that normally destroys tanks that makes me happy but also makes MAA Farm other tanks too easily because whereas that spread that he has that is quite wide sure you're going to hit those bullets in a tank but normally your time to kill on that kind of spread you have to aim it into their head hit box well now as MAA you just aim it at the center of mass and they're all crits that's kind of ridiculous against the tank I think so I wonder if they could take some power out of that and put it into against squishies but at closer range that I think would be the more perfect version of MAA that I would like okay kind of a complicated video I've been thinking about MAA these past few weeks the tank category certainly feels more robust as he is an option I just think playing defensively at range with a runaway mechanic like this is double shield Ora meta again is not the play for making MAA a fun character to play or interact with let me know what you guys think in the comment section down below if you enjoyed this video please be sure to leave it a like and don't forget to subscribe and click the Bell icon to actually get notified when our videos come out that's been it for me I've been Fredo for your OverWatch I'll see you guys next [Music] time
Info
Channel: Your Overwatch
Views: 65,406
Rating: undefined out of 5
Keywords: Overwatch 2, overwatch blizzard, blizzard, blizzard entertainment, overwatch 2 news, overwatch mauga, overwatch mauga rework, overwatch mauga nerf, overwatch mauga patch, overwatch hotfix, overwatch patch, overwatch nerfs, overwatch update, overwatch mauga overpowered, overwatch mauga battlepass, overwatch mauga pay to win, overwatch mauga op, mauga overpowered, mauga pay to win
Id: Xvb0sgaUBEc
Channel Id: undefined
Length: 8min 31sec (511 seconds)
Published: Sat Jan 06 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.