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Why Rein is about to swing his way back into the Ow meta

Something has been missing from the Overwatch League so far. For the duration of stage one, Reinhardt—Overwatch's most iconic tank—saw very little play outside of Control Center on Lijiang Tower, where the low ceilings and tight hallways were ideal for his wide shield. As loved as he is by fans and pros alike, Reinhardt's immobility just did not mesh well with the map rotation or dive-centric Mercy meta from stage one. But things are changing. Let's take a look at what's new in stage two, and why pros and an expert analyst are saying that now it's time for Rein to drop the hammer.
1. The meta has shifted
...Alas, Mercy is now dead. OK, not quite—but she's much more healthily balanced, which has opened the door for other support heroes to share the spotlight. In turn, that has given Reinhardt an opportunity to dust off the ol' armor and get back into the fight.
"Mercy's nerfs lead to a higher pick rate of the 'Lúcio + Moira' combo," says Dongjian "MG" Wu, tank player for the Shanghai Dragons. He went on to add that with Reinhardt back in the mix, the Dragons will be able to use deathball compositions on certain maps that don't have a lot of high ground, such as King's Row.
2. A new map rotation for stage two
Another big reason we're seeing more Reinhardt now is because the map pool for stage two is a little friendlier to the hammer-wielding crusader. One of the new maps is King's Row, which MG and Forde both point out has been one of Rein's stronger maps since the game's inception. With its many chokes and narrow streets, the map is perfect for Reinhardt's shield and conal Earthshatter ultimate
Between King's Row, Hollywood, and Lijiang Tower, we're sure to see a lot of Reinhardt at least for the duration of stage two. Other maps like Route 66 and Nepal aren't bad for Rein either, so don't be surprised if he pops up there as well. Remember—if there isn't a lot of high ground, it's probably safe for Rein.
3. old ult combos make a return
You can't talk about Reinhardt without mentioning some of the sick setup potential he brings to the table. There's something so satisfying about hearing Rein's legendary "hammer down" voiceline followed by several helpless enemies hitting the floor. It might not do much direct damage, but Earthshatter has a ton of follow-up potential. An old favorite comes courtesy of Pharah
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PopularShimada Dragons

I play both Hanzo and Genji often and I had a question that I was wondering if anyone could answer. Why does Hanzo get two dragons and Genji only gets one.
I came up with two different theories.
1. My first theory has to do with their rank in the Shimada clan. Before Hanzo left he was the ruler of the clan where Genji was still royalty but as Hanzos younger brother he couldn’t rule. My thought here is that they both get a dragon because they are high ranking in the clan but hanzo gets two because he ranks higher. This also might have something to do with the tails that dangle from the back of their heads. Hanzo has two and Genji only has one. Maybe they signify rank.
2. This is the theory that I prefer although I’m not sure if it’s as likely. After killing Genji, Hanzo was very distraught and angry with himself. This is proven in multiple places in the game, such as during the voice interaction between Hanzo and Zenyatta where Zenyatta says that he senses within Hanzo the rage that once consumed his brother, Hanzo hastily replies that him and Genji are nothing alike. It is also evident in the Dragons short when Hanzo asks Genji to kill him. Unlike Hanzo, Genji is at peace with himself. After being repaired by Mercy, Genji apprenticed under Zenyatta and learned to accept who he was. Physically Hanzos and Genjis dragons are quite different, Hanzos dragons are much larger and slower than Genjis, where Genjis are small and fast and quite accurate. My theory is that hanzo has two larger dragons as his anger prevents him from using them with a clear head, whereas Genjis focus allows him to accurately use his dragon which allows him to kill enemies much quicker. This theory relies on the idea that the dragons are not real creatures but instead manifestations of the Shimada brother’s power.


PopularSombra REWORK - Good or Bad?

Sombra is getting some major changes which will drastically affect her playstyle. While there are a lot clickbait videos out there saying "HUGE SOMBRA BUFF" etc, let's be clear: this is NOT a buff. This is a REWORK, and will change the way in which Sombra will be played.
The changes:
1) Sombra no longer gains ult from health pack healing.
-This is an absolutely massive change (and obviously a huge nerf). Currently Sombra's ult is everything, and using hacked health packs to gain charge was the fastest and most effective way to charge her ult. This hurts Sombra immensely.
2) Weapon Spread decreased by 10%
- This is a welcome buff, but doesn't address the main issue. Yes, Sombra's gun is the most inaccurate in the game, but that's not really the problem. The problem is Sombra's lack of damage at close range where the spread doesn't matter as much. Sombra is never going to be the hitscan that can take care of Pharah. This buff is a step in the wrong direction and doesn't align with Sombra's kit/playstyle. They should instead be focusing on making Sombra more effective in close range fights.
3) Hacking speed increased from 0.8s to 0.65s
- This is a genuinely good buff, hacking currently takes way too long to be used reliably.
4) Hacking will disable more abilities. (Genji's Double Jump/Wall Climb, Pharah's Hover Jets, Hanzo's Wall Climb, Lucio's currently running Crossfade song will be disabled, Mercy's Angelic Descent)
- Another genuinely good buff. There's are the types of abilities that currently make Sombra's successful hacks feel incredibly unrewarding.
This is a step in the wrong direction. This is Blizzard trying to turn Sombra from a support into a DPS without actually doing anything to increase her ability to do damage. The 10% reduced spread does absolutely nothing in the scenarios that Sombra WANTS to be in. The improved hacking speed is excellent, but at the end of the day all you've done is spend over half a second to make a fight simply gun vs gun and your gun is always worse. In other words, Sombra has to make herself vulnerable and stop dealing damage just to be able to fight at a slight disadvantage instead of a significant disadvantage.
The key issue is that Sombra's kit asks her to sneakily approach somebody, hack them so they can't use their abilities to win the fight, and then you kill them 1v1. The problem is that even after step 1 and 2, Sombra doesn't have the damage to win the 1v1. Sombra doesn't need less weapon spread, she needs more damage.
Summary: While I agree that Sombra should be more of a DPS than a support, none of the buffs are enough to outweigh the huge nerf to Sombra's ult charge. I expect Sombra to remain the lowest win-rate champion in the game and would not be surprised to see her win-rate drop even further following this rework.
TL;DR: Thematically a step in the right direction, but they're ignoring the main issue. Overall this is a bad rework, and it will likely make Sombra even worse.
What do you guys think of these changes? How would you change Sombra to make her more effective? I know I'm not the only Sombra main out there.