Hammond Balance Issues
Hammond Balance Issues
Hammond feels overwhelmingly strong right now. His ability to ignore anti-heal by picking up health packs is already problematic, but combined with his high armor, unlimited reload timing, and the fact that he can't be headshot, his sustain becomes incredibly oppressive. On top of that, his Grappling Claw having only a 1-second cooldown after disengaging makes it even harder to punish him properly.
Common counters like Sombra and Cassidy don’t feel effective enough, and over the past few months, Wrecking Ball has received far more buffs than other tanks. Additionally, the fact that his shields take damage before his armor doesn’t make sense, as it further increases his survivability beyond what should be reasonable.
I’d love to hear the devs’ thoughts on this:
- Between Ball players and their opponents, who experiences more frustration overall?
- How much stress does it put on players when a hero can only be controlled by hard counters?
Would love to hear what others think—do you feel like Ball is in a good place, or is he too oppressive right now?