Orisa, Overwatch 2's Hostage Hero

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2024-05-14に共有
Orisa is one of the most despised heroes in Overwatch 2, a heavily contested title, but one she comfortably sits at the top of the list of candidates for. There are many reasons for this, but I believe the main one to be that at its core, her design holds her hostage, forcing her to be unenjoyable to fight against while also holding her back from being a fun hero to play. Follow me as I attempt to dissect what went wrong and come up with a solution of my own.



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CHAPTERS
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0:00 Beginning Skit
0:29 Introduction
4:16 What Makes Something Feel Bad?
6:33 A Hard Horse To Swallow
12:52 Ramattra
15:56 A Better Horse Is Possible Today!
27:00 Closing Thoughts

#overwatch2 #season10 #videoessay #theorycrafting

コメント (21)
  • @Miredio
    What are your thoughts on Orisa in OW1/OW2 and what changes would YOU make to her if given the opportunity? I've never tried this making a video like this before, so let me know what you think, I'd like to do more in the near future!
  • @VetriVade
    "Im not having fun so now you wont have fun" is orisa in most situations
  • @Pickloes
    Genuinely just bring back OW1 Orisa. The biggest issue was her synergy with other tanks. Which just isn’t an issue with 5v5
  • What if Orisa had a move that allowed her teammates to ride her into battle at high speed? Why? She’s a horse. That is all.
  • @warrior1590
    I personally believe that the javalin spin should take AWAY heat and only be used when there is heat active. When both use the same resource, it means there is long periods of time of just waiting to do something, which doesn’t do much for a tank role.
  • @zukeirl
    Hard agree with what you said about Ram I’m a Doom main and barely even play Ram but I still think he is the best designed character I’ve ever seen Not just his kit, which is the perfect balance of offence, defense, poke and brawl. But just his character. His voice is incredible, his voice lines are a great mix of cynical and evil omnic but with a touch of softness or curiosity at times (im looking at you “if I find any twigs”) Just perfection I actually get giddy even thinking about the dude, robot, whatever
  • This is a great video man, as an OW1 Orisa main I am glad to see more people want to discuss Orisa's actual state rather than just blame her for the game balance. I do agree that her kits feels like a waste due to her "hero fantasy" but will say that I think it is fully tied to the 5v5 format. Fortify is unfortunately the soul of her kit as an OW2 tank since most characters have become debuffers and the sole tank needs a way to deal with that. All OW2 tanks have an immortality or immunity button to do that. Mauga, Roadhog, Ball, Sigma, even Rem has his block. You have a great point that Rem works because he is punishable and well designed for a single playstyle which is why he is beautiful. Still, having one tank already requires them to be stronger than the rest because they don't have a role-mate to share responsibility with. When the tank needs to be a better hero from the start, it means the tank will always be ultimately a stronger hero in the end. I really liked your rework idea since it does propose good value for the character, but I would change spin for her shield coming back with a higher cooldown since it requires better map awareness, allows both defensive and offensive play, and personally I think fits her character better. Again, awesome video and I hope you get more subs for a good channel!!
  • holy shit i just thought fortify gave her a temp shield and cc immunity it gives all that??? thats fucking insane. idm it giving cc immunity, but since thats a HUGE boon on such a short cd she should get very little else out of it
  • I actually really like playing Orisa it just sucks to ALWAYS be playing against her
  • @arsonne
    Fantastic video. I don't know how they have fans this devoted and intelligent and act like the issues they're having are just too difficult, and/or tackle them so lazily. It's shameful.
  • @icepl831
    ill be honest i hate her javelin. i had way more fun with ow 1 orisa and her old abilities would fit way better into ow2s 5v5 format
  • @miwky406
    I love your idea for a rework, and I would love to these ideas make it to the game. I would suggest a few ideas on overheat though: I'd change it so that her overheat mechanic is dictated by her javelin spin like you suggested, BUT, that her primary fire only stalls overheat's cooldown, instead of building overheat. Then, make it so that the strength of all of Orisa's other abilities (and primary fire) are increased proportional to how high Orisa's current overheat is. Making overheat both a punishment to fuck up, but also a reward for successfully balancing.
  • @lostwolf9873
    First off, good job on the video! It’s well-organized and easy to follow. But, there’s one thing that could be better. Sometimes, the text is hard to read because there’s so much going on in the background. Maybe adding a semi-transparent layer behind the text could help make it clearer Secondly your Orisa 3.0 over corrects and removes ALL of her Offensive aswell as her Defensive capabilities but lets go though all of new abilites. Her new Primary is in consistent with everything as all Projectile weapons like that dont have fall off range even Ramattra staff which is almost hitscan and with your other abilites this doesnt make sense to change as she now is also weaker at brawling. Her New Javelin spin Punishes her for using it as it especially considering its her ONLY defensive ability 1. Generates heat when not blocking anything the good aspect as its a wrong usage of the ability 2. Generates MORE heat when playing aggressive so its a Punishment for actually using the speed even though aggressive play should be rewarded instead. 3. Slows you when moving backwards so even passive play is punished which is ok if aggressive play isnt also punished 4. Generates extreme amounts of heats when blocking damage so punishing you for actively using the ability the way it was intended. And the punishment is taking away nearly all of your own agency by removing your main offensive and defensive abilites. New Spear throw is basically a worse version of Rein´s Fire Strike as it smaller, only has one charge, doesnt travel though barriers but you gain a tiny knock back. So to make it actually worth using it needs to deal absurd damage like 180 - 200 compared to reins 120. New Halt good ability i like it but it should rather be a replacement for spear. Her new supercharged Isnt an Ultimate at all as it has no Imitate impact i will compare it to primal rage. Primal Rage: 1. Instantly fully heals you and gives you 500 hp 2. Reduces jump cd by 60% 3. Gives you new primary which knocks back people and deals more damage 4. Gives you increase movement speed: Supercharged: 1. Turns your 275 HP into armor but DOESNT HEAL 2. Gives Primary more damage close range but doesnt give a way to stay close range 3. Reduces Heat gen of spin which can still remove both Spin and Primary when overheating 4. Crit point moves to drum which allows for easier headshots and canceling of the ultimate though damage 5. Reduced CC As you can see Supercharged is worse than Primal Rage in every Regard and doesnt work as an ultimate at all with even Terra surge being better. You tried to focus so hard on removing the unhealthy aspects that you removes all fun out of orisa aswell and personally i dont even thing orisa needs that many changes to be healthy. Personally i would do it like this Primary: Slower projectile speed and Firerate but larger projectiles and more damage. This reduces her ranged preassure but allows good orisa´ss to still hit shots consistently similar to Pharah. Javelin Spin: Now has a heat meter Activating it cost X heat and it generates y heat per second Moving forward gives a movement speed boost Moving backwards gives a reduction im movement speed Maybe even allow her to have higher jump if looking upwards The heat meter is a good idea but instead of punishing her for everything make reward good usage. The movement speed rewards agressive play while the slow reduces its passive strenght and the activation cost makes spamming non viable. Javeling Throw Removes stun and reduces damage on hit Adds stun on wall hit and increase damage of it hitting it reduces heat maybe increase knockback Or Make it chargeable like doom punch increasing damage, knockback and stun on wall duration and maybe even a AOE effect on full charge hitting it reduces heat Both of these changes give the player receiving it more agency as the first one allows one to not be stunned by smart positioning and the second one gives a warning allowing players to react against it as the problem wasn't the stun but how easy and fast it was to use it or just make it halt Fortify: Uses the same resource as Spin Activating it cost X heat and it generates y heat per second Now also increases your projectile speed Speed reduction removes Headshot point moved to bongo instead of removing it. Removing Fortify would kill orisa and theres nothing else you can add instead give it offensive usage by increasing projectile speed making it a choice of more offensive pressure instead of defensive pressure and moving headshot to bongo allows for headshots in it without making it to easy to hit. Terra Surge: Now starts at heat level and removes heat on slam In general this allows for more options against orisa without removing orisa as many of the option you said are toxic are the core identity of overwatch and removing fortity is exactly the same as removing immortality field, Suzu, anti nade, sleep dart and Lifegrip Aswell as removing Javelin Throw means you need to remove rocket punch, Rein Charge, Mauga Charge, Sig Rock and Roadhog hook. And if you remove all of them you remove overwatch from overwatch.
  • What if her “impervious” nature during fortify extended to healing received as well so healing is reduced since she technically is blocking out all external damage and what not trying to affect her so she receives a penalty for being “immune to everything”
  • @mattevans4377
    My personal gripe, is CC immunity while dishing out an insane amout of CC. Characters should have one or the other, not both.
  • @NatsuDragn33I
    Oooh, I like your changes for the most part. I WOULD make it so that one of her abilities vents some heat OR gets stronger the more heat you have.
  • Great video and interesting rework take! I would like to see your take on a Reaper rework, cuz he also desperately needs one, not for the same reasons as Orisa of course
  • @deadsquad8059
    while I dont play overwatch (paladins mostly) I do agree with you that defensive characters should not be super prevalent as it just increases the time to kill way too much, for us its yagorath, she has 2 lives for her ult, one of her abilities heals (with a card) and protects, and her secondary fire (with a card) heals, which makes her unkillable, which is not fun as the reasons you stated in the vid, cc immunity, which is cool cause she is planted in place, damage reduction, a small head hitbox, so less crits, and her ability makes it impossible to crit, basically paladins form of orisa, all the ways you fixed orisa are really good though, so good work! (also 64 views??? on a vid this high quality???)