Vlad

Overwatch Zenyatta

13 posts in this topic

This thread is for comments about our Zenyatta guide for Overwatch.

Share this post


Link to post
Share on other sites

There's another less noticeable advantage: Zenyatta has no footsteep (like Genji) because he floats in the air. If the enemies haven't seen you, they won't hear you coming either.

I think we also need lists of "Good vs." and "Bad vs.". For Zeny, there's no real hero he counters hard. His orb of discord is simply a threat to any hero getting caught by it.

For hard counter, I can name Tracer as his bane. Reaper is also dangerous, but your ulti can mitigate his. Genji is another bad match for Zenyatta, kite him to a friend and let them tear him to shred because Discord Orb has 100% uptime on him unlike Tracer and Reaper. Practically anyone who can get closer than 5 footsteps from you without dying from Discord orb is a threat.

Share this post


Link to post
Share on other sites

Despite being squishy as hell, Zenyatta can be played rediculously offensive. Orb of Discord has to be up as Long as something is in LOS. Going for headshots you can even melt a tank without problem. But as Zenyatta is one of the least mobile heroes you should always try to Keep your distance while still staying with your teammates. Be always on the lookout for flankers as you are an easy target.

Share this post


Link to post
Share on other sites
On June 6, 2016 at 4:31 AM, Haven said:

There's another less noticeable advantage: Zenyatta has no footsteep (like Genji) because he floats in the air. If the enemies haven't seen you, they won't hear you coming either.

I think we also need lists of "Good vs." and "Bad vs.". For Zeny, there's no real hero he counters hard. His orb of discord is simply a threat to any hero getting caught by it.

For hard counter, I can name Tracer as his bane. Reaper is also dangerous, but your ulti can mitigate his. Genji is another bad match for Zenyatta, kite him to a friend and let them tear him to shred because Discord Orb has 100% uptime on him unlike Tracer and Reaper. Practically anyone who can get closer than 5 footsteps from you without dying from Discord orb is a threat.

Thanks for the suggestion; I've added a mention of the lack of footstep noise. About the heroes the counters/synergies section, that's something we still plan to add, but I'll need to find the time to do it with all the WoW Legion updates that are coming :)

 

On June 6, 2016 at 5:25 PM, Agapyr said:

Despite being squishy as hell, Zenyatta can be played rediculously offensive. Orb of Discord has to be up as Long as something is in LOS. Going for headshots you can even melt a tank without problem. But as Zenyatta is one of the least mobile heroes you should always try to Keep your distance while still staying with your teammates. Be always on the lookout for flankers as you are an easy target.

I definitely agree that you can play offensively as Zenyatta, but as you also point out, your low mobility means it's usually better to keep your distance. I'm not going to modify the guide for now about this (since I don't think newer players really need to be told to try to play offensively as Zenyatta), but I'll monitor the issue and maybe edit it later. Thanks.

Share this post


Link to post
Share on other sites
On ‎08‎.‎06‎.‎2016 at 11:05 AM, Vlad said:

...I don't think newer players really need to be told to try to play offensively as Zenyatta...

Agreeing with you on that. New players should try to play according to the selected role. As Zenyatta that is not necessarily being in the middle of the enemies trying to get a solo teamkill. At least you are no longer a guaranteed onehit for Widowmaker.

Share this post


Link to post
Share on other sites
On June 29, 2016 at 10:38 PM, Guest AmiBorg said:

Single bodyshot from Widowmaker no longer kills Zenyatta.

Ah, thanks for pointing this out. I had forgotten to remove it from here, I only removed them from the Widowmaker guide :) Doing it now!

Share this post


Link to post
Share on other sites

We need another update.

Zenyatta is no longer one of three healers.  Ana exists now with a similar role of off-healer and he often has to be compared to her for value.

Zenyatta's right click no longer does reduced damage per hit and has quite a few more uses.  Using RMB to fight Tracers or Genjis is useful because you can charge your shots while they're using their mobility and survival abilities, waiting until after the blinks and double jumps and reflects to then throw multiple balls rapidly at them and likely hitting with at least one.

Orb of Harmony being placed on flankers is generally considered good practice as now Zenyatta's healing is even less impressive when compared to Mercy's or Ana's.  Orbing a Winston, Genji, or Tracer as they're about to dive is very normal, and now that Zenyatta isn't as extraordinarily fragile as the guide still implies (200 HP, 150 of which is shielding) he can afford to maintain that line of sight - and even if the orb goes off, 3 seconds of healing at 30 HPS is still a shitload of near-invulnerability for those heroes, you can just reapply the orb to someone else.

Since so much of Zenyatta's value comes from discord orb, there really should be more info about using it properly.  It no longer gives a 50% boost to damage against a target and placing it on more wily heroes might not be the best idea; ease of hitting a target for your entire team really needs to factor into your play, and you should always be discording out-of-position enemies in particular as they're very easy for your team to quickly burst down.  You should also emphasize the need for the Zenyatta to verbally call out targets - focus fire in Overwatch is powerful, and Zenyatta in particular struggles to get any value without it.

Transcendence is best used to counter enemy ults - most famously Genji's Dragonblade which now lasts only 6 seconds, the same length of Zen's ult.  Using it to just heal is a bit of a waste, Zen's ult charges rather quickly as he can both deal damage and heal and if he can trade his ult to both nullify a more expensive enemy ult AND make his team nearly invincible during the process so that they can deal their own damage he can very easily swing a fight.  Using it as part of an offensive push has the added downside of restricting where your allies can move - unlike Sound Barrier allies need to crowd around Zenyatta and it's not unusual for enemies to just run away for a little bit to wait it out with the enemy team having issues chasing them for fear of getting caught outside the aura.  You're also likely to waste several seconds in transit.

There should also be a quick mention about using Transcendence with a Lucio on the same team.  Very often both supports will ult to counter the same enemy ult, resulting in a dramatic waste that the enemy can exploit.  Transcendence is cheaper and activates instantly while Sound Barrier has a delay and costs much more, so generally the Zen should ult first against ults he can counter while the Lucio ult should be used second.

Share this post


Link to post
Share on other sites
20 hours ago, Guest Helmic said:

We need another update.

The guide does need reviewing, I agree. I'll make a note for our writers and make sure it gets reviewed. Thanks for your in-depth comments on the new-style of Zen! :)

Share this post


Link to post
Share on other sites

One thing it seems that EVERYONE has missed, and as a zen main, is my MOST utilized technique out of anything, and that is the orb of destruction (alternate fire) melee cancel. The reason this is SO useful, is when charging, you cannot place orbs on anyone, and due to the firing time, often puts you in a dangerous position if a fast flanker surprises you. With the melee cancel, you can stop the charge and stop the fire time (it still uses the ammo). This can be useful in a number of situations, firstly; if you are behind your team and you catch sight of a dangerous flanker, you can cancel the charge to place an orb on them faster and start firing the normal fire of orb of destruction to effectively stop them from taking you out while you are releasing your charged shot. Secondly; if you are charging the shot, and a teammate becomes drastically endangered, you can cancel the charge, allowing you to place an orb on them significantly quicker allowing a teammate to survive when otherwise they would have died. Thirdly; it can be used if you do not want to reveal your location, if you see that it is a dangerous shot and will reveal your location to enemies making you vulnerable, you can cancel the shot in sacrifice for the ammo allowing for a retreat. And lastly; if an enemy is clearly about to ult and you have your alternate fire shot charged, you can quickly cancel it to place a discord orb on them (HOWEVER, note, it may be more effective in the case of mccree, reaper, etc. to just continue the charge shot as they are very slow moving so the charge shot will kill them instantly).

Share this post


Link to post
Share on other sites

Thanks red drift, it is a minor oversight but definately useful. I think a mention can be made of the melee cancel. Currently our OW guides are lackluster in some area's (ana and sombra are not included yet for example) but this is something that will get fixed over time.

I don't play zen much but I will be using this melee cancel from now on. might get me out of some sticky situations.

Share this post


Link to post
Share on other sites

Hey everyone!

We are currently working on re-doing and updating all of our Overwatch guides, with a new format to boot! The guides will be targeted towards all players, with tips being useful for new players and veterans alike, regardless of skill rating.

With this new update, you will also see guides created for the three heroes we currently do not have guides for (Orisa, Ana and Sombra).

For those wondering, I will be taking over the writing of the guides and you should see the first guides and updates being released in the near future.

Thanks for your patience! 

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym

       
      It seems Halloween isn't going to be that scary for the Overwatch devs as they managed to break another huge milestone in reaching the 35 million player mark! It took 6 months to get here from the previous 30 million number, but it really shows that the game is still expanding, even more than a year after its release. We didn't get any specifics to go with these numbers, like the player distribution across platforms or how many of these actually bought the game and didn't just join in on one of the free weekends, but the growth is impressive nonetheless!
      Congrats!
    • By Starym

       
      Mercy and Lucio are the targets of today's patch, as movement abilities Wall Ride and Guardian Angel get a bit of a boost and Valkyrie gets a little tweak. We also get appear offline and some bug fixes!
      October 17 (source)
      GENERAL UPDATES

      Social [PC] Players can now set their social status to Online, Away, Busy, or Appear Offline (Note: appearing offline does not prevent friends from seeing you if you are placed into the same match). This option can be found under the social menu  
      HERO UPDATES

      General

      Lúcio Wall Ride The speed boost that Lúcio receives after completing a wall ride has been increased by 65%
      Developer Comments: A recent bug fix slowed Lúcio’s Wall Ride. This change compensates for the reduced speed.

      Mercy Guardian Angel Players can now glide past a targeted ally using the jump key Cooldown no longer resets when Resurrect is activated Valkyrie No longer resets or reduces Resurrection’s cooldown Now gives players a bonus resurrection charge
      Developer Comments: Valkyrie no longer resets or reduces Resurrect’s cooldown. Instead, it now provides an extra 'charge,' allowing you to revive an ally even if it is still on cooldown. If the bonus charge hasn’t been spent when Valkyrie ends, it will be removed.

      This method makes Resurrect more flexible when used with Valkyrie. For example, in the past if you wanted to resurrect two teammates, you had to revive the first target, then activate Valkyrie (causing the Resurrect’s cooldown to reset), and then revive the other target. With this change, you can now activate Valkyrie and fly in quickly to resurrect both targets instantly.

      However, this still reduces the overall number of Resurrects that Mercy can provide, since Valkyrie no longer reduces its cooldown.

      Zenyatta Added a number of additional voicelines for Cultist Zenyatta  
      BUG FIXES

      Heroes Fixed a bug preventing Mercy’s momentum from slowing down correctly when Guardian Angel was canceled Fixed a bug preventing the visual effects on Sombra’s Pumpkinette victory pose from displaying correctly
    • By Damien
      This thread is for comments about our Junkrat build guide for Heroes of the Storm.
    • By Damien
      This thread is for comments about our HCT Summer Finals coverage.
    • By Zadina

      The team is still experimenting with Mercy's Valkyrie and Resurrection trying to balance them out as best as possible.
      The first iteration of Mercy changes on the Overwatch PTR were considered as huge nerfs for the fan-favourite Support hero. The devs quickly admitted that these changes were experimental and the team is still testing things out with Valkyrie and Resurrection.
      Now, a new change is being tested on the PTR: within Valkyrie's duration Mercy gets a second Resurrection charge, making it possible to resurrect two people at once. Moreover, Resurrect no longer resets the cooldown of Guardian Angel, putting an even bigger target marker on Mercy when she is resurrecting somebody. Lastly, Mercy can now get an unlock boost from her Guardian Angel by using the jump key.
      Geoff Goodman
      We've updated the PTR last night with the following changes to test:

      Mercy can now get an unlock boost from her guardian angel by using the jump key. This unlocks you from your target and lets you fly past them for a little bit, and sort of use your target like a slingshot. This somewhat replicates some of the behavior the recent Mercy zero-air resistance bug caused, but in a way that is more consistent and with less buggy side effects. 

      Valkyrie has also changed a bit, in regards to how it affects Resurrect. It no longer increases the range of res, it now instead gives you one free 'charge' of res that you can use any time during Valkyrie. I do not use this free res, it will be removed when Valkyrie ends. Valkyrie still no longer affects Resurrect's cooldown directly now, but this method preserves some amount of 'burst ressing' when needed, while making it more flexible to use. For example, in the past if you want to res two targets with Valkyrie, you had to first res one target, then ult (causing the cooldown to reset), then res the other target. With this new change you can now hit Valkyrie first, fly in quickly and res two targets instantly. 

      However, overall this still reduces the overall numbers of Resurrects Mercy can provide since Valkyrie no longer reduces its cooldown.

      We have also made some changes to Lucio's speed boost when jumping off a wall to try to compensate for the super-boost bug fix that just went out. He now gets a more significant boost off a wall.

      We're still iterating on these changes, and any feedback you guys have would be great. Thanks. (source)

      There is one more change to Mercy: Resurrect no longer resets the cooldown of Guardian Angel. This makes Resurrect more reasonable to fight against, since Mercy will now be slightly more vulnerable if she chooses to res someone in a bad position. (source)
      As you see, there's an additional change to Lucio's speed boost when jumping off a wall. In the first October PTR patch, there was a bug that caused Lucio to gain a super speed boost after wall-riding. A dedicated Lucio player u/Serenad3 has written up a proper essay on the history of changes to Lucio's wall-riding speed. The conclusion of this write-up is that this last iteration on Lucio's wall-riding will make him feel a bit slower than his current speed on live servers.