Thursday 23 March 2017

Update Impressions: Overwatch’s Orisa

          The arrival of a new Overwatch character always brings one thing specific to the table: the fact that every team for the next few weeks will have someone running that character. Fortunately, this gives us a good chance to learn that specific hero’s strengths and weaknesses and what exactly they bring to the table.

          Since she launched on Tuesday I’ve been seeing Orisa a lot. Right now the hardest part of playing her isn’t figuring out her kit or where to put her shields. The most difficult part of playing Orisa is trying to be the first person to lock her in in Quick Play before someone beats you to it.

          But how is she really? Is she another true team anchor tank like Reinhardt or is she more akin a disruptor tank like Winston or D.Va? And the biggest question of all: is she going to be a viable Competitive pick?

          It’s still early, and since it’s currently a race to grab Orisa it’s hard to get any practice with her outside of No Limits mode (where it’s essentially six Orisas vs six Orisas right now) it’s kind of hard to find someone who really knows how to use her professionally. But what I can tell from playing several matches as Orisa and many more against her that she’s an incredibly strong character that legitimately has the potential to change the game.

          Looking at Orisa I’d have to say she works much better playing Defense, but she can be a complete powerhouse offensively as well. Her firing range isn’t quite as far as, say, Bastion’s, but it’s still impressively far for a tank and can deal hefty amounts of damage. She’s equipped with a lot of ammo as well, but with an extremely slow reload animation as an exchange. It’s definitely recommended you wait until a lull in the battle to reload just so the enemy team doesn’t catch you with your pants down.

          As her character is built around keeping the citizens of Numbani safe, Orisa has several tricks that work extremely well in keeping the enemy team off points and payloads. Her secondary fire is known as “Halt”, which is basically a miniature version of Zarya’s Graviton Surge ultimate ability. Orisa shoots a glowing orb on the first press, and on the second it drags ant enemies in the vicinity towards it. This ability is incredibly useful on maps like Ilios and Lijang Tower where there is a lot of bottomless pits to pull unwitting foes into, but I do find it doesn’t have much use otherwise. I’ll sometimes shoot one to try and slow down a Tracer or a Genji, but otherwise it doesn’t last long enough to be a really viable solution to a problem unless you can get it over a pit.

          She also has “Fortify” or as I like to call it, the Anti-Reinhardt Shield. Orisa surrounds herself in a golden shield that reduces how much damage she takes, while also preventing her from being stunned by something like McCree’s Flashbang or Reinhardt’s Earthshatter. Again, this is a good ability, but it really only comes into play under certain circumstances. If the enemy team doesn’t have someone who can stun or push heroes around, Fortify won’t be used much.

          But by far the most versatile ability Orisa has in her arsenal is her Protective Barrier. Similarly to Winston’s Barrier Projector, this ability allows Orisa to leave a large barrier anywhere on the map for the team to rally behind. Unlike Winston, however, this barrier doesn’t disappear after a few seconds, instead staying up until the enemy team destroys it. It doesn’t have quite as much health as Reinhardt’s shield, but it’s strong enough that it really gets in the way of enemy attackers. A combo I’ve been noticing a lot on Control maps is having Orisa set up a barrier in front of Bastion while Mercy is damage-boosting him. This leads to some insane protection and is a huge help when trying to control a point.

          Her ultimate is known as the Supercharger, and trust me when I say that this thing can turn entire games around. Similar to Symmetra’s Shield Generator, the Supercharger damage-boosts anyone standing within a few meters of it. This is very useful if you’re having trouble slowing down the enemy team’s payload, as an army of damage boosted heroes is hard to deal with. The Supercharger doesn’t last too long and can be destroyed, so it’s best to use it when there are about four or less enemies in your sight that need to be taken down. While it can change the flow of a match, it’s not a guaranteed win button.

          Orisa, overall, is a very strong character that I really think can be devastating once people learn how to use her. When placed correctly, her barrier can really shake up games, especially if your teammates with longer range on their weapons rally behind it. While both Halt and Fortify are incredibly situational abilities, when used right they can really slow down the progress of the other team, and the Supercharger has the potential to turn entire games on their head. I’d recommend getting a bit of experience playing as, with and against Orisa soon, because we might be seeing the beginning of a new meta here.

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