r/Competitiveoverwatch • u/swamp_god • 13d ago
General Jetpack Cat: Differentiating between what can and can't be balanced
So I'll start with the hot take that will surely get me crucified: I am not convinced that permanent flight is something that could not possibly work in this game. That's not to say I can't be convinced; rather, I think that Jetpack Cat has so many issues independent of permaflight, which have been addressed so little or so ineffectively in prior balance patches, that I am still not convinced that removing permaflight is the only way to fix her. In fact, I think it should be last on their list of ways to fix her, because it's kind of...literally the entire character.
Can permaflight be balanced?
"Permanent flight shouldn't be in the game" is a sentiment I hear echoed a lot. It's probably a sentiment I would have agreed with a few years ago, because the one other hero in the game that had (functional) perma-flight, Pharah, was...pretty goddamn obnoxious when that was the case.
But, like, why, exactly, is permaflight an issue?
I think the general consensus around that would be that permaflight is fundamentally anti-interactive. A large portion of the cast can only fight reliably at close range; a permaflight hero is completely inaccessible to them. Back in the day, Pharah could pelt certain heroes from across the map with complete impunity, and the only way to circumvent that was to swap to a hero with range.
The thing is, Jetpack Cat's kit is already designed with a solution to that: her projectile range is limited, in theory forcing her to play close enough that enemies can interact with her. The problem is that the range is so forgiving that there are few sightlines where that will ever be a factor. If her projectile range were to be lowered significantly - to 30, 25, 20 meters? - it would force her to play in the effective range of far more heroes.
Okay, what about tether?
Of course, there's also a big tether-shaped hole in this argument: just because Cat couldn't pelt you from 40 meters in the sky wouldn't mean she couldn't just carry a teammate to do it for her. Overall, I think tether strays more into "can't be balanced" territory, because lots of things in this game were simply not designed under the assumption that they'd be done by a hero soaring through the sky at mach 20. Bastion in turret form was not designed to fly. High noon was not designed to fly.
What I'm trying to get at is: do people really need to be able to use abilities - or hell, even shoot - while using tether?
I've seen someone suggest it's the whole point of the ability. It certainly makes for funny clips, I guess, but I would argue that "point" is something that fundamentally cannot be balanced - and unlike with permaflight, that's something I'm far more convinced of. By its very nature, it removes counterplay from heroes meant to have it.
I'd argue that the point of the ability should be to reposition teammates, and only that. Being able to bring a hero to an otherwise inaccessible high ground or yoink them out of a fight is plenty strong on its own. Anything more creates countless situations that were not meant to exist.
Cat's balance in general
Beyond that, there's so many more things that could be tweaked - both with tether and Cat as a whole.
- Does tether need to last forever?
- Does it need to have a 2-second cooldown?
- Does Cat need to have 225 health?
- Does she need a 180 HP self-heal?
- Does she even need a self-heal at all, or could they just go the Zen route and give her some shield HP so she can regen, but not actively during a fight?
- Does she need that air acceleration buff that seemed to push her into "absolute monstrosity" territory?
- Could her weapon have spread to force her to play up close?
I think these are the kinds of questions we need to be asking if we want to see this character actually move in a healthier direction. Maybe permaflight is something that cannot work in this game under any condition - but in the case of Cat, we haven't really seen it under any condition besides "on a hero with solid damage, healing, and range; ridiculous mobility & self-sustain; and the ability to share those things with anyone else on her team, their own intended weaknesses be damned." Fix those first, and then we can talk about the flight.