After the beta I went on these forums and I have noticed a lot of negative discussion and Whiskey foxtrot, I was honestly surprised I mained WF for my over 30 hours of playing the beta and found myself consistently performing highly. Though as I read more of these comments I found consistent complaineds which to me showed people misunderstanding of WF should be played. After a couple of discussion with a friend he has convinced me to adress these complainds. Before I start thoguh I will say considering the number of complainds and agreement of other players who enjoyed WF it is still clear that he is underpowered in some aspect I simply donât believe it is down to his kit.
âhe doesnât have enough burst damageâ: yes, but burst damage is not his role WF is about consistent damage, you can harass from most distances and you can fight at most distances, WF lacks any situation where he is number one as his job is make sure he simply ends up in a scenario where his opponent does worse. Get close to a thorn or marquis by knowing the map and use slowing stickies and knocback shrapnel to keep your distance from melee characters.
âthe shrapnel cannon does nothingâ: yes the base of the cannon is very weak but its augments are very powerful if you have flak off and scarp bank you can become untouchable to most melee character if the enemey team has none shield scrapper and swiss cheese can set someone up for some seriouse hurt.
âwhat are you talking about flak off knockbakc sucksâ: aim slightly upwards, the knockback applies both horizontal and vertical velocity and once most characters are in the air they canât change their velocity until the touch the ground without burning an ability, and thats where scarp bank pays off as with 2 charges if they try to use their ability to close the created gap you cna re create it normally larger as they are in the air and can be launched further.
âhe canât lane pushâ: sticky+small minion+passive, 25% damage is a lot, again there are other characters that have much better lane clear but there just as many as bad and once you get the scope you can clear the lanes from a safe distances.
âwhy not just play oscar mikeâ: well a as his grenade does damage instantly most opponents fight on that knowledge the delayed but reliable damage of an attached sticky causes a lot of foes to stay in a fight longer then they should. or the delayed explosion of a sticky to a minion cna result in a sudden 25% damage increse causing a foe to have misjudged about who could kill the other faster. As far as basic attacks go I have always prefered burst fire over automatic but most prefer automatic over burst fire I feel this ocmes down to personal preferance. Now for escapes, OM escape only work against foes who canât spot the cloaked OM and if there are NO status ailments on OM as any one of them reveals him to a greater or lesser extend. WF escape is either a slowing sticky or knockback scrap cannon or non depending on you level 1 pick, either of the first options is somthing that can only be made up for by use of a skill form the effect opponent and you can decide which is most useful for what ever enemy team you are faceing. and as far as ults go its apple and oranges one is massive area denial and the other is single target sustained massive dps. I am not syaing either is better both achive similair jobs in different ways the only advantage OM has really seems to be raw numbers when it comes to basic dps.
TL;DR WF main strength is versatility once you know what the enemy team can do you can kit WF out and adapt his playstyle to handle almost any other battleborn, âyou donât live long being easy to killâ and there is no scenario WF is easy to kill that doesnât apply to every character. Overall WF seems to relay on planning ahead and having a plan hence the slow start up to his ult its not to scare someone off its used to have massive damage against a target you are engaging.