First Impressions of Cassidy in Overwatch 2 Beta



Cassidy might not be as bad as we thought! He still has huge carry potential and mini pulse bomb is SO FUN to get kills with and help securing kills on the flank. Cass OTP is back?

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40 thoughts on “First Impressions of Cassidy in Overwatch 2 Beta”

  1. Idk how to feel about the new Cass, he’s more skill required since you don’t get 2 free headshots to close targets anymore, but his nade is also a free 120 points of dmg over 3 secs so it’s like you still get a free headshot just not instant

    So it’s kinda balanced? But he doesn’t have as much survivability since he can’t stun someone following him. Tbh time will tell if he is better or not as people get better and more used to the game

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  2. I don't know how to feel about the new e ability. Like its not a stun, so for the game overall its good but the ability feels like it's sorta 'throw it and forget it' to anything that comes close and not even dying punishes you after its out. Feel like you could legit suicide bomb and it'd work and that really rubs me the wrong way.

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  3. It’s so funny the contrasting opinions from the beginning of the video to the end of the video. At first he’s like “Cassidy sucks” then “they suck” then “ok Cassidy is good and fun”

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  4. Been experimenting a lot with his new abilities and it feels as though he’s still pretty much the same cowboy. He requires a lot more raw aim now that he lost his stun but with the buff to highnoon and his magnet being a flat 131 damage, he’s still strong. If you guys want me to make a guide for new cass, let me know down below 👇👇👇

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  5. pretty sure that without stun and only 1 tank, mobility heroes are going to dominate diamond and down, on maps that cant flex a widow, both of which get buffed by only having 1 tank. gm might be fine but thats 1% of the playerbase so who cares.

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  6. With more time I think people will figure out how to optimize his damage output. To me it seems more beneficial to magnet nade one target and shoot another and then go back to the naded target to finish the kill with a quick tap or rightclick. Like at 7:42 I think it would have been more efficient to just shoot the rezzing mercy and throw a nade at the genji between shots to max your dmg output on both targets at once. Is the mag-nade sensitivity high enough I wonder to be able to flick it onto another target while shooting at another?

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  7. It feels weird to give a hero that rewards good aim an ability like the sticky nade. I'm seeing some instances here where you nade someone, hit a body shot or two, and it kills them. Which would be ideal for a hero where a headshot in the same scenario wouldn't kill anyway. But nading someone then headshotting them twice just means they'll be dead anyway. I'm sure it'll be optimised, but it just seems like a weird ability that catches you when you fall I guess? If you're tunnel-visioned on a target, they're probably dead anyway. Flashbang just helped aim during that process, sticky seems to cover you if you DON'T aim well.

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  8. Honestly I think the sticky explosion should detonate faster. It take's too long so you just kinda stand there waiting for it to explode and it gives them time to kill you before the grenade kills them. Please after it sticks like a .75 det time.

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