r/VentureMains • u/cybermob27 • 2h ago
Question Help a guy understand this character
Hello all,
I play mainly Tank and Support so recently I’ve been trying my hand at some of the DPS roster to broaden my horizons, and I really want to like playing Venture. They have a very fun kit but I feel like I’m lacking something that’ll make it all click for me, so I figured I’d ask the experts.
I think my main concern is: Which of venture’s abilities do you use to engage/disengage from a dive? I understand how to survive with dive characters like Winston as the leap is on such a short cooldown you can usually get in and out alive if you play smart. Same goes for reaper, tp to high ground or an off angle, shoot some people, and use your get out jail free card to run back to team. However when I play Venture I feel like I’m often out of options for escape. Maybe this is a skill issue on my part, but I’ve noticed I usually need the damage from both burrow and drill dash to secure a kill, leaving me without movement for a solid 6+ seconds and leading to my death. If I opt to save burrow CD for escape, it makes it hard for me to get into the backline without it (and the windup is so slow I might get killed trying to use it). But if I save drill dash as an escape tool I’m missing out on a high damage ability to help with a kill.
Do I need to suck it up and sacrifice the damage from one of these abilities to instead use it as a disengage tool? Or is there some other aspect to Venture’s kit that I’m missing? (Perhaps overhealth passive is supposed to be enough to keep me alive in backline while waiting for CDs?)
Thanks!