Some advice from china

Dear Overwatch development group, I’m a player from China. In order to make our players have a better game experience and you may have better understand how to get the support of players after you know these voices, I hereby put forward some game related suggestions on behalf of some players who agree with my point of view. Some of these suggestions are not difficult to achieve, some of them seem difficult, but we still hope you can see them, My other players will also send similar suggestions to you in the near future to prove that our needs are representative. First of all, We all like Hanzo’s performance in both project Heroes of the storm and the Overwatch. But since Hanzo’s E(scatter arrow) is changed to the continuous shooting E, we still miss the unique experience of hanzo’s catapult arrow. In fact, we don’t need to greatly change E-skills of now. We just hope that every arrow from skill-E(now) rapid shooting can be catapulted with the wall like the previous E, This is also in line with the characteristics of hanzo in dragonbrothers CG that can be seen now. So far, hanzo’s lines about geometry still make us yearn for the arrows that hanzo can eject geometrically. Then there is Cassidy’s flare. Although its intensity is still reasonably acceptable, it lacks a heroic feature. Originally, the flare was closely combined with Cassidy’s six consecutive rounds of the left wheel, but now it lacks the characteristics of skills. We fully agree that the restrictions on control skills are very reasonable, but we find that there are not enough skills to slow down the enemy in the OW, so we hope Cassidy’s flare will become weak control, That is, decelerating the enemy is more convenient to use the six companies with the right button, which only limits the enemy but does not dazzle the enemy, such as a short deceleration of 70%, so that there will be no strong obstacle to the heroes who fear control, such as Tracer. They can still use their own superb operation to counteract the flash bomb.Or others have also suggested that the flash bomb can be more closely combined with the effect of reality affecting the shooting accuracy, They suggest that the flash bomb can expand the accuracy of the hit heroes, so that they can show the effect of being “blinded”. For example, when soldier 76 is hit by the flash bomb, the random diffusion of the accuracy of the pulse rifle will increase for a short period of time. The third point is related to our dear Bastion. We are worried that it is uncomfortable for a shooting game to use the top view angle for the ultimate skill of the bastion. In particular, this airdrop shell currently ignores the roof above the bastion and the target, which makes us feel very dramatic. We hope to make a comparison before and after the revision of the bastion. Now the machine gun mode of the bastion can move for a limited time, which is exactly the opposite to that before bastion, We think such a change is very elegant, and we hope that his ultimate skill can be more corresponding. We boldly imagine that the ultimate skill of the bastion is to transform into an immovable turret that can be aimed and fired in the third person. I personally prefer the first person. We imagine that after the bastion changes, we can immediately obtain a small number of available shells, and then slowly add them over time, so that players will be more willing to take the initiative to remove the transformation of the bastion, We hope that its feature is that players can choose to take high risks and keep the bastion in a state of transformation. Next is the suggestion of the new hero. We found that the ultimate skill in the actual game of the junker-queen is different from the key skill released in her exclusive CG movie, that is, the amazing shockwave that destroys her enemy. We know that the realization of this gorgeous skill requires a lot of unimaginable hard work, so our suggestion is more institutional. We want her shockwave to be different from hanzo’s Q because it cannot penetrate the wall, We hope that her shock wave can’t allows her movement, and the movement deflection.that is different from Moira. We hope that her Q basic damage is not so high, but it can be released for a long time. We hope that her core mechanism is combined with the ability background story in her CG. We hope that her shock wave can absorb the bullets shot by her teammates and enemies into the shock wave, increase the damage caused by the shock wave, and the bullets of her teammates are only aimed with help, The damage caused is still the data of teammates, and the enemy’s bullets, like Genji and our favorite DVA, are absorbed as the debris part of the shock wave in CG, helping the powerful JunkerQueen destroy her enemies. Finally, we hope that we can exchange team positions after communicating with our teammates in the game. Sometimes the tank and the offense we match can’t adapt to the changes in the battlefield. On the contrary, other teammates have the ability and willingness to exchange positions. We often resist our powerful opponents to the moment of failure with the desire to exchange positions with our teammates, At that time, we hoped that our friends could sit next to play games as when we were young. At that time, when we wanted to exchange positions, we could at least exchange and operate each other’s computers.Unfortunately, that seems impossible anymore。

尊敬的守望先锋开发组,我是一名来自中国的玩家,为了我们玩家更好的游戏体验以及你们知晓这些呼声之后对如何得到玩家的支持更好的了解,我在此代表一些认同我观点的玩家同伴提出了一些游戏相关建议,这些建议有些并不难以实现,有些显得强人所难,但仍希望你们能够看到,我的其他玩家同伴也会近期发送与我类似的建议给你们以证明我们需求的一定代表性。首先是半藏这名英雄,我们不管在风暴英雄项目中还是守望先锋中都很喜欢他的表现,但自从半藏的散改成连射的岚以后,我们依然怀念半藏弹射箭的独特体验,我们其实并不需要大改岚的技能,我们只希望岚的速射出的每一枝箭可以像之前的散一样可以和墙壁发生弹射,这也和现在能看到的双龙cg内半藏的特性表现符合,至今半藏提到几何学的台词仍让我们渴望半藏可以几何学弹射的箭头。然后是卡西迪的闪光弹,他现在虽然强度仍可以合理地接受,但缺少了一个英雄特性,闪光弹原本和卡西迪左轮的六连发紧密结合,现在却缺少了技能的特色,我们完全认同对控制技能的限制是很合理的,但我们发现守望先锋中减速敌人的技能还不够多,所以我们希望卡西迪的闪光弹成为弱控制,即减速敌人更方便使用右键的六连,仅限制敌人但不眩晕敌人,例如百分之70的短暂减速,这样对猎空等惧怕控制的英雄不会有强烈的妨碍,他们仍可以用自己高超的操作反制闪光弹,或者其他人也有建议,闪光弹可以和现实影响射击精确度的效果更紧密结合,他们建议闪光弹可以扩大被击中英雄的准心,让他们表现出被“致盲”的精确度下降的效果,比如士兵76被闪光弹击中则脉冲步枪的准心随机扩散加大一小段时间。第三点是和我们亲爱的堡垒相关的,我们担忧一个射击游戏让堡垒终极技能采用俯视角是不舒服的,尤其是这个空投炮弹目前无视了堡垒以及目标上方的房顶,让我们觉得很出戏,我们希望让堡垒改版前后有一个对比,现在堡垒的机枪模式可以移动持续有限时间,刚好和堡垒之前完全相反,我们认为这样的改变很优雅,我们希望他的终极技能也能更加对应,我们大胆地设想,堡垒终极技能是变身成一个无法移动,第三人称瞄准射击的炮塔,第一人称我个人更喜欢,我们设想堡垒变身之后立即获得较少数量的可用炮弹,然后随时间缓慢补充,这样玩家会更愿意主动解除堡垒的变身,我们希望它的特性在于玩家可以选择承担高风险让堡垒一直处于变身状态。接下来是新英雄的建议,我们发现渣客镇女王实际游戏内的终极技能和她专属cg内释放的关键技能有出入,也就是那个惊人的摧毁她敌人的冲击波,我们知道这个华丽的技能实现起来需要很多难以想象辛苦的工作,所以我们的建议更多是机制性的,我们愿意她的冲击波无法穿墙以和半藏有差异,我们希望她的冲击波无法释放期间移动偏转以和莫伊拉差别开,我们希望她的基础伤害不那么高但可以释放很久,她的核心机制我们希望是结合她cg内的能力背景故事,我们希望她的冲击波能吸收队友和敌人射入冲击波内的子弹,增伤冲击波造成的伤害,队友的子弹只是被帮助瞄准了,造成的伤害仍是队友的数据,而敌人的子弹像源氏和我们喜爱的dva一样被吸收作为cg中冲击波的碎屑部分一样,帮助强大的渣客镇女王摧毁她的敌人。我们也认为制作一个能够诅咒敌人的新英雄是有趣的,她或他的诅咒可以让被诅咒的敌人的伤害会对这个敌人的队友起效,让关键的敌人攻击反而误伤他的队友或者让敌人的攻击反而治疗我方的队友这很有趣。最后是我们希望游戏内可以和队友交流同意后交换团队位置,我们匹配到的t位和输出位有时候不能很适应战场变化的情况,反而其他队友有能力也有意愿交换位置,我们常常在和队友彼此渴望的交换位置的意愿下,反抗我们强大的对手到失败的一刻,我们那时多希望我们的朋友可以和小时候一样坐在旁边玩游戏,那时候当我们希望交换位置的时候我们至少能交换操作彼此的电脑。可惜的是那似乎不再可能了。

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