Their are 35 heroes, each with unique kits. That have completely different playstyles, and many can move completely different ways.
with the exception of halo melee weapons. all spartans will move the same.
Like yes how you play against a sword and rocket launcher is different. But for the most part you can approach combat against the melee weapons in the same way. There is mostly one solution around them, and that is to keep your distance and fire while they are out of range.
You have different ways of doing this, but it’s the same tactic with almost every weapon in the game.
In overwatch, how a road hog plays against a genji/pharah/ana is completely different from how a widow will interact with these same heroes. And it’s not just because of the gun they hold it’s because of their mobility (or lack of)/their role/ self sustain/ additional damage tools/utility.
Each hero in OW will have a completely different experience from each other.
Like mei couldn’t give a dam about a tracer/d.va/rat ult/ flash bang(sticky grenades/helix/ damage combo’s like with doom. As she has two tools to get around them with ease. Cassidy on the other hand has to kill these players before the ult/cooldown goes off, rely on his tank in the middle of an open point, play specifically around corners that are still in range of his gun.
Every hero has a completely different set of interactions with another. Halo guy with shut gun, and guy with the rocket launcher just needs to position in a way to kill the other first. one being an up hill battle from the other.
(it’s almost sounds like you don’t actually play much OW at all)
Fun fact, their will be 35 heroes at the launch of OW2 34 considering that they need to grind for Kiriko.
Going into the training room only shows you what the hero does, not how they interact with other heroes. And vs AI is a joke, because they don’t play like actual humans and have a very limited selection of heroes to pull from. So your experience their is not going to get you up to speed. And at one point they will be placed with people that have years more experience then they do. Even if they are the same comp rank.
Like the complexity of the game isn’t the hero themselves, it’s the thousands of hyper specific interaction one hero has with the rest of the cast.
six is over half way to ten. it’s not a small number. Especially when it comes to a project that needs to take into account the mobility and LOS of over thirty heroes. Have functional chokes/flanks/ high ground low ground, for three separate points. on top of the hundred of unique art assets that are only found in that one map, multiple lighting settings, and play testing to find a comfortable speed at which points move and cap. (as they do vary between maps/points)
building 6 of them is a lot of work.
Says their isn’t any differences, immediately contradicts themselves by noting a very distinct difference in how fights play out.
Especailly now that their isn’t an extra buffer tank to jump to that teammate aid, making fights alot more damage 1~3v1~3 duel focused. Instead of the mass team fights that either turn into focus fire knock outs, or a poke phase stall fest while the two teams burn out each other’s defensive tools. With the only mix ups being big interruption tools like stuns and environmental kills, or massive burst damage ults like pulsebomb, dragoon blade, D.va bomb. but only after the one of the major defensive tools are used. otherwise the rien/zarya will hard counter any single ult.
Now no longer needing many of the former, with the latter being less effective by defualt do to the more spread nature of fights. And the ubber buffs tanks got to manage at least one of these tools, yet at the same time being a lot more counter specific in their use.
Rien would still be good at a d.va bomb/while zarya is more suited to tracer.
As you can’t have both, at least not in normal que. Would love to see the wacky comps in open que.
I’m just pointing out that these reworks were of the same complexity of as torb and sym back in the day.
If they just added a new payment system to OW1, it wouldn’t have helped much. As it wouldn’t pull in new players to OW1. And the ones that are their are not buying into MTX. Making the development of such not exactly appealing.
As new hero/map content wasn’t bring in new players, and going for the locking heroes behind a paywall route in a game that isn’t already growing. Is just making that prospect less apealing.
OW2 gets away with it because of the multiple large-scale additions to the game, with new content in PVP giving the current player base what they wanted. And a whole new PVE mode that would be better suited to keep casual players invested in the series. With market one one being just as working for both titles.
Their is a lot a new content, a lot to show off. And a considerable bit of content within the first two years alone. They needed a new game to do that, or at least the hype of a new game.
People didn’t like the constant balance issues with tank duo’s, people didn’t like the constant stuns that act as an easy way to interrupt or create opening’s.
People were tired of the poke phase were you were just burning out each others defensive tools.
players didn’t like the amounts of burst damage meant to get quick kills in the small amount of time those defensive tools were down.
Support players/tank didn’t like having to be reliant on their team to peel or get kills for them.
A lot of OW fans didn’t like PVP, but loved the PVE events/heroes/story/ abilities and more.
Their is a lot of complaints specifically addressed in OW2 changes. We in many ways wanted this very thing.