An Update about the Experimental Card (14 FEB)

No disagreement from me there - the support changes minus Sym have been great

WHATttt?? No way this is right I have consistently seen (at least on EU) dps queue times be estimated >12 minutes and support times be ~3 minutes

What is this trickery

You got me. Here’s an image of a new hero:

Implied kappa


“I have altered the ExC. Pray I don’t alter it any further.”


Omg it’s lynx :grin: :+1:

1 Like


right now (east coast u.s.) dps is 8 minutes support is 9 minutes lol (tank obviously <2 if that had to be said)

I think support players are just in short supply here :mask:

To be fair… wasn’t this supposed to be a fun patch, rather than a balanced patch?

I am kinda confused about these patches… in some way I feel like they are trying to make it wacky and unbalanced, but in other cases it seems like they’re trying to make it like an actual balance change?

Could you give some clarification whether or not these content patches are supposed to be fun or balanced? Or is it both?

I can agree though that obviously balancing is obviously a lot harder than it looks, regardless of what I and other forum folks on the forums say xD, I’m very sure there are practically infinite variables you have to go through, but in the end like engineers it is more guess work. Now that sounds bad, but even when engineers build bridges for example, they cannot be 100% sure what they’re doing because there are infinite variables to consider, if that makes sense? That doesn’t mean there aren’t many many variables you go through, it’s just that practically it’s impossible to perfectly balance a game.


I don’t know how many layers of facetiousness and misdirection you’re giving here, given that you posted a picture of Yakko while there’s a leak/rumor going around that says one of the heroes that has yet to be revealed is named Yako.

1 Like

I wonder. If you did it by mass vote, all the bias would get washed out. I’m curious what would change if everybody had a say.


They are probably balancing it better for a better viewer experience for the cup. It would maybe have been a worse watch imo.

1 Like

I’d say both, fun in the means of everyone goes crazy, but attempts at balance by trying new things that could even have the potential of pushing ideas like it to Live

1 Like

This. Overwatch is a dump and getting worse lmao

The guidance we provide is over the top, and wacky. Something different from the live game, not another iteration of it.

This is probably a good lesson for us to learn: over the top is completely subjective based on your perspective. Also, I think that each of the creators try to work some things they’d like to actually see make it, in addition to the more outlandish changes. That’s fine, and isn’t something I’d like to start discouraging.


Big Man can I ask, is it possible to have the Experimental Cards be a permanent addition until the next iteration from other content creators? I really like playing the unbalanced fun in ExC and it’s always a shame when it’s removed


It’s just the first thing I thought of when I saw that name being floated around.


Especially if what is probably gonna be an entire week of its runtime is with the extremely bad tank changes.

1 Like

Thank you for the answer! Much appreciated!!

I have one more question, a bit related to the experimental, but how important do you consider fun changes to be relative to balanced changes?

A lot of my friends I know in game personally love the more fun changes, rather than flat number changes such as an ult charge reduction. An example of a “fun” change brought in was the remech buff, as me and my friends have done a lot of grav remech combos for example in QP.

So basically, would you consider it more important for the user to have fun? Or for the user to have a balanced experience?

And how much consideration do you take “fun” into when balancing real patches? Does the balance team consider “fun” at all when making balance patches?

1 Like

I feel like tanks feel very tanky and can soak up a lot of damage. That part I like. You really feel like a tank in this patch. Unfortunately the damage reduction feels bad, and it feels like brawling another tank is pointless. An interesting change could be to increase the ultimate charge rates of tanks considerably, so when a winston jumps into your back line and struggles to kill the healers that are peeling for each other, Winston will gain something from that interaction instead of waste time and feed healer ultimate charge.