So, what we know about the Developer Update Video that’s due to drop in the next week or so:
The devs have apparently finally figured out what direction they want to take with Overwatch (ya know, instead of making a mess trying to please everyone at once, which just ends up making everyone mad instead).
Papa Jeff keeps bringing up the perceived need for the META to change much more often, but the devs dislike forcing a meta on players on principle.
The update video will be introducing a new system to Overwatch.
We have confirmation that it’s NOT hero bans.
When compared against the recent patch history:
They’ve spent the last two months tuning down damage and healing across the entire roster:
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Overall giving the tanks better brawling durability as individuals, at the price of less durable barrier shields and some of their damage-dealing potential
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Reverting the GOATS-era Armor Gut Nerf and the dps “tankbuster” buffs
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Homogenizing the average base healing of supports to around 60-65hps.
They’ve even nerfed Hanzo multiple patches in a row.
"Silawatsi, how would any of that indicate the probability of the devs adding an item system?"
Because when you read between the lines, Jeff Kaplan is inferring that the dev team wants the meta to change more often without requiring drastic balance changes or a new hero in order to do so.
It stands to reason then, that the new system to be added is going to be responsible for frequent meta shifts.
Items, gear, and other systems where you equip something to a character changes the way they play. It would functionally add dozens of new heroes to the game, giving each hero several playstyles (and skill levels!) to choose from.
No more useless heroes
Every hero could be viable on every map and mode, if players could customize their loadout to fit the situation. There would no longer be “niche heroes” that never get played because of a situational kit, only niche loadouts for that hero.
Every hero could be viable at every rank with an item/loadout system. Every hero could have a loadout that’s easy to use (but low payoff) for low-ranked players, and a loadout that’s difficult to use (but high payoff) for high-rank players.
It could double as a progression system
You could even have “high skill items/loadouts” exclusive to competitive mode, and can only be unlocked by reaching a high rank. E.g “X set of items are unlocked when you reach diamond, Y set when you reach masters, and Z set when you reach grandmasters”.
As a safeguard against smurfs, the items you earn can’t be used if your rank goes lower than the level required to earn it.
You could have “bragging rights” cosmetic upgrades, hero-specific item skins that are unlocked by getting really, really good with a specific hero.
You could even encourage players to widen their hero pools by gating all the coolest items and item skins behind unlock requirements that stretch across multiple heroes and classes.
E.g. “get X done with Reinhardt, Mcree, and Lucio each to get this cool item skin”.
Or “Get X healing done with every healer to get this neat support item”.
One-tricks will be more bearable to play with
Players who are attached to one particular hero and refuse to switch wouldn’t weigh their team down so much, since they would have the option of swapping their loadout instead of being required to swap heroes if they’re getting countered.
An item system would also make balancing in the long run easier on the devs.
“X hero is too strong in Y situation or in Z rank” could be addressed by going after the items used in those specific situations or ranks with buffs/nerfs/reworks, instead of messing with the hero’s kit directly - which tends to cause a ripple effect on how they perform in all situations and ranks.
TL:DR An item system would provide a sense of progression, make balancing in the long run easier, and let players functionally rework their favorite heroes to suit the map/mode, their skill level, and their favored playstyle.
Edit: “how the heck would you be able to tell what anyone’s loadout is?”
I could see them doing something like TF2, where items are the character’s weapons and equipment.
For example: Reinhardt might trade out his hammer for a sword, which transforms his long-range firestrike into a mid-range spin attack.
You’d be able to tell what someone’s loadout is right away, just by looking at the weapon in their hands and the gear on their body.