I think there are too many characters for that unless they got like only one new weapon. Too many possibilities for nonsense, plus even more newer players and returning players need to memorize as possibilities.
I love custom weapon loadouts, but I think we kinda already have that just because of how many characters there are and how they fill similar roles as is.
Then like skill trees in heroes of the storm
You end up with a stale meta, itâs unavoidable. OW, despite their claim they want to remove counters, is very much based on this asymmetric design. Personal load out can easily remove the only exploitative weakness from a hero, doesnât have to be general, but in certain setups
Another argument against it, even if it isnât important, skins and effects
I think having simple variants of a character would be a good first step. So as a basic example, a player could select Mercy A (basically Mercy as she is now) or Mercy B (a Mercy that has a weaker or no damage boost, but is better with the pistol).
Even this limited template has benefits: it must take a ton of blood, sweat and tears to make brand new heroes. This way you can pretty much get new characters in the game without having to go through all that rigmarole.
For one, these new weapons would never be allowed in ranked competitive. So no point for competitive players.
It would be for unranked and it would be a âpick the weapon with the highest dpsâ. And every new season a brand new OP weapon would come out and everyone would have to pay and grind a lot. Most of the season you wouldnât have it, because it would be high tier.
Turning the game into lpay to winâ in unranked games.
Bad for the consumer. Bad for people who want to play on the most balanced playing field.
When it comes to the meta, thereâs several things we have to talk about. Lets just lightly touch on it here.
Metas arenât really avoidable, but you combat them by only allowing stock weapons in comp, and game modes with comp rules. In a game like tf2, you can ensure weapons only act as side grades to the stock weapon and that will also help prevent obnoxious metas.
Of course, Overwatch fans seem way more sensitive to this sort of thing than other game fans. Overwatch fans will demand something be nerfed if it FEELS unfair, even if its not actually unfair.
I think this is a good idea. Smash bros basically does this, and I think Mortal Kombat literally does this now.
So? Does every aspect of Overwatch have to cater to competitive players?
Or it would just be for every mode except comp mode and game modes with comp rules. Besides, what does âthe highest DPSâ even mean? Is it the highest over all damage or the one that shoots the fastest? I raise that point because, a gun that shoot fast but is weaker may lose to a gun that shoots slower but is stronger, or vice versa.
That way, thereâs no objective âgood gunâ. Even the stock weapons would be perfectly usable against one of the newer guns.
The only thing bad here is you assuming everything must be dragged towards comp. This hasnât worked yet for Overwatch, so why keep suggesting it?
TF2 has loadouts because it has 9 solidly designed classes and has had the same ones for 15 years. It doesnât need more so just adding extra pieces on top that create more play styles works fine for that game.
The beauty of outplaying and our dueling someone is because you have learned what you and the enemy can do. Having loadouts make everything less predictable and more random.
It would absolutely not be more random because weapons would only be able to perform their described function. Tracer would only have pulse pistols, and you can see what the pistols are just by looking at the enemy Tracer. Those pistoles arenât suddenly going to fire shot gun slugs like reaper; at most theyâd just fire faster or slower with more or less damage.
Why must Overwatchâs fanbase look at anything unique and go ânoâ? Its so bad that people on here are outright advocating for characters to be less unique. Less mobility, less shields, more generic shooting with the same base weapons. Why?