I’m not sure about main perks idea, but I guess it was giving more flexibility for the heroes. But in reality I see players pick same perks over and over
. To make my question more objective I’ve been searching statistics but found only community perk choices. And oh my gosh, for almost every hero, one perk has over 75% choices than opposite. My Cassidy’s double flash 90+ percentage choices, I’m sure guys who picked high noon perk missclicked
. It seems like perks more about flat power than the match adaptation. Some heroes can live without perks, someones can’t. I will switch hero if I pick soul steal over lingering wraith for the reaper or if I missclick stim pack for the soldier. Btw Illari has no actual ultimate wuthout solstice perk. And look at the major perk: Doomfist’s matrix block perk, silver bullet, echo’s two additional bombs and sunburn. It all have over 90% choices. Almost 95% for someones. That’s terrifying. Okay for cassidy, silver bullet is strong perk, but for others their favourite choices seems necessary. Perks do not feel as match adaptation as it was made for, it feel like crutches for the balance. I guess most players won’t even mind if popular perks are included in the base hero kit while others are removed.
I can’t wait the time when I try this game without perks and season 9 changes ![]()
6v6 should have this ^ and rework Sigma/ Domina to remove the shields you might kill 5v5 then
They shoulda went with skill tree’s instead like silver bullet to replace fan
I dont think theybe necessarily been a bad addition, i just think its made them incredibly lazy(lazier) at balancing. I dont think balancing around perks is a good idea and currently theres heroes who get 0 value from some perks, some are only playable when they have some perks so its just a bit messy.
So i wouldng really say they failed but they have created other problems
Some perks are just boosting ults and if you have choose between flat power and ult boost guess whats stronger.
As you said there are some heroes who need their perks to be good.
Vendetta is one of the candidates where getting her first perk. First perk is more energy for shooting more projectiles and/or blocking or do a triple spin which basically makes you stationery target for a second.
Perks should help to differentiate between different playstyles
should be base kit.
I am switching heroes if I missklick because basically I ruined the hero and ruined the entire time wasted playing said hero because now my hero will never be as fun because of a missklick.
community patch was unplayable if I didn’t take zoomies because the cat was just unbearably slow.
I never desired different playstiles, I desire my playstile in every single match. anything else ruins my enjoyment.
its a system i always hated, just like other games “want to reward you, by locking playable stuff away” so you can unloxk and select it. I would much rather just play that game 24/7 instead of only the last 10% of a match.
never ever have I been in a Situation where I am like, what perk do I use.
nope its always which one is absolutely pointless? don’t Klick that!
Depends on the hero for how much of a choice they have. Some there are clear winners, others there are actual choices. Like both of Juno’s minors and majors are real choices, same with bap major, bastion major, both of Ana, etc.
Perks are so dumb. Wildly unbalanced and unnecessary.
Want to adapt? SWAP HEROES. Ever heard of that game mechanic? Because the devs apparently havent.
Not to mention the balancing nightmare they’ve become. They couldnt even balance the base kits and then they slapped another stupid balancing layer on top.
Sigh, everything the devs do is a joke.
There are some heroes that I only play now because Perks gave them something that I wanted to do vs what they were before. The system isn’t perfect (I wanted Loadouts) but they’re an outright positive.
In this moment I think they should let us pick the perks in spawn and allow to change it before the match starts. Perks made more problems than solved. One unnoticable is winning team usually gets perks faster that increases gap, making dealing with harder for losing side. Winning side gets ults faster, but also takes advantage from the perks, reducing chances for the opponent
Make more perks and shuffle them.
Personally I wish the system was pushed as a means of customizing what you want your character to be, instead of being a weird reward-system that makes games more snowbally.
We’d need a lot more perk options and have them available at the start of the game for this. Then at least the customization aspect would be a positive aspect to it.
Yep, quoted for emphasis.
Additionally, some Perks work better at lower ranks than higher ones, and the other Perks tend to work better at the higher ranks than the lower ones.
As an example, I find Freja’s Updraft Majors to be more useful depending on the skill levels of my team and who I’m engaging with. Healing Updraft works better with weak Supports, while two Updrafts works better on more skilled teams since I can be a bit more aggressive and evasive.
While there’s a bit of a power creep with the Perk system, most Perks aren’t a dramatic increase in overall power and more of a function of stylistic choices than anything else. Lots of players tend to play the same way, so certain choices being more obvious than others tends to lean in that direction, even if the opposing choices tend to be better overall.
Lots of rookie Juno players prefer her more rapid-fire Major Perk, when the Triple Jump Major Perk tends to work better for getting Juno around to heal and support her team. Most Juno’s would rather use it to attack enemy targets than heal.
It’s really situational when certain perks are better and skill level of the lobby and that is for every heroes. I’m not going to pick Triple jump in a Master/GM lobby when there’s two godly double hitscan that will click me immediately when I’m jumping a lot in the air. I will immediately get deleted if I do that. So if my team plays hyper aggressive and I need to heal them insane amount to enable them I pick Rapid-Fire perk.
As a general note, the Rapid-fire Perk doesn’t improve your healing substantially enough to warrant it.
I don’t agree with this. Minor perks for the tanks usually increases their sustain, for dpses – burst damage or ways to deal damage. Anyway perks are flat advantage by using abilities. When you are playing FFA mode you can notice, some heroes are bad without their perks, other can play without it
It didn’t fail it works as designed. It’s just not designed well.
What should it be? A way for someone to slightly alter their heroes game play loop to not be forced to new hero when countered.
What it should be?
A give and take decision, vs a just pick one good or not because you want power spike.
If perks were designed well they wouldn’t be level based they would be equipped in spawn. If the abilities don’t actually alter the play of the hero they should just be base kit or not part of it at all.
If an ability should be base kit or not allowed it has no reference to “leveling”.
Did the experiment fail? No it is just a dumb idea instead of a good one.
Mental lobotomy when the game switched to RQ, reinforcing the idea of “I want to play what I want”
To OP, I think the problem is someone getting super useful perk while a lot of other does not
Zen’s and Sym’s (4 in total) are the worse option they provide very niche new value nor qualitative improvement over the gameplay
not once have I made an on-the-fly decision on which perk I should pick, pretty much in every case the same one perk is better than the alternative ![]()
so in my mind the whole thing is a fail, especially given the probably ungodly dev overhead in terms of balancing. OW has been tough to balance pre-perks already…
I don’t need to select every single perk in the game equally. For that to happen, they’d probably have to be so cosmetic that there’s no point. I just want to tune the hero closer to what I want, and that’ll sometimes be different to what players at large care about, with the odd matchup-based one weaved in (like JQ Minor). It’s only an issue if one choice is universally drowning out the other one, like Superbloom vs whatever they put up against it each patch.
You already see it in the OP. I don’t take ult perk on Illari because I feel I can make it work without it, so Pylon’s a straight upgrade in neutral for me.
I’m not a fan of mid-match leveling personally, but from what we’ve been told by devs and such, I’m pretty sure the addition of perks dramatically increased attention/player interest in the game, so from that perspective, perks were quite successful.
In other respects, I think the system doesn’t often enough offer good choices (a lot of perks are weak, boring, or too situational), and the limit of two choices per tier is probably not enough room to have situational perks mixed with generally useful perks. There’s also the ongoing issue of devs relegating balancing to perk changes instead of base kit adjustments, which a lot of us find frustrating.
But, at the end of the day, if having perks in the game genuinely ups player engagement….it’s successful. And even with the problems, it’s a far cry from a failed idea.