Director’s Take – Looking Beyond Overwatch 2: Invasion

Review bombs are also from people who don’t like the crappy monetization OW is doing

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Boring AF
I miss Jeff

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Please. I am begging you. Tease how you are going to end rock paper scissors. It’s as simple as saying “we hear you, tank players, we’re working on it” and BOOM! Months of goodwill and us patiently waiting, instantly earned.

I will literally wait out every problem and gladly, if I only knew this is a problem you see and are working on.

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What I’m saying is since it was introduced to Ranked yesterday, he had probably written it up in advance as they tend to do with articles like these, and the discussions came to “Let’s just add it in Ranked now” by the time it was finalized and ready to be posted.

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I have some actual feedback about Flashpoint and game balance itself.

First off, when you add a new gamemode or map in the arcade, please also include a role locked version so we can see how it actually plays out in competative matches other then open que.

Onto Flashpoint gamemode itself:
I don’t enjoy playing flashpoint as tank primarily.
Because after you win the fight the enemy team comes back with all the hardcounters. Your next fight takes 20 seconds at most as a tank before you can make a swap and walk for what feels like 30 seconds or more, only to have lost half your teammates during your walk and the rest staggers for even longer.
So then you have to wait for what feels like another 40 seconds or more untill you can take another teamfight. It feels like you are basically not doing anything half the game and when you do, you can’t do it anyways the next fight because they keep the important ults and swap to counter you again. It feels like a long walk for very little actual impact towards winning a fight or not.

This is also what i feel is a issue in terms of balance. Its too easy to get value out of just counter swapping a tank or just making their time miserable.

For instance:
Zenyatta discord orb range change has not been a solution to stop tanks getting permanently discorded from my experience (and others below masters). Why? Because the tank is the first target in discord range and possibly the only one. It takes the tank allot of resources (like shield value) to get rid of the discord orb, only for it to be reapplied immediately whenever possible because its the easiest value.

In general i find that the cost vs reward is very favoured towards zenyatta’s side to just permanently apply a discord orb on a tank because of the resources needed to get rid of the discord exceed the risks.
Ball, doomfist, dva, orisa, junkerqueen do not have a way of getting rid of the discord orb at all other than being out of line of sight for 1,5 seconds or getting cleansed. During that time out of line of sight, they are not in the fight because most likely they just tried to pass through a chokepoint and are now hiding from the zenyatta. But getting rid of the discord orb on those tanks doesn’t even have any use because it gets reapplied immediately afterwards when you enter line of sight again.

I would suggest the following changes to zenyatta’s Discord orb:
Up the range to 45 meters, a tank takes 15% increased damage from a discord orb from everyone excluding Zenyatta, he does 25% inceased damage.

Have a 5 second lockout duration like sombra’s hack has in terms of increased damage taken from discord orb for anyone but Zenyatta himself, but only when a discord orb gets removed by a player himself, either by being cleansed from a kiriko suzu, being out of line of sight or shielded for 1,5 seconds.
For clarification sake here is a example:
Zenyatta discord orbs reinhardt, reinhardt now takes 15% inceased damage from a enemy hanzo, 25% increased damage from Zenyatta himself. Reinhardt shields for 1,5 seconds, the discord orb gets removed.
2 seconds later reinhardt swings and gets discorded during that. He now takes 25% increased damage from Zenyatta, but not from the enemy hanzo for the next 3 seconds. After those 3 seconds reinhardt takes 15% inceased damage again from the hanzo and 25% increased damage still from Zenyatta himself. Until reinhardt removes the discord orb again by shielding for 1.5 seconds.

Other heroes i find that get too much value for how simple their gameplay is to counter a tank:
Mei, just wall and hold leftclick on a tank and he will have to burn allot of resources or abilities to sustain through the damage.

Symmetra: decrease the speed of the ramp up in terms of damage, she holds leftclick on a tank and they burn through either a shield that makes the Symmetra stronger (infinite ammo+shield regen) or their hp pool or abilities.
Most abilities on tanks that decrease or negate damage are either not effective at all against beam damage (sigma grasp, defence matrix, javelin spin) or make her effectively actually stronger from the shields that those heroes have to negate damage taken (winston shield, rein shield, sigma shield, rein shield or rammatra shield).

Also i fully realise all of these things do not matter (as much) in ranks like masters and above, where the appropriate swaps or adjustments in team play are made to counteract these things (faster). For instance immediately forcing mei to iceblock so she cannot play as agressive and just hold leftclick on a a tank, where symmetra gets two-tapped near instantly by a cassidy or ashe or run over by a speedboost from the lucio who is paired with the tank. Or where Zenyatta gets nearly oneclipped or actually oneclipped by a tracer.

These things though do not tend to happen in the lower ranks, and as such it is allot more frustrating and less enjoyable to play tanks into these kind of heroes.

I would rather see mei and symmetra get a boost in skill requirements by doing something differently with their alternate fire and shifting the power more from their primary fire. Be that exclusive towards tanks or not.

Also im diamond on tank and support and like plat 2 on dps (for multiple seasons including ow1 for anyone who thinks these are bronze takes.
This is just my personal feelings i have towards Flashpoint and the decrease of enjoyment i have playing tank due to the balance.

Of everything with the game story more is where my focus is, I still want to see that have an offline play option it can still be connected to online but online no longer being required for at least the PVE stuff.

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Only 1.6% of attempts successfully completed Gothenburg on Legendary, and 0.7% of attempts on Toronto were successful! We feel like we learned something with the level of difficulty and are excited to apply and expand on it for future Co-op content.

this happens because objectively Toronto is the longest PVE, while Gotheborg also has the help of turrets. It’s really unnerving to see so much waiting in Toronto to then lose the train station to defend the two omnics.

underworld is even worse: the AI is far too powerful to objectively challenge the team’s survival skills, and the healing packs are too far from the defense point.

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Regarding Flashpoint, I do like the big maps and the new challenges they introduce. Their design is also beautiful by the way, good job! One of the issues is finding the right path. This is essential, especially in Competitive. I did notice that the maps are very open and you can basically just walk towards the point marker, you’ll reach it eventually. But maybe it needs a bit more? Like The lines in Payload/Hybrid that show the path of the payload.

Another issue I encountered is that my PC really REALLY dislikes the newest season. The audio gets really choppy at times and the CPU jumps to 100%. I noticed it especially on Suravasa, it’s almost unplayable sometimes. New Junk City seems a bit more optimized.

Illari has been lots of fun so far! She has been the most fun champion release in OW2 so far in my opinion. I’d imagine the nerfs are the healing output of the pylon and the required damage to detonate Captive Sun? But PLEASE keep in mind that Captive Sun is very easy to counter. Defense Matrix, Kinetic Grasp, Javelin Spin, Protection Suzu, Swift Step, Deflect, Fade and Wraith Form are all abilities which counter the projectile and/or the Sunstruck status effect. Don’t be too mean to her.

Overall, this season has been a blast soo far! I hope the CPU and audio issues get patched soon, those do affect gameplay pretty hard. But for now I’ll continue to play, even if my ears and PC die! :grin:

although being review-bombed isn’t a fun experience

reading this blog post it seems as if reality still hasn’t set in

maybe market failure will do it instead?

If we can’t turn back the clock, then what can we do?

you could do one of:

  • add the 2nd tank back in every game mode
  • add separate 6v6 mode
  • restore overwatch 1

give me back the product I paid for (multiple times)

not some crappy knockoff

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Your profile pic is appropriate.

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Crazy how much Aaron Keller pats himself on the back for how terrible of a state he’s put this game in

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The only thing Blizzard does well these days, is patting themselves on the back for a job poorly done.

If only content creators/top 500 players are able to complete Legendary mode in the PVE missions, that means it’s broken and overtuned and need to be scaled back.

The only conclusion i can possibly draw from this hot take of a director’s take is that Aaron Keller only reads feedback from the white knights and shills and no one else…

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“Review Bomb”
It’s less of a review bomb and more of a barrage of long overdue reviews that couldn’t previously be delivered because Battle.Net has no such review feature.

Also I want to meet the person who is saying this game is in the best state it’s been in, because while it’s not as awful as it has been during some time periods, it is by far not the best.

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I love the new game mode. I think if we slow the progression down of each point just a little it be better so teams that lose a team fight have a chance too get back wothout staggering. Another thing i love but would like a tweek is the hero progression i love the idea but i just feel underwhelmed by the stuff you get for lvling up like at the beginning of the game of comps or if someone looks at your profile is the only times theyll see you play a specific character. What about in game like a charm or even gun skin that you have too earn at high lvls. Also the lvl progression i dont like that i can basicly stand still and do nothing and still rank up if i have a bad game where i basicly did nothjng too contribute but stall point but i still game 5400 exp for ranking up time played i dont feel like i earned that id like the xp earned be more spread out between the ways i can rank up even ots all small like 500 xp for everything then wins sure give us the 2400 or even 1k. Other than that i love this game and the new character is now my personal fav and will still play her even if she gets hard nerfed in the future (not that i think thatll happen)

same, i kind of hope we get them quarterly instead of yearly. even two times a year instead of once a year lol…

something

…lots of people? It’s one of the most common sentiments I’ve seen expressed on Twitter and Youtube comments?

Just because something isn’t said in your echo chamber doesn’t make it not real, lol…

Or, or, and get this, this post was written in advance!!

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“Our balance goal for the release of Illari was to make sure that she felt strong (but not overpowered!) at launch. I think we hit that goal.”

i meannnnnn if you say so? :rofl:

(i got a screen shot of illari with more dps than the entire lobby yet still 10k heals in 10 mins but cant post :confused: )

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It was a review bomb, but we didnt bomb it out of nothing, there are hundrends of reasons for our dislike of the game. They never lisen to the player base so we did something public.

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You can do the same thing on Moira or Bap :person_shrugging:

Illari and Moira are both damage and healing supports with 0 utility so I’d hope their stats for those two things are good, need to have a reason to pick them over supports who can damage boost, discord, speed, anti, suzu, etc.

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Except its really easy to do it a Illari,