System Designer Gavin Winter takes over the Director’s Take to share new updates coming to gameplay and Competitive in Season 12.
Good stuff!
- It’s great to see new rewards being offered for competitive
- Players should be able to feel proud of their rank achieved - could rank icons be made more prominent on player profiles as they were previously?
- I’d love to see exclusive recolour skins for achieving certain ranks - players could be able to equip these for the entire next season just like rank player titles
- Rank icons displayed during a match in the player portrait once again would be cool
- One of the best things you could do to increase competitive transparency is to make competitive MMR visible to players
- In my view there should be no hidden variables behind the scenes and not one as significant as MMR
- I personally still believe that a hard MMR reset rather than a soft one would be a good decision in the long run
- Please remove grouping restrictions
- Players should be able to play Competitive with their friends without barriers - solo players shouldn’t be a protected class in a team game (Marvel Rivals’ beta did this well from what I recall)
- Champion 1 should remain a very exclusive & prestigious rank in my view and one that is almost impossible to obtain
- Flashpoint speed boost is a great idea and I’d like to see it applied to payload and hybrid modes for the defending team at the very start of the match
- One way you could encourage players to group up more is to give tank players a rear view mirror on their screen or a “look behind key” so they can see behind them more easily - a tank pushing in by themselves is potentially more disastrous than any other role
- More avoid slots is good on paper but I worry about the effect it will have on Open Queue’s queue times especially at high rank
- In my experience playing an “unorthodox” playstyle is likely to lead to being avoided a lot since players may interpret it as throwing
- In my view there’s nothing worse than long queue times and this may give players the power to “shadow ban” others
Thanks for the continued communication and taking feedback on board!
This is a good post fr
Speedboost on flashpoint is great
I assume they saw an increase in player activity with the recent rank reset and future resets are just to increase engagement. Fine by me.
Dunno i think the COMPETITIVE mode would benefit more from actual good balance changes than cosmetic rewards for the ui and useless stuff like that. But thats just me
Wave respawn sounds good but it could have some less fun ramifications, like neverending fights
This is good news. Thanks.
One of the first good and interesting Dev Blog Posts. Good job. Looking forward to these new features.
Good stuff
how about rewarding nonRQ players with some tank changes so that those modes arent totally broken by the new giga tanks
Right? I thought participation trophies were frowned upon, but whatever, if it makes it feel more fun, than more power to those players I guess.
Nowadays erryone gets participation trophies. The important thing is not u winning, is u pumping up the active user numbers
good stuff…have the patch notes come out yet? I can’t find em =(
3 pinned and 12 avoid slots is Top 5 best things yall have added
How are UI cosmetics participation trophies? It sounds like you have to put the time into getting them.
This is great news, but no speed boosts on the push game mode?
Exactly, if all it takes is time, than that amounts to merely participating. If, on the other hand, it requires wins, that could be different.
But the bigger trend I point to are players who think competitive modes are pointless without rewards when the reward is the rank you achieve and the bragging rights that come with it (though I don’t think there is any prestige left in OW ranked, so maybe other prizes are really the only way to get people to play it).
This sounds pretty good, actually. Other than worrying about my main possibly getting destroyed, I’m kind of excited. Particularly about the respawn, Flashpoint changes, and HUGE avoid list
Isn’t the main problem rather the walking from point to point? The actual spawn → point is fine, I thought. At least that’s how I feel.
This could just mean that people rejoin fights too fast and they turn into constant stalls, but we’ll see, I guess.
I still find myself not noticing where or that the point has moved
Should be on push too.