Director’s Take: Competitive Updates for Season 12

Looks like lucio will not be getting a health nerf.

I don’t think he needs one but I am biased as can be

I can’t believe this. “…make your accomplishments stand out until our next Drive.”

So they STILL refuse to give us any permanent season-specific cosmetic rewards of any kind??? What’s Blizzard’s obsession with temporary rewards? Nobody cares about the titles, so why would Blizz think we’ll care about this?

Overwatch is the only game I can think of in which Competitive gives no season-specific rewards based upon your rank achieved. EVERY SINGLE GAME DOES THIS. It’s such basic stuff that makes people actually want to invest time in your competitive mode.

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patch notes usually drop the day before the patch itself, so in about 3 more days, I think?

when the devs call their own maps a walking simulator :upside_down_face:

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…but no changes to currency gain rates? Nothing to help make time in game feel like time well spent in spite of how poorly a match might go?

No respect for people who spend more time in QP than in Comp and consequently have no real rewards to work for outside the battle pass?

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Are we still going to get the Reaper re-work at the start of Season 12? I’m getting nervous, because it hasn’t been mentioned in the season trailer, developer update video, or in this article.

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aww boo =( I mean I think you are right, but I THOUGHT they said they would have the notes out THIS week so…i was hopeful. Anxious to see who is getting hit with the nerf bat.

I am quite hyped for S12 now. Thank god for those changes! Love the battle tag cosmetics, that you seem to get during a short “sprint” when playing comp over a few days.

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I think you’ll get more traction if you make the fancy battle tags permanent. It’s a cool idea, but I’m not very motivated to grind for something thats going to disappear in a few weeks. That’s just me. Maybe just go back to the Overwatch 1 format for that, let em stack. Play 1 drive this is ur style of tag, 2 drives a fancier one and so on. And if they’re permanent it’s a symbol to everyone you’re hardcore. Like the borders in OW1.

Edit also maybe a more inviting name. Drive is a bit grindy sounding. Maybe like Overwatch House Parties. :slight_smile:

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drive thing looks kinda odd but alright

I feel like it’s both, tbh. Lucio seems indispensible to me on FP maps for both spawn and point-to-point treks. It’s also a reason I’m looking forward to Juno. Mercy + Lucio is a bad time, but maybe Mercy + Juno will work out just fine while still allowing us to get to the next point before we die of old age.

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Ngl that drive stuff and those player signature borders kinda popping to me. Seems like another fun way to customise.

My Biggest worry is it will cause casuals to swarm towards comp just to earn them which is the first step to killing your ranked mode

Yeah I didn’t even notice that…that’s pretty odd to me.

Do they think if I have season 12 rewards I won’t want to play for season 13’s? I’m not sure what their thought process is there, lol.

Unless they just want to recycle them, which I wouldn’t be surprised about.

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Or also rewarding players who dont just grind competitive all day. I always feel like a second class citizen in this game for doing anything other than RQ competitive.

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I love when you guys tell us more.
I love even more when you tell us good things in there.

Keep on keepin’ on.

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Personally, I think adding more rewards to the competitive system further ruins the competitive integrity of the mode.

Players should be queuing for competitive simply because they want to win matches and increase their rank, meaning they will inherently try their hardest; rather than just grinding comp for weapon variants or signatures.

Those items should be linked to QP or progression, not competitive.

I have played comp less and less as more rewards are tied to the mode, because as more and more people play comp that don’t actually want to play competitively, the more and more people there are just soft throwing matches or refusing to work with their team because they’ll be rewarded either way and they don’t care about their rank.

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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.

It requires wins; it’s right there in the Director’s Take:

When you win matches, you’ll earn Drive Score and progress toward the next Checkpoint

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“We wanted Champion to be a very prestigious rank, but unfortunately Champion 1 was almost impossible to achieve. Champion, Grandmaster, and Master all had fewer players than we think they should, so we’ve remodeled our target rank distribution in our highest ranks. We also still had a few too many players in our lowest ranks, so that distribution has changed a bit too. Most of our highest and lowest ranked players will find themselves achieving new peaks after this reset, but the combination of techniques we’re using in the reset gives everyone an opportunity to prove they’re higher rank than they’ve ever been!”

I guess this explains why I went from Master (as support) in S7 and S8 to Plat/diamond now…

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Not sure how I feel about the new respawn times. Still sounds like the first person to die is being buried.

Also, what about characters who have teleportation abilities? The speed boost through the spawn door seems ineffective for them because they wont be getting the max range out of their TP by the time the speed boost wears off.