Exoprimal alpha variants could be a good idea for Overwatch

In Exoprimal (a PVE game by Capcom), you control exosuits, who act basically as OW heroes in the fact that they have a primary fire, some skills with cooldowns, and an ultimate ability, to kill dinosaurs in PVE missions that can have smaller PVP segments sometimes. Today, Capcom updated the game with Title Update 1, which added 10 more exosuits to the game, called alpha variants, unlocked when you reach exosuit level 20 with the corresponding one (i.e Skywave unlocks Skywave alpha). I think this could be an interesting point that Overwatch can easily incorporate into the game.

For instance, in Exoprimal, Skywave is a flying exosuit who can fire small spheres to the ground that do damage+healing on area (think Baptiste healing + Echo sticking bombs combined), plus a soundwave that is thrown in a straight line, a skill to impulse and fly (similarly to Pharah) and a vortex that attracts (similar to Zarya ult but toned down), and an ultimate that stops time for a brief period. Skywave alpha variant changes the primary fire to summoning thunders in two ways: big area for less damage, or charge to do big damage in a smaller area. It can also fly in a different pattern, but the rest of the skillset is the same, including the ult. Supposedly beta variants are also planned for Season 3 of that game, this is, 3 possible alternative skillsets for every exosuit.

My point is, maybe this could be implemented easily into Overwatch, like, for instance, allowing certain heroes to have different variants of skillsets to choose from. For example, you could have a Moira with the original skillset, and a variant Moira with the discarded rework to the orb which weakened enemies when impacted. Or the current Bastion + the original stationary Bastion with a different ult. Or Young Hanzo using a blade as a weapon instead of a bow as “primary fire”. Difference with a rework is that you would still have the other option still available to choose.

As the dev team already implemented the hero progression and will include hero mastery missions, you could ask for a reasonable hero level to unlock this variant, and thus, give a meaningful reward to skilled people with that hero. They were exploring something like this with the discarded talent tree to further customize the hero for PVE, but it would have a smaller scope and be useable on PVP.

The most obvious issue to this system is a possible competitive imballance, as people would not have access or knowledge to all those variants, but they could get implemented slowly (not all at once like Exoprimal) to ensure little distruption to the meta, and could fill seasons without new heroes adding these (with a possibility to unlock them in the battlepass too i guess). It would be like adding a new hero like Illari, but with less devtime, as it already uses a currently developed hero to simply modify some of the skillset.

I think it could be interesting, but i don´t know what other people might think of this idea.

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Exoprimal is a gem on its own

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So… skill trees.

Could have just said skill trees. Which they had for pve. Then cancelled.

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There is lot that can be done for Overwatch but Activision would keep meddling and not give resource for it to happen.

It would be nice change if Microsoft give unlimited resources for Blizzard and other devs.

I do hope Exoprimal last for long time as well. It seems pretty amazing.

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I think it’s more like loadouts than a skill tree. So for example, you could choose from Mercy A, who is the Mercy we have today, or Mercy B, who has a weaker blue beam in exchange for a better pistol. You wouldn’t be able to mix or match elements, just choose one or the other.

Personally, I think it makes sense. It takes a lot of blood, sweat and tears to create a brand new hero from scratch; it’d be much quicker to work on pre-existing heroes. The problem as I see it isn’t with the idea, it’s that I suspect Blizzard would probably try to create variants of every single hero before releasing it, instead of releasing them piecemeal. And then it’d never get released because that’s too much work to release in a sane timeframe.

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Aww man… don’t make me remember getting poked by mister Helminth…

I still think a Paladins-like card system would work for OW. But…it’s disappointing to see things don’t happen how you want.

Yeah, exactly, but in Exoprimal this variants act like fixed loadouts. Either you choose Skywave, or Skywave alpha. You can modify a, equipable “tool” (like a laser gun, a healing field, a shield…) and add 3 modifiers to the exosuit to alter its cooldowns, but essentially, its choosing between Mercy A or Mercy B.

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You realize they do that in exoprimal to allow for more ability sets, its basically a fancy loadout is all.

But in Overwatch there is over 3 times as many heroes as there are exoprimal classes, allowing various loadouts for each hero would create an increasing complex and impossible to balance system.

So currently we have 38 heroes in overwatch. If each one had just a single alternate loadout/skilltree whatever, there would be effectively 76 different loadouts to balance around. And each one of those would interact and synergize with each other in different ways.

realistically speaking, you either want a few classes/heroes with customization/loadouts/skilltrees, or alot of non-customizable heroes. The end result is essentially the same. It’s different paths to the same goal.

I always felt like OW should have gone in this direction instead of the farce of being more like a “proper FPS” game

Imagine if they released the reworks as alternate versions of the characters instead of just overwriting and deleting the original versions

And let’s be real, they can barely balance the game as is. Even after forcing role queue on everyone, they still can’t balance the game AT ALL.

Ability swapping making the balance go out of whack wouldn’t matter because it’s always out of whack, no matter what.

edit: Also felt like this was a possible direction to go in with OW2’s original PvE skill tree. Was hoping that they would have done an arcade experiment with the PvE skill tree enabled in PvP, and if people enjoyed it they could have made it a real mode.

But we all know that ain’t happening now or ever… :pensive:

How has Exoprimal panned out, by the way? It’s been kind of a crazy few months for games so although Exoprimal appeared on my radar during the Great Overwatch 2 PvE Cancellation Crisis™, I haven’t kept up with how things are going for it.

How’s the replayability, for example?

They stated a long time ago that a core design goal for OW is that each hero is unique in the PvP environment - both the loadout of the character, and their sillouette. This is to ensure that it’s always very clear when you engage another hero that it’s understood what they’re capable of doing.

Now, whether this is the correct design choice or not is certainly debatable, but I don’t really see this changing, so I sincerely doubt they’ll ever add any sort of variants/loadouts in the PvP side of the game. PvE might be a different story, though.

I guess that you cant switch characters in the middle of a game?

so you are asking for a skill tree, mmm good idea,i wonder why blizzard dont implement it on the game

This, I was afraid of buying it day 1 because of the great Live Service crisis. I dont want to waste money in another Battleborn.

But I think Exoprimal is doing great

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