M8 it’s not just about collecting data, it’s Seeing were it conflicts how players/team members feel about it. And from their make effective changes from it.
Like some of it can be as easy as ow this dps is getting to many kills on average, lets change some damage/cooldown numbers.
Like if it was that easy rien would have simply gotten higher stats tacked on his barrier, when in reality that would just stall games without fixing the actual issues with him. Like well back in the day heroes like brig were his biggest weakness. His square was one off the best counters to him.
With many interactions brig had with him in regards to stuns/added armored health break riens damage break points/ ontop of here damage going through riens barrier allowing her to build ult/ secure kills on what are other wise safe targets.
Like their was a point were shield bash went through barriers.
Their was a stretch of time were brig could walk up right up next to rien, attack who ever and stun and knock back rien making him a none threat for a bit.
Many people saw the issue of this interaction, and many assumed it was just an issue with brig and that all would be fine just nerfing her. This was an issue that only came up when brig was introduced, at least to the players at the time.
And even tho brig got considerable nerfs including to her sheild bash going through barriers. none of them really effected how she interacted with rien.
Instead they gave rien a new passive that reduced the effects of knock back, which also made him more resistent to heroe’s like lucio/Pharah/ and even d.va. Who could overwise also abuse the knock back on him, these were less common. But it did have a considerable impact on those interactions.
It gave him more of a solid niche as the team anchor tank.
Like just looking at and relaying data would never have made that change.
Overwatch has thousands of unique interactions, many of which only exist between two specific heroes. Or in combination of multiple heroes working together.
You not only have to fine the issues creating it, but make changes that makes the least amount of impact to either hero’s playstyle. Or if that simply isn’t possible for whatever reason. You then have to redesign the kit in some way to both improve that interaction, but then keep the hero that was causing the issue from being irrelevant because of it.
You need to know and understand every aspect of these interactions, and how they affect players.
Ya having a large studio of dozens if not hundreds of employees working without structure or guidance in what their supposed to do. Is not going to turn out good results. You need someone above them with on eye or hand multiple layers or fields of development to actually put together something cohesive.
Like you can have multiple programmers, artist, sound designers working on a single hero. And they can be working on such for more then year at times.
However if their isn’t someone to set a clear example of how all of that is supposed to come together. Or at the very least make clear decision on what should or should not be included.
Well your going to get a mess of ideas that may or may not work together, simply because your going to get a lot of what they individual think is cool or interesting. And or have different ideas for what a support/dps/tank should actually be.
Like if you haven’t noticed OW supports/tanks don’t function like they do in say An mmo or rpg space. Or even in other shooters.
So the programmer with the RPG background, and the shooter background are going to making something with conflicting mechanics to each other. Like FF white mage and COD combat mechanic are not going grove with each other kit wise. And even if you were to split that work done into multiple different heroes.
Your then going to need find the balance between a hero that is made to keep an entire party up, from constant big AOE burst of healing. That can also cleanse/rez while the parties tank takes any and all aggro, and only expects to die when that tank is gone.
Vs the guy that is handed an equally capable gun as the rest of his team, and throw medpacks and quick pick me ups to people that are bleeding out state but not completely elimed.
Of course this is an extreme example, but you kind of do need someone to lay the grounds of what everyone is making. To set expectations, To adjust the development of mechanics when they do go wonky. to sync those ideas up to the art and sound teams. Especailly when the game director is working more on the initial idea’s, story, marketing, and more.
Yes they do work with the lead game designer, but the hero designer specifically will be managing and sharing his experience to make sure the heroes are designed well. Their kits or cohesive and fun to play, and of course their balance and interactions.