I have asked myself the same question.
So in all service development (gonna talk about my job in my games, I feel like this is a mistake lol), there are 3 stages:
- Feature Dev
- Debugging
- Deployment
For games, the first one is actually the hardest because games development is an extremely demanding formula of “human creativity * computing power = development time”. Human creativity is extreme and so is computing power, it’s basically infinity, you can dev a game for decades.
Debugging is mostly a question of experience and repeating the same mistakes until you catch them faster and faster. It’s really about your team and your devs’ experience. For all service development, automated tests are ran at every new build, but for many good and bad reasons, most game studios still do not automatically test their builds. This means either time lost testing bugs, or time not lost, and bugs in the wild.
Deployment is taking whatever new build you have confirmed to be bug-free (or as bug free as you can) and deploying it across your entire network. This depends a lot on the quality and tooling the network has. A very mature and well designed network will allow mostly hassle free updates within a short timeframe. OW2 runs on the same network as OW, so that puts us at circa 2015 technology with 6-7 years of maturity. Should be more than enough. Of course you can just design it poorly and over the years, the network grows rancid with bloat and quick fixes. I have no way to know, but considering OW1’s general stability, I’d say it should be solid.
So considering that part 3 is probably not the problem, there are three options I’m seeing:
1/ Blizz devs take forever to do the slightest number change for a nerf/buff of a character.
That would be highly doubtful unless they are crumbling under paperwork(in certain companies you spend more time discussing tickets than finishing them), or they have a ridiculously small team, we’re talking less than 4 people on these nerf/buffs and they all have other jobs to do.
2/ They keep finding little bugs left and right that delay fixes for an inordinate amount of time.
Which is not likely in a large company full of competent devs, but may be very likely in a company that has been shedding its core talent and maybe a lot of experienced non-famous devs along with it. In other words maybe we overestimate the real manpower size and/or talent currently at Blizzard.
3/ Their management is not putting the necessary amount of pressure or consider the problem secondary, and it’s the management’s fault.
Now whether it’s that the teams are actually tiny, whether it’s a procedure problem, fear of the service crashing, poor bug fixing, I don’t have a clue. But I do agree that even with all the complexity there is in OW with the amount of characters and balancing, this is slow, very very slow.