TL:DR Oonga boonga patch is good; if you do not like it, then “skill issue” dab! dab! dab!
I said… I said it, and I will stand by that statement, and no, there is nothing wrong with me, and no, I am not being held hostage by one of Microsoft’s lizard people. Whoops, I just invalidated my NDA.
Anyway, all jokes aside… ![]()
Let’s talk about something that no one else is discussing here because everyone’s too busy complaining about everything. What did this patch actually accomplish, and did it do any good for the game?
One of the big changes that this season has brought is the enlargement of not all, but most of the projectiles and hit-scans in the game. These changes were very good for two reasons.
The first reason and the real reason the developers did this is because easier is more appealing to more players. You or I may not necessarily agree with the increased projectile and hit-scan sizes, but I think we all can acknowledge that doing this will do some good for Blizzard’s wallet. No one wants to come in and start the race late. Lowering the skill ceiling on all of the characters ensures that even new players can come in and enjoy the game without having to play for thousands of hours just so they can perform. (It does suck if you’re a competitive player, but the competitive scene has been dead for a while now, so it is what it is.)
The second reason, and more than likely the unintended reason, is that the effort-to-value ratio between the roles is no longer skewed. Before this patch, especially on DPS, you had to put in an insane amount of effort (you had to hit every shot) without making a single mistake to try and secure a kill just for the supports to look at the ground and go (bloop, bloop), and then all of that effort was for naught. This patch has made it way less taxing on the DPS players to secure their kills and has made the game way more enjoyable because our efforts between healing and doing damage are now equal.
Another one of the big changes was a large increase in everyone’s health. In Overwatch, the game does not just revolve around you; you’re not the main character in this story. You cannot play the game by yourself. What’s important in Overwatch is your team, first and foremost; everything you can and cannot do is because of them. Before this patch and before the health changes went through, one of your teammates could make the most minor mistake and die in a blink of an eye. You need your teammates to perform and play the game; there’s almost no situation where you’re going to be able to perform when a crucial member of your team has died.
My point is that before the HP changes, the game was way too cutthroat, where if you made the slightest mistake, you’d meet your end almost instantly, and your entire team would suffer for it. This patch with the health changes has given us a lot more freedom to make mistakes without having to worry about instantly dying and making our teams suffer.
The final thing I’ll briefly go over is the DPS passive. The DPS passive does a lot more for this game than I think everyone gives it credit for. A % healing reduction is the key to ensuring things like sustain metas don’t get out of hand. A % reduction in healing means that no matter how big and beefy the dev team wants to make the tanks, the passive will always be there to ensure those tanks are kept in check. It also ensures that things actually die. Lol
Even if it’s a little shaky when it comes to the passives balancing now, having a tool in the game that the developers can leverage around is a good thing because before, there wasn’t any other option to effectively deal with the game’s sustainment other than just flat buffing the DPS’s damage, and every time they did that, it caused a lot of power creep issues later down the line. We don’t want that.
In conclusion, I’m bored of writing.