Alright, so, here we go, new announcement, and boy was it a big one. But rather than talk about ALL the things (I have thoughts about quite a few), I want this to stay focused on the title mentioned topic that is the upcoming perk system.
So, back when folks first started speculating what the big announcements were going to be in this reveal, one of the things some people brought up, both positively and negatively, was talents. Some people wanted them; others didn’t. Personally, I felt that if Blizzard implemented them correctly, it would be a massive boon for the game. That it would make Overwatch stand out as a unique title, because as far as I can tell, no other hero shooter has talents that change how your hero plays.
The caveat there being ‘if they were implemented correctly,’ and I have to say, what I heard in the reveal isn’t it. The way I understand it, you pick a hero at the very start of your game, and then you play that hero through the match, leveling up as you play and unlocking one minor perk and one major perk before the match ends. This is, quite frankly, a horrible implementation. But why? For a few reasons, listed below.
Reason 1—Immersion Breaking
First, it will completely take me out of the game. Battles in Overwatch are chaotic, and every second matters, especially when you’re trying to contest a point or push/stop the payload/robot. What happens when I level up as a result of play? I have to open up a menu during a fight to select the perk I want for my character? That’s taking me out of the match; it’s distracting me, or worse, I completely miss it because I’m too focused on the match.
Reason 2—Massive Negative Impact on Team Fights.
Tying into reason 1 above but worth mentioning on its own, if I earn perks as I play the game and I earn one while I’m playing at a critical moment, I can’t waste time agonizing over what perk I might need. I’ll have to make a snap decision, which might not be the best one, because the game isn’t going to pause while I coordinate with my team on what I’m going to need. If my team is contesting a point in Junk City, they need me on that point contesting with them, not sitting in a corner picking my nose while I decide if I pick perk A or perk B. It could ultimately cost my team the match if I’m not participating because I’m deciding what perk to pick. Losing a team fight can easily make or break a match. Either setting the team back significantly or causing them to lose the game completely.
Reason 3—Perks Can’t be Swapped After Being Chosen.
From what I’ve come to understand watching the reveal of the perk system, these perks are permanent decisions that you’re making for the duration of the match. Once you’ve picked a perk, you’re locked in, with no way to change them at any other point during the game. If this is the case going into Season 15, this is horrible, and this comes down to how the game flows. Overwatch is, at its core, a very fluid game. Things are changing constantly during each match, most notably with hero selection, but also with how teams perform and what map is picked (especially for control games).
So what happens if, say, I’m playing Orisa and I pick Heat Dissipator and Charged Javelin for that extra oomph and then the enemy team adapts and doesn’t give me any opportunities to use Charged Javelin effectively? Or worse, they swap to heroes that would make it so that it would be more advantageous to pick Fleeting Bulwark or Protective Barrier? I could effectively be hard countered or locked out of being able to better assist my team because I picked perks based on how the game was at the time, but then the fluid nature of the game changed and made my decisions worthless.
Reason 4—It Effectively Penalizes Swapping.
One thing I have absolutely loved about Overwatch, and something that it has but no other hero shooter does, is its rock-paper-scissors style gameplay loop. Swapping and counter-swapping are at the very core of the game. Each hero has its strengths and weaknesses. Each hero’s weaknesses can be exploited by another hero, giving them a significant advantage over the others. Most of these counters are soft counters, and a skilled player can play around them and keep on trucking. But others are not and can massively impact the way a game plays out.
For example, Ana is effectively a hard counter to both Roadhog and Mauga, as neither of these tanks has defensive abilities they can use to shield themselves from damage. They are reliant on self-healing that Ana negates for a few seconds, making her extremely powerful against those two tanks in particular. Another example is playing Zarya into D.VA, as she cannot block beams with her defense, making Zarya the perfect tank to counter her in many situations.
Now currently in the game, in a situation where you’re being countered, you might consider swapping. Or if you see an opportunity to counter, you also might consider swapping. But once the perk system comes into play, you will not be incentivized to swap because doing so will mean you have to earn perks again on whatever hero you swap to. This will put you at a major disadvantage against the other team, as they will have their high-powered perks and you won’t. Now, supposedly it will be much easier to earn perks for heroes who don’t have them, especially once other heroes have already unlocked theirs. But as I said in Reason 2, team fights are often make-or-break moments where losing one can set you back for an entire game or cause you to lose a game. If you swap to counter and you lose perks, you’re no longer supporting your team at peak effectiveness, and your performance in team fights is going to be worse, causing your team to suffer.
Solutions?
So now that I’ve discussed the issues I see from my perspective, what would I honestly suggest when it comes to addressing them? Here are a few suggestions.
Instead of making the perks earned during a match and selectable during that match, have it be part of the hero gallery in the same way you customize mythic skins. Allow me to choose, before I even enter a match, what perks I want to pick. That way my immersion isn’t broken during the game while I’m actively trying to combat the enemy team. This addresses reasons 1 and 2. If you want to give players an opportunity to test out the perks in a game environment before going up against other players, you can throw them into a hero mastery course for that perk or into a game against the AI.
For reason 3, make it so that I am able to swap perks in a spawn point. Yes, this does slightly impact immersion, but that’s where I can bring up the hero menu, so why not allow me to bring up the perk menu as well and let me swap perks based on the way the game has flowed? This means that if the game flows in a way that makes my initial perk decisions worthless, I can swap at spawn and provide greater benefits to my team.
And finally, for reason 4, make it so that if I swap to another hero mid-game, I have all the perks unlocked already. This way, if I have to adjust on the fly to the enemy team, I’m not suddenly the weakest link in the team because I haven’t unlocked perks that my team (and more importantly, the enemy team) has.
So to wrap up, that’s really all the thoughts I have for the perk system so far. Now some of these may become invalidated as we learn more about the system. If that happens, then that’s fine by me. I just think the current system has too many issues to be implemented as is. Thanks for reading; feel free to comment below.