I don’t think it needs to be a separate mode, because otherwise you split the player base, and that’s not good for either QP or Comp.
If they balance it well and address some of the larger issues (granted, they might have a way for these systems to work properly without any of the suggestions I’m making here) I am sure it will work out nicely. It really depends on how they handle them moving forward.
I think it won’t make any difference. The people that don’t like it are going to finally move on to new games. So either way, the amount of people that stick around after the honeymoon phase of this change is going to be the same whether they keep the core game or not.
One of the biggest issues for me is that upgrading your hero is mandatory. The perks have advantages with no drawbacks. So you CAN’T choose to play as the original hero design, which means the way I enjoy playing the hero is no longer viable.
It will, though. I mean, look at the results that Blizzard posted about the 6v6 tests. Only 10% of game hours played were the 6v6 mode. Look at the now-discontinued Gauntlet mode, which Blizzard scrapped because it wasn’t popular. Look at modes like Team Deathmatch and Capture the Flag, which are arcade only and as such don’t get even close to the amount of attention standard QP and Comp modes get.
The more modes you make, the more you split the player base. And some modes ultimately suffer as a result, because what ends up happening is you have, say, a player split of 50/40/10%. The people playing the mode that only gets 10% of the split will quickly realize that their mode isn’t popular. Queue times will get longer; they’ll start running into the same players over and over again, etc. And when they stop having fun, they’ll move over to one of the modes with a higher split, which only exacerbates the problem the 10% split mode had in the first place.
And that will ultimately lead Blizzard to the same decision that they made with Gauntlet, which was to kill it and focus their attention elsewhere. Granted, some modes don’t get killed, but they also don’t get any additional content made for them (when was the last time Blizzard added maps for Deathmatch/Team Deathmatch or Capture the Flag?).
So creating more modes where you have perks enabled and perks disabled will just split the player base and everyone loses out when that happens.
okay but all those modes are completely different modes. Most of the player base don’t bother to explore the menu or follow development; they just click QP/comp and go. What if when you queue up for Quickplay/Comp, there’s a selection screen that gives you the two options. That would force a lot of the players who just jump into the game and never think about other game modes to actually make a decision how they want to play.
You picked QP, and then you got three modes instead of 2. Role Queue 5v5, Open Queue 5v5, or Role Queue 6v6.
And out of all the modes, Role Queue 6v6 got 10% of the play hours during the test. You’re right, people will just pick QP or Comp, RQ or OQ, and then they just play. Which means if Blizzard creates a 5v5 Perks on mode, it’s very likely to get the 6v6 RQ treatment. Minimal players, and then Blizzard ultimately decides that it’s not going to work, and they scrap it because people aren’t playing it…
no you’re not following. Notice how the role queue 6v6 was way over to the right on the other side of open queue which is essentially a completely different mode? Imagine you clicked role queue, and then you get ANOTHER decision. And honestly, compared to 6v6, this is a way more drastic change that NEEDS feedback unlike 6v6 did.
Buddy. My point is that you should know what perk you want by the time you get to the level up, meaning you should be able to open the level up menu and right / left click in genuinely half a second, borderline instantaneously.
Picking a perk is not some drawn out process that will just get you butchered mid fight.
It’s objectively worse in OW2, hence why the complaints about counterswapping have quadrupled since OW2.
No one cares if it’s a core mechanic, the problem is when it becomes TOO prevalent and TOO strong.
Except no, that decision might still be one you’ve not chosen yet, because as I said in my original post, Overwatch games are fluid. Cementing your choice early is stupid because the game might very well change by the time you get to picking your major trait, which means if you picked the trait you chose early on, you’re screwing yourself.
No, it is not. I get you have rose-tinted goggles on, but it was way worse in Overwatch 1. As I explained, back in the Overwatch 1 days, many heroes had hard counters. Meaning if you picked, say, Reinhardt and someone swapped to Bastion? You needed to swap off Reinhardt, or Bastion would melt you every single time. If you picked Genji or Tracer and someone swapped to Mei? You had to swap off Genji or Tracer because Mei would destroy you every single time. Your skill didn’t matter, because hard counters made your skill absolutely worthless.
When Blizzard changed most of the heroes with Overwatch 2’s launch, they removed 99% of the hard counters and only left soft counters in their place. Soft counters are ones you can play around if you’re skilled. Hard counters you can’t.
Again, you’re wrong about this. Repeating yourself multiple times doesn’t magically make you correct.
From what we’ve been told so far, you’ll be playing the game, a notification will tell you that you have a perk option to choose from, and then you’ll have to press a button on your controller (or left alt on your keyboard) to bring up the menu so you can choose your perk.
Anyways, thanks for the comments, everyone, but as I have to keep repeating myself, I’m just going to mute the thread and move on. Feel free to continue leaving your feedback, but I won’t be notified of any replies.
Yes. You shouldn’t be able to spam swap perks. That would be dumb. I can see that being abused to a disgusting degree if implemented.
I’m fairly certain that the perks are “level ups” implying there is some threshold requirement prior to gaining said perks (i.e. a certain amount of XP that is earned via an individual’s performance).
Yes. Picking the wrong perk is the same as making the wrong play. You shouldn’t have a get-out-of-jail-free card just because you realized it’s not the right pick for the situation. It’s unfair to the people who chose correctly.
We dont even know if we gon get penalized for swaping but penalizing swaping is a good thing, it a noob strat that provides a lot of value while minimising risk, for those that get confused easily it means its BORING, u can argue that its a vital part of the game all u want but ITS BORING,ppl dont want to play against boring players using boring strats
Apex does exactly this and its prety seamless, fight does not stop, non intrusive UI,u only need to push a button.is ow solution gon be as good?dunno but it was already implemented in apex and works great
Im more concerned with the ilusion of choice, some choices are between “oh this looks fun” and “oh yeah, totally busted”
The ability to instantly refresh all her blinks with rewind means that not only she is easier than ever but she can literally just free reengage on anyone that will have their HP and cooldowns depleted.
idk. you are severely downplaying strong perks that directly benefit already overpowered heroes.
Its not an extra turret. Its an extra charge in reserve.
TP is at its strongest as a team TP ability (which 99% of Sym players have no way to make a team use) and the new TP spots are of little usage to Sym herself as her damage sucks now.
Beam range perk is a win more mechanic that will rarely matter because the issue with Sym is getting to those levels without being exploded instantly.
Seeing the perks the heroes have? Pretty much ALL of them have a set objectively best perk for both LVL 2 and LVL 3.
No I don’t actually. I just know because I played both games.
They still do.
???
It’s insane how you just have the objectively opposite opinion so it’s hard to tell if you’re trolling or not. Like you’re THAT far on the opposite side of reality.
In 5v5, getting countered ESPECIALLY as a tank feels 100x worse.
Irony.
Dude got upset that people rightfully pointed out that your complaints make zero sense.
Though tbf, I shouldn’t have expected someone who is having a crisis at the perk selection screen to understand that counterswapping is horrific to play against in OW2.