Leave widow alone!

Yes and no.

I get it, you’re tired of seeing those same GDC talks referenced over and over again. But here’s the thing: sometimes, you’ve gotta go back to the fundamentals. And these “boomer” talks? They’re basically the bedrock of modern game design.

Rule #13: Game design is a continuous cycle of learning from past mistakes and improving on what works. The GDC talks are not irrelevant—they’re a constant reminder that design principles don’t age as fast as you think. The tools and technologies may change, but the core problems stay the same.

But let’s break this down a little further. Let’s address why those threads keep coming back, and why people still cite the same GDC talks:

1. Core game design principles don’t just disappear.
The idea that “counterplay should be obvious” is not some old relic—it’s still highly relevant. The struggle is real in Overwatch and other modern games. Look at Robin Walker’s research on one-sided counterplay. Player retention dropped like a rock in games where there was no meaningful counter to powerful characters. Widowmaker, anyone?

2. The past informs the future, whether we like it or not.
If Tom Cadwell’s principle of giving players time and awareness to respond didn’t hold up, we wouldn’t still be talking about it. Overwatch still struggles with this in a 5v5 environment. The discussion about counterplay is as alive today as it was when these GDC talks were first given.

Lesson learned: It’s not about how old the advice is. It’s about whether the advice is still relevant. Spoiler: It is.

3. Playerbase fragmentation and how it relates to these issues.
Like, we could pretend we’re over it, but Sid Meier’s warning about “optimizing fun out of games” comes back every time you hear someone saying, “well technically, you could beat that strategy if you did X.” That’s not a compelling experience—it’s exhausting. You’ve got a community that feels this, even if they can’t articulate it as cleanly as those GDC talks.

And yeah, community managers, sure. They’re great at calming down player concerns that aren’t “real,” but the truth is, many of these concerns are real. Look at how the playerbase reacts to lack of counterplay in high-stakes matches. The frustration is there, and it’s tangible. Even if we don’t want to keep dragging out old GDC talks, they still address these exact frustrations.


So what’s the solution?

Stop being so afraid of rehashing old ideas. Instead of banning “boomer spam,” how about:

1. Acknowledging that these design lessons still have value?
Because they do. And not just in theory—modern FPS games still use them.

2. Engaging with the points instead of dismissing them?
Like, do we just pretend that Walker’s analysis of counterplay magically doesn’t apply because Overwatch is different? Newsflash: it’s not that different.


So yeah, it’s easy to say “stop spamming old GDC links,” but what’s harder (and more important) is recognising that these threads are touching on real, fundamental issues. You might be bored of hearing it, but maybe—just maybe—there’s a reason it keeps coming up.

Stop fighting it. Embrace the design gospel.

I understand you have fun with her but no one else does.
Her character design and story background are cool, but her actual in game play design is awful and boring.
The only solution i said was to make her projectile. but people hated that. probably because they know how much harder projectile is

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Then I will give you my anecdote.

I play in Alaska where my latency on average is 90. When I do play DPS, which is rare as I am a tank player, I picked Sombra because if I was always going to be at a permanent disadvantage due to latency, at least I would always get the first shot off and pick and choose my engagements.

The Sombra changes don’t inherently affect me as much as others. I can always just not queue for DPS and play tank, which is what I do most of the time anyway.

The problem exists in how it was done and why. Sombra was balanced with this last change where her engage ability was contingent on her disengage ability. I have referenced this many times.

In my own experience, if Blizzard decided to balance Reinhardt with the same reasoning they would make Charge not a button anymore, and instead, you would automatically use Charge when your shield health reached zero, and it wouldn’t have the option to be canceled.

That is the real problem.

Blizzard could have done many things, but what they did do was the worst option in the history of options.

Read above. She is not the same, and if all characters were balanced this way, no one would play the game.

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No the issue is not GDC talks it’s the pastebin collection of grey that specifically misses out the only one that is important to sniper rifles

Which say don’t mess with one shots and flowstate of game.

Also game design is ART not maths, it’s about creative expression and not bad old rule book gimmicks.

People design well when they like what they make and make what they want to play.

Those rulebooks are just basic guidance not gospel.

Also a rts theory that to not even realtime but 4x turnbased has absolutely very little relevance to PvP hero shooters.

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Love your options, they are so interesting! The Curse passive is so creative plus it fits organically within her lore!

lmao im just trolling i fed greyfalcon posts to chatgpt

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You got me real good lol :rage: :joy: gj :facepunch:

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Thanks.

I actually like the curse one most.

Because it’s not going to make that much difference except for this type of stuff.

It’s literally math.

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I honestly don’t see how you have any more patience with these developers. This Sombra change, and I will label it the same as I have before, is the Concord of balance changes.

It made zero sense, there were other more reasonable options, and all it did was tie two unlike skills into one. If this were done to any other character in the game it would break them just as much. But for some reason, those of us who understand are just going to give Blizzard a pass because “Sombra bad mmmmmkay.”

All in all, this type of ____ should be rallied against, by everyone.

The game can only accommodate high-latency players for so long before faster connection opponents overwhelm them in team play. The few times I did play the new Sombra, I noticed her shorter TTK thanks to her Opportunist passive. I did have to use crouch to remain undetected while getting into attack position, but otherwise game play felt almost the same. She just no longer has the luxury of remaining unseen until she chooses to attack.

Aye, Lord Tyrant. Blizz CS will get right on it :saluting_face:

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It’s not but some nerds think that and ruin gaming, math is a useful tool in game design especially the tech side but that’s it , it’s just a tool it’s not the game.

Anyway I need to stop feeding this thread I’m out, :v:

You
missed
the
point

They tied her engage ability to her disengage ability.

It would be as if Reaper now no longer has access to Wraithform, and instead upon the use of Shadow Step, Wraithform is automatically cast.

If they did this to Sombra, they can do this to whoever you play as well.

Yes, I gave you my reason for playing Sombra, but I also told you I don’t have to play her because more then 90% of my time is spent tanking. I can always change that to 95%.

Oh that’s easy.

https://www.youtube.com/watch?v=EzWNBmjyv7Y

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Blizzard could have done that. Instead we got two unlike abilities being shoehorned into a single button.

The developer/s should be moved to Heroes of the Storm where they can do no more damage to the game.

I mean, I’m kinda doing that too.

It’s just hack into virus.
Instead of teleport into stealth

Those abilities are synchronous. You will often use Virus on a Hacked target.

This is what they did to Sombra.

Yeah. If you’re hacking a target, almost every time you wanna also Virus that target.
At least for Squishies.

Sombra’s perma-invis with speed boost and short CD teleport was already way over the top for both engage and disengage. This change brings her back to the realm of the rest of the OW2 cast where she has to better plan her engage / disengage. The few times I’ve used new Sombra, and zero problems securing a kill and surviving.

Reapers routinely burn both Shadowstep and Wraithform to close to CQC. Widow needs a full scope charge to kill him unless she’s mercy boosted.