Major Oversight on Weekly Challenge Update

I saw in the forum notes that the devs made some changes to how weekly challenges work. If you don’t fully complete a challenge, your progress carries over into the next week, and I thought “huh, that’s pretty good! Can’t get em all done sometimes so that helps”. AND that they’ve changed the “Win games” challenges to “Play games, wins grant double progress”, which was great for the special events they’ve done.

Then I loaded up the game and went to my weekly challenges and saw that the criteria that needs to be met to finish these challenges has risen SUBSTANTIALLY. To complete all your weekly challenges that require playtime (as opposed to ones you complete in game like block, heal, damage, etc), you need to at minimum, WIN:
-23 Unranked games
-15 Competitive games
-8 Arcade games
-While 8 of those 46 must be as each role, and 4 of them while flexing

Obviously you won’t win all your matches, or lose them, but the fact that completing the weekly challenges requires 46 TO 90 GAMES is absurd. Most people that play this game have a 9 to 5, and personally I can’t bring myself to play the game every single day, so for most people aside from streamers I don’t see how completing the weeklies is possible without grinding every day when you get home from work like a second job.

I hope this is just an oversight and is adjusted in the future but my drive to play this game is already low, and having to play this much just to finish enough challenges to earn tokens feels like more of a chore than engaging gameplay

9 Likes

huh… people in general like control maps. What’s wrong with control maps?

I haven’t looked at every mission, but the ones I did look at had the average time at a 50% win rate ending up being the same number of games. They take a little bit longer if you have a win rate greater than 50%, but are faster if you have less than a 50% win rate reducing the variability to complete the missions from week to week.

Playing to Win used to be win 10 Games which would average out to 20 games. It is now Complete 30 games. At a 50% win rate that would still take 20 games (10 Wins * 2 + 10 losses = 30)

Change of Pace was win 5 of the various arcade modes, averaging out to 10 games. It is now to complete 15 which is still on average 10 games (5 wins * 2 + 5 losses = 15)

Competitive Advantage was Win 10 (Average 20 games), is now Complete 30. Same Average of 20 games (10 Wins * 2 + 10 losses = 30)

The same pattern holds for Role Mastery.

Ultimately, it averages out to the same number of games to complete weeklies but with significantly less variance if you go on a win or loss streak. Completing all the weeklies before the patch was also extremely time consuming.

4 Likes

I LITERALLY SAID WHAT WAS WRONG WITH THEM. Do you love winning a round only to waste your time losing the next two thanks to throwers?

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That’s just the nature of any round based game. Your complaint is about players more than the game mode itself.

Wow you don’t say! Well you see there are players like you that have nothing better to do and players like me who don’t want their time wasted.

They just gotta lower the numbers on games required and it’ll be more player friendly overall than last season

Where are you getting these numbers? The highest I see is complete 45 games, with wins counting as double, so unless you lose every single match, it won’t take more than 45.

And most of the weeklies are completed simultaneously, working toward more than one at a time. You don’t need to complete every single one, only 11 of the 12, so you can completely ignore the additional 30 matches of ranked.

Or am I missing something?

3 Likes

the fact you need to treat the game like a grindy second job to have any meaningful content without paying?

:woman_shrugging:t4: I haven’t bothered with challenges since season 1. Microsoft Rewards is better for grinding OW coins than OW itself is.

Also it’s like 7 matches per day, less if you win some. That’s like, what? An hour?

1 Like

The reasoning for their numbers isn’t unreasonable compared to the old win requirements and expected average games to completion, but Unranked Wins was a bit excessive to begin with, so it’s not surprising that it stands out on paper with these adjustments. And while they’ve given some insurance to keep maximum games required somewhat in hand, there’s a few too many disparate game mode win requirements. I’m not fond of Mitigation being required to the extent it is either for that matter.

It’s still irritating that most of the modes for Change of Pace don’t count for the Unranked Wins.

I get that they’re trying to keep player engagement up, but the weeklies definitely get exhausting to keep up with if you weren’t planning on playing a bunch to begin with, and they can go a lot further towards a reasonable middle ground than this set of changes.

I find Push maps to be the most tedious. I typically find that one team gets so far ahead of the other that there’s no way for the other side to come back unless the enemy totally tanks.

Honestly the only way this “helps” is the backfill matches. Were you play for 30 seconds and lose. Even then though it’s looking like a serious time investment to get these done.

I usually got about 8 done previously, even if I tried I’d be a few short of all 11 required to complete the pass. The fact it still takes something like 3 months of completing every weekly challenge to get a legendary skin is the bigger joke.

Never mind most of them aren’t even available except in shop rotations. Which are random, and thus require you to check the shop constantly if you actually want a specific skin.

This isn’t a map problem or a mode problem.
Just thought you should know.

2 Likes

Okay then tell me what other map types in quickplay and arcade have ROUNDS to them? If you win the round you should win the entire thing just like everything else. Rounds have no place for modes other than competitive.

Yeah it really doesn’t take long to complete the challenges that require actual playing. I played for like two or three hours and got my 30 matches done ( now I’m only missing the 45 fpr unranked modes from which I already have 24… cause arcade doesnt count for that). It really isn’t that bad

1 Like

I crunched the number for all win rates (graph here: https://i.imgur.com/db9ilGf.png)
Basically, between 40% and 100% win rates, there’s less than 5 games of difference between the old and new systems, but anything below that is a lot faster. However, 5 games is still a good amount to play every week

If you had more than 50% win rate it takes more time, if you had less than 50% win rate it takes less time.

You can also see on the graph that the overall variance has greatly been reduced, the old system was so bad I had to cap to 60 games else it would simply render the graph unreadable

1 Like

Only thing really wrong with the sheer number of games you need to play now is how selective it is. Ranked, unranked, Competitive, Most but not all arcade etc.

It really forces you to play modes you might not like, and generally win in them. This has always hurt OW. Even back when it was the Arcade wins for a loot box.

It introduced a lot of “try hard” “gotta win or else” mentality in what were supposed to be silly and fun game modes.

they could have kept it the same instead of raising it. The raise was just b/c they realized that people would be playing overall net less; so they raised it to keep the PES higher. What a terrible system.

so we have:
45 games in unranked modes (quickplay rolequeue/ non rolequeue, ffa, random)
30 games overall
30 ranked
7 rolequeue
15 random, ffa or arcade
you always do atleast two of those challenges at once. for example:
30 ranked and 30 overall
45 in unranked and 7 in rolequeue and 30 overall (in this case you progress in 3 different ones at once)

oh and you dont need to do all of them for the 11 in one week if you do the dmg/heal/mit/ult challenges. you can skip one (for me it is the ranked one)