The actual system of highlights it’s outdated, mostly game it’s just a boring triple kill or a simple ultimate. And some heroes have low or even any opportunity to show their highlight animations (Majority Sups), what’s the point of making highlights for Mercy, Lifeweaver, Lucio. If there will be at least 2 DPS + 2 tanks with a much higher capability of getting it. Let it be like others games, in which your sequence of kills (And assistances, for sups), damage done (And healing done), damage mitigated, survivability, etc. Defines who will get it.
The current system doesn’t reward skill either. A series of clutch plays as a support that are very hard to pull off don’t get seen because the algos prefer Roadhog right clicking two enemies that walked too close.
I haven’t thought of that, but yeah we definitely could have both! It solves a problem I thought that since highlights animations are too short, the post-end match screen would turn so bland and empty, like something was missing. With both, it saves Blizzard from working in something to fill and satisfies our appeal at the same time!
Yeah, and keeps the timing for players on all sequences about the same
Of course, that being related to Not keeping players stale on matches for too long, so they can return fast to the menu and queue again; specially if those sequences are “empty spaces” ( i dont know how to call em xD), like voting for maps, the the hero ban screen; player selection screen, etc etc
The funny thing is… this exists already in Stadium. The MVP award is calculated on full round performance metrics, also it’s given out to all roles fairly evenly.
Blizz should get rid of PotG going to whoever had the most fire in 10 sec. They should instead show the highlight of whoever was the match MVP. If that player was so consistent to be on fire the most, there’s going to be a much more interesting highlight in their profile than whoever played terrible the whole match but pressed Q when the enemies were standing around.
But the animation shown is the PotG only, isn’t it? I don’t play Stadium either, but I watched a few times and if I’m not mistaken, it solves nothing if they “copy n’ paste” this to normal matches.
Surely the devs will take this in consideration, the same way you gain less ultimate charge when dealing damage or healing tanks. (And damage/healing shouldn’t be the only criterion!)
POTG hasnt been even slightly accurate since maybe 3/4ths of the way through Overwatch 1 where they made some “changes” to how plays were scored, and its been the most basic garbage overriding 6k’s since.
Just yesterday I got a 4k as cree, 2 with ult, and it got overrode by a JR getting one kill during that same fight and nothing else.
At the end of each Stadium round, whoever performed the best is called MVP and gets a little cash bonus to spend in the armory. It looks to be whoever had the best performance metrics, similar to total on-fire in that round. At the end of the game, there’s still a PotG.
I am saying that same calculation that picks an MVP, do that for the whole match and pick that player’s highlight for PotG. Instead of whoever had the “best” highlight.
I see, the problem in this case is: Suppose the MVP by metric was a Mercy, she kept herself alive, got many assistances, healed a lot, contributed for objectives, etc. She probably won’t have an interesting clip to been show. So if we’re going to keep the PotG clip, it must be a “kill streak-ish” as it is right now, it isn’t perfect. We could:
We keep both and show both highlights animations plus the clip from PotG. (If the MVP and PotG are from different players)