Perks Should Promote Dynamic New Strategies

50% longer trap tosses…?

25% longer primary range for Venture as a MAJOR perk…?

Perks like these don’t do anything compared to what perks are capable of. Healing nearby allies with Breather is dynamic and engaging, Echo getting to clone allies opens up new options.

You get the idea? Some perks just feel lazy compared to the help a lot of these heroes need.

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no need for perks when the game is so obviously fake/ded/rigged.

best strategy is fake terrible aim for a few team fights then watch the aim-assist DDA rigging ™ kick in. the game will try to lag compensate you or re-prio ur cds/regs, adjust hitboxes, etc. because u r underperforming according to it’s mmr predictions and forced MM around that (rigging).

the code has been so scat since they tried to DEI the thumbsticks in with the bigboi pcmr.

One must wonder why one continues to spam the forums with unmedicated drivel for years at a time when one does not even enjoy the game and finds it to be rigged

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Perks are very undercooked. Why they are in comp right away? No idea. I can get on board with throwing balance to the wind, as they’d stated they wanted to do, but only if everyone receives equally powerful perks… which is not the case at all.

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the issue with perks is how they are grinded and unlocked.
it’s a layer on top of a layer on top of a layer of being bad at FPS fundamentals.
makes the game couch-casual when it was originally carrying esports competitive viz OWL and not having aaron directing.

You can actually even contest phara with it now more often than you think. 25% more range feels like more than 25% more range. When you give a very range limited hero significantly more range it gives them more options. The other major venture perk on the other hand, now that’s useless.

It’s ok! By the time the next major refresh comes around (in 6months) there will be another rank reset! The treadmill keeps spinning. Online gaming I guess.

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As if this character wasn’t obnoxious enough already. Now people are complaining about them with THIS perk?

Just great. Sometimes I want the Devs to pay more attention to the forums, but mostly I’m glad they don’t.

i want a major perk giving me half a dmg more per pellet pls. :face_holding_back_tears::heart:
it would be a dream come true

You don’t enjoy endless posts that go on about how the Illuminati are rigging matches via DDA, EOMM, DEI, BBQ, WTH, OMG interfaces and patents, through the use of chemtrails in order to appease the shape-shifting alien master race that live inside our hollow Earth? Now that’s crazy. :exploding_head:

I was hoping that the perks would be crazy but honestly, I think they played on the safe side of weak. There are some obvious standouts but I’m surprised by just how many perks feel like nothingburgers. Not just to play as, but to play against.

I’m actually cool with stuff like Kiriko’s minor that launches paper whenever she hits with a kunai, but would I be able to tell if an enemy Kiriko had it without cheating and looking at the scoreboard? I very much doubt it.

The talk around here in the run up to season fifteen was that perks might result in a Rivals situation, where every character feels busted in their own way. That really, really hasn’t happened at all. Squirrel Girl is out there belting fast grenades and casually chucking her root ability a thousand miles from the second the match starts. Junkrat has to charge up his power for fifty episodes in order to throw bear trap three inches instead of two. :dash:

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The Rothschilds are behind this…

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can someone explain how this works to me? because ive just been throwing kunai at my team mates

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My favorites are:

First doomfist minor perk? Rocket punch to earn something.

Second doomfist minor perk? Rocket punch to earn something.

Third doomfist major perk? Use this other ability to make rocket punch better.

Fourth doomfist major perk? Use this other ability to make rocket punch better.

Literally 4/4 of doom’s perks revolve around the already good part of his kit while the rest of his kit stays the garbage that it’s been since OW2 dropped. Dude has the worst power distribution for a hero kit in the game, it’s hilarious.

Nah, it doesn’t work like that. What happens is that whenever you hit an enemy with a kunai, you will throw out two free ofundas at allies in your field of vision.

Head into the practice range, pick Kiriko, and chug this bad boy in order to get perks instantly:
kiriko-fortune-teller-perk-1

Pick Fortune Teller and throw kunai at red bots down in this area. As you can (hopefully) make out in this screenshot, I’m healing friendly bots while throwing kunai at that red bot over there. There are ofunda in mid-flight, and yet you can see that all of my standard ofunda charges are sitting there unused.
kiriko-fortune-teller-perk-2

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95% of Widow’s power is in her secondary fire. It’s a bit divisive.

See the only reason I’d argue it’s different with her, is yes the power distribution percentage wise is just as bad if not worse.

My only thing is doom’s design is VERY clearly multi-dimensional. He has slam, he has his primary fire he has other options.

Widow by design is just “sniper go bang” and that’s it. Doom in the beta had better power distribution. Doom as a DPS had better power distribution.

They threw both away for no reason and now we just have this pile of garbage.

There’s a term for that.

It’s called addiction.

With how much complaining goes on in Blizzard games typically, getting perks to be more outrageous would probably cause a lot more issues than they currently do.

Moreover, I think Blizzard still wants Overwatch to be seen as a legitimate and balanced competitive game for E-Sports. So they can’t really have Torbjorn with three orbiting turrets circling his body with 400 health, and hitting targets from 40 meters out.

Finally someone else notices this problem. This is the core issue of why Doomfist fails and Hazard succeeds.

It’s not, but I can see why players say that.

A lot of Widowmaker’s power budgets are in her mobility, too. And at one time, Widowmaker and Soldier were outputting the same damage on their primary fires.

Nope. Doomfist never had anything really effective beyond Rocket Punch, no matter what role he was in.

A big problem is the core design of Doomfist is never being able to reach the numbers he needed to, without abusing the game’s physics engine or maps (the so-called “Roll outs”). Being able to move and fly-out horizontally in the air faster than Pharah or Echo is problematic because that wasn’t the intended function of Seismic Slam or Uppercut. And yet, to even get Seismic Slam to its maximum damage, you’d need air time that would make Pharah and Mercy jealous.

Everything Blizz has done in OW2 only dumbs the game down more and encourages players to chase kills as if it was FFA.

The closest thing to using any kind of intellect in this game is to pick the right tank counter. Otherwise, just burst down enemy tank OR pick off one support, and you will steamroll into winning the team fight.

There is no strategy anymore.

Meanwhile Ana has a nano for herself.

We gotta remember that these perks were made by the same team that thought Mauga was a good idea. Like they didn’t suddenly grow a brain or something so there’s no way we should expect perks to have any semblance of quality across the board. No way. Some are gonna be busted and some are going to be garbage because that’s all they know how to do.

No.

The purpose of the competitive-side is to be a new stream of engagement that’s farming viewers with Drops and then hopefully as they get drops we convert those viewers into paying customers in the shops.

What on earth is Blizzard doing to make you think it cares about Overwatch as a “legitimate and balanced competitive game”

or maybe, they never capped the max damage on seismic slam and upper cut because they never figured it would be used that way.