Pickable passives appears to be quite popular

twitter poll:
It was so fun - 37.8%
It was fine - 28.5%
Wasn’t for me - 26.3%
Other - 7.5%

Youtube poll
It was so fun - 48%
It was fine - 25%
Wasn’t for me - 18%
Other - 8%

These are much more favorable results than the polls for the other two hacked events. Makes me wonder if they’re actually willing to make a huge addition like this to the live game. I don’t think they’d add it exactly as is, but I think the idea of getting to customize your playstyle a bit in addition to your hero choice is compelling.

Also I find it interesting how the people on youtube are always more positive than twitter in these polls.

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Thats because overall it was a lay up to add.

Many of us have been complaining of the single passive per role.

It honestly was so much fun. On support, resourceful just made everything so much fun.

In all honestly, resourceful should replace the current support passive.

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I enjoyed it as well. Giving players more choices is fun.

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If everyone had resourceful, then the devs can just increase all the support cooldowns and effectively nullify it lol

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My question is, was it the pickable part that was popular, or the pasisves themselves? I’ve see a few people say they’d like if x charater got y passve in the main game but picking one seems too… complicated imo. Idk if I’d want the ability to choose, or more specifically the enemy to be able to choose their own. I feel like it adds a level of unpredictableness I don’t want to deal with. Does there support get lower cooldowns when at low health? Does their tank take less damage due to more armor? I mean, they got rid of giving teammates shields/armor because they thought that was too complicated and turned it all into overhealth.

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Honestly what they should do is a qp hacked of 6v6 and do the same polls

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2 yes options, 1 no, 1 other

But i thought it made some heros kind of busted. Like giving cooldown reduction in a game thats heavily ability based is bound to get weird.

Agreed. It’s fun to have one of the passives but you should have seen my face when a roadhog self-cleansed my (lowered cooldown) Ana nade in under 2 seconds.

Lol it’s inconsistent and whacky on both ends

Mitigating weaknesses that are built into characters is a balance nightmare because you can’t exactly nerf a base hero based on a passive either they themselves or an enemy chooses.

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I would suspect that all of the QP hacked events are things they are considering. I dont think they make these changes just to throw a wrench in peoples’ weekends.

I wouldn’t call sub-50% being pleased with it particularly positive results. The fact that the two platforms have markedly different values for the most favorable response implies these polls aren’t necessarily taking a representative sample of the playerbase as a whole.

Frankly, I thought it was mediocre at best and generally I think pickable passives is a bad idea.

But if the play data helps the devs decide if a particular passive is suitable for a hero or role in the future, I suppose that’s a good thing. I don’t mind them experimenting on us with these events.

I mean…

you would have the same effect by just hard patching that in for each hero and giving them an actual passive.

Like if their isn’t an actual choice in the matter this kind of just is counter productive. Because their base cooldown length is just meaning less, as it will always be 20% then that.

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I would assume, but also I don’t see how they possibly could’ve thought the double trouble one was a good idea.

This one though they had custom UI for so I think this is a bit more serious of an idea

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How is it no one can see that these pickable passives were a test bed for hero lock?

Right now, if you need to counter you swap. But if you couldn’t swap, you would have to alter something not to be hard countered. Enter a list of passives you can change based on team composition.

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its almost like feeling giga powerful is fun, and some hero passive combos were pretty broken, i enjoyed it though :sunglasses:

They could essentially do that which would make no sense, but I can see the devs doing something like that… just like they increase everyone’s HP - just to add more burst damage to the game, etc.

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You are sleeping on that 20% uptime for all abilities on supports, I told someone this in another forum that with the 20% cooldown reduction, as a support, it opens more ways to make clutch plays and also counterplays.

Which, I guess you can do that right now, but removing the current support passive and adding something like this, would be beneficial.

Twitter being Twitter :smile:

At least to me, it was the most tolerable hacked qp ive played in a while.

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I thought it was great!

The combination of RPG-like flexibility with OW2 really worked well in my opinion. Variety is the spice of life! :smiley: