Ooh, full time? If that’s a good thing for you, then I hope you get it.
I’ve played an afternoon of quicker play games but have yet to experience it on attack (got stuck on defense the entire time). The faster respawn time is actually brutal for Mercy, since it makes her rez even more situational than it already is. I haven’t been able to rez anyone unless they were close to me when they died, since their souls now fade too quickly to raise anyone that died far away.
Other than the Mercy bit, my main takeaway is that Quicker Play makes stomps even more brutal and harder to come back from. It would’ve helped if the devs had also sped up ult charge rates.
I’ve done both, and what I’ve noticed is that on certain maps, it gives an advantage depending on where you spawn in the map.
With reduced spawn times, it makes attacking a little more broken at the start (Say King’s Row for example), but by the time you’re at second point, it’s more broken towards defense.
The entire experience though is Snowball Simulator 5000.
You keep referring to Battlebit like this but it has even fewer players than Overwatch on Steam lol. 9k 24-hour peak. It peaked at around 90k and dropped off hard.
Don’t get me wrong, that’s great for an indie game. It looks great. But you’re massively overselling how successful it is.
Here is the problem I see with this. Why should the game be based around a small minuscule number of players. We’re not even discussing top500 players. You see top500 get wrecked by Pro players. Balancing this game around the top .001% is irrational. Especially when this games competitive integrity was gone a while ago. Probably well before OW2. I don’t think Overwatch is popular enough to only set your eyes on balancing for .001% of a playerbase.
Wish moderation was better here. People shouldn’t be able to just topic body a link to a video and nothing else. It’s lazy and not even thought provoking.
He’s right though. I remember people putting their trust in the devs to change the tanks that needed changing to fit in a 5v5 setting… and we’re still a long ways off of that being finished.
Like, at the pace we’re currently going, it’ll be 2026-2027 before the changes needed to make self-healing function work without messing up balance, again, and idk how many people are going to stick around that long.
Please stop nerfing sentry mode and delete the stupid bouncing sticky nade instead. Or revert the pointless rework entirely and give me back the REAL bastion.
TBH, it’s kinda inevitable at this point with how much the devs have said they wanna deal with Burst. Better off figuring out what compensation buffs you want in return.
More so though… an unbalance queue time, means the matchmaker has to push more and more towards getting the people who are waiting the longest into games, rather than picking the best people for those games.
Matchmaking is already a bit dicey, so, making it worse? Is that really what we want to be doing here?
I am sure they have compared the retention rates between the times when DPS was basically riding over everyone else in queue subscription to now.
I do, and I am sure that they have as well.
If your retention rate for say, supports is worse than DPS, then you will continue to lose supports at a higher rate than DPS, and the queues will shift more and more and more until you start losing DPS players to queue times.
Now you are losing supports and DPS both at a higher rate. So it is ultimately worse for DPS retention anyway.
A change I’d be interested in seeing is global damage nerfs, like pretty drastic 20-35% but all damage applies a heal reduced state onto characters that can stack to higher and higher% the more it gets applied/the more damage is done, and also lasts longer when re-applied. But also make it fade fairly fast in general, like, for one instance of damage, .25 seconds, at cap, 3 seconds.
Devs get to keep “the game is balanced around anti heal” without it being balanced around one character.
It takes away the issue of burst damage on tanks being insane while also making them killable under sustained fire.
I think if you just nerf raw in-combat sustain, then supports will just be incentivized to only heal to keep up with damage, while if you make it a reduced heals applied for a duration, supports will consider doing other things instead.
To all tactical shooter fans who want this game to feel boring as any other tactical shooter and fail just like Gundam Evolution all i can say is: GO AND PLAY VALORANT OR CS2.
We don’t OW to become: a game without teamwork, a game without roles, a game without unique hero abilities and a game without identity.
After reading all the comments one of the players expressed his feelings for wanting this game to become just like Valorant. It won’t be hard to find him and it will be really tragic if Blizzard doesn’t give him any credit for his bright ideas.