Thoughts on perks after playing 1 game as each hero

Yeah so I thought the best way to get a grasp on the perk system would be to play 1 game as each hero. I mostly went for whatever perk sounded more interesting even if I didn’t think it’d be very good. It was a fun ‘challenge’ of sorts I recommend it

pacing

The pace at which you unlock perks seems pretty consistent from hero to hero, with some of the most egregious stat spammers getting them only a little bit faster than everyone else. And the catch up mechanic is strong enough that it didn’t really feel like a win more mechanic. My one complaint in this regard is that on the quickplay format for Push (which is 2 minutes shorter) it feels like you get the level 2 perks way too late in the match

Swapping

I definitely have noticed swapping is less common, and it has made playing tank much more enjoyable. Since I was deliberately not swapping for the past 41 games it’s hard to say for sure, but I feel like my teammates who swapped got their perks back in what felt like a reasonable amount of times. I do have a feeling that as perks become less novel people will start swapping more again, especially in ranked. I started to feel it near the end of the first week when I got quadruple counterswapped in my hog game

One thing that did upset me was that they didn’t really use any of the perks as an opportunity to give heroes more resistance to or options to deal with their hard counters. There are a few exceptions, like doom has a perk for blocking sleep dart

Of course one issue with swapping now is that if you do get counterswapped you can’t defend yourself without throwing all of your perks away which feels really bad, and you may be stuck with a perk choice that isn’t very useful against counters, but at the very least if you make at least 2 people swap they lost more perks than you so you’re sort of winning. I anticipate overall that counterswapping will be mildly improved by perks in the long run but will still be a large problem with the game

Choices - Dynamic choices

I’d say this type of system is only compelling if there’s a compelling case to make for choosing either perk. Ideally, the same player would make different choices from match to match. I got a taste of this on sigma. I was going to pick the rock scaling with distance minor perk, but then I changed my mind since most of my rocks were going into a doomfist from close range, but then I changed my mind again since they swapped to brigitte and between her, doom, and mei my grasp wasn’t getting much value to begin with. And then I was also going to try the melee one since it was intriguing, but since we were still on second point hollywood when I unlocked it and there’s a lot of highground there I choose the floating one instead. Another clear example of this is echo’s minor perk where you’ll 100% be checking what duplicate targets are on both teams before choosing it

Choices - Personal Preference

I’d say the next best thing would be perks that appeal to different sorts of players, but each individual player will usually take the same one, whether it be for playstyle or skill level. For instance on the playstyle front, I am 100% always picking Illari’s pylon minor perk, because I very heavily micromanage Illari’s pylon, but there are some very good Illari players who do not micro much at all and who will always go with the other option.

On the skill front, I think symmetra’s extra turret perk is entirely a noob trap, you can get so much value out of that long range teleporter it’s crazy, but for some of the sym player’s I’ve encountered who hardly use her teleporter, I think it’ll be a nice little bonus for them. In the opposite direction, I am not the best sojourn player, and I whiff her ult all the time, so I’ll probably stick to the bonus ammo

Choices - No choice

The worst outcome would be for a perk where there is no conceivable reason why any player would chose a certain option. Are there any perks like this in the game? There are a handful of perks that I feel may be this way, and also a few that I think you’d only pick because they’re more fun (winston chain lightning, definitely the worst major perk I’ve tried).

If I had to estimate I’d say maybe 35% of perks fall into the first category, 60% the second, and 5% this last one, which I’d say is pretty good for a first patch

Role differences

I’d say dps definitely has the highest quantity of really interesting complete playstyle swap perks. Support had a lot of set and forget style raw stat boost perks. And I’d say tank probably had the most underwhelming perks overall. Still I feel like the differences from role to role weren’t too drastic and where they existed they made sense

steamroll matches

One drawback of perks is they make steamroll matches sting even harder, like not only did I just play the most miserable match of my life but I didn’t even get to unlock my major perk, lame. The system really does rub in how big of a problem the matchmaker is

Fun perks vs good perks

One worry is that some heroes may put you in a conundrum where you have to decide between the perk that is good and the one that is fun. For example Juno’s minor perks, anyone whose played much juno knows how many teammates they could’ve saved if only the torpedo locked on a tad bit faster, but it’s still an underwhelming change compared to getting sonic speed boost rings. I don’t think this is a major problem with the system but it is something to look out for. Like I don’t think you’ll be losing comp matches because someone took a hard throw perk or anything like that

Community perception

It seems like at least 30 of the 40ish heroes in the game have mains catastrophizing how bad their perks are when most of them are just fine. Pretty standard reactions to Overwatch balancing tbh. Definitely are some kinks in the system, but give them a few patches to figure it out

Ultimate perks

Having perks tied to ults is concerning since you don’t want ults to be too strong and also it’s harder to make a case for boosting the thing you only get to use a handful of times per match. I noticed most of these are only on minor perks and often on fast charging ults which is good. None of them buffed the ults too much and when they did it was usually by giving a new usecase to the ult (e.g. self-defense on ana) rather than making the ult itself stronger. So yeah I think they mostly handled this well. My one gripe is it annoys me how both of echo’s minor perks are ult related, though it is an interesting choice

Controls

So some of the perks added some new abilities or functionality to already complete kits. Did it feel up to standards? I’d say mostly yeah, but there are only two that felt awkward to me, Cassidy’s manual fan the hammer and Reaper’s 2 shot blast, but I think that could just be a learning curve. Another problem is with the perk’s for echo and sombra which allow their abilities to target teammates. It is waaaay easier to mistarget these when there are 9 valid targets on the battlefield instead of 5, and this doesn’t feel like an intended drawback. I don’t know a good solution though

Micromanagement

One concern is perks that require too much micromanagement to get value of. There are a few of these, but not too many for me to think it’s a serious problem with the system. One example of this is Orisa’s headshots reduce weapon heat perk, since you are used to naturally feeling out when you are about to overheat, but with this perk you gotta start either watching the meter on the UI or keeping note of how many headshots you are landing and at that point it just feels more of a pain than it’s worth. I’m sure eventually I’d build the intuition for it, but I’d rather just chose her other perk. There are some others that seemed like they’d have this problem, especially ones involving ammo management or cooldown reductions, but I mostly avoided these (some are good though, I like hog’s failsafe where he gets ammo after hooking)

Muscle Memory

Another concern would be that perks could mess with muscle memory. I felt this was much more noticeable on heroes that I played a lot of. Like Venture’s range perk, I could 100% tell some shots I only missed them because I aimed as though it still had its default range. Even with echo I played this hero so much and have such a strong sense of the timing she shoots stickies at that adding more to the volley honestly threw me off just a little bit. Another one that threw me off a lot was pharah’s concussion vacuum, I still attempted to repel from walls quite a few times after unlocking this.

Tradeoffs

Some perks have direct tradeoffs, like Junkrat’s one major perk reduces his clip size, which I think is fair given the power level of basically giving him the tf2 loch-n-load. Some have natural tradeoffs, like bastion’s explosive shells are a lot worse at shredding through high high hp things. I don’t mind this since it allows for more radical changes through perks, and none of the heroes seem to have any cases where both perks have downsides, other than perhaps symmetra due to the targetting issue with her healing one, though that is unintentional

boring heroes

Do perks make me want to play any of my lesser used heroes more often? There are 2 where I’d say certainly. Bastion, where I like being able to use his ult as a panic button and having his minigun be projectile, and Soldier, I like the stim packs and the design of them is cool how they are powerful but also synergize poorly with his also strong health field minor perk. I also want to play some more high jump moira, heavy slam ball, and floating zen.

Power consistency

I feel the heroes with the worst perks are typically pretty strong to begin with or characters who nobody wants to be strong. A lot of stealth-buffing and stealth-nerfing going on here, like some heroes have very strong minor perks but they were usually weaker to begin with. The only heroes who really had me baffled thinking are their perks really this underwhelming were Brigitte and hanzo, and even then they were far from useless. So I think they did an okay job with powerscaling these, but some adjustments are still needed there are some heroes whose perks are both weaker and less interesting than other heroes of a similar tier

Tracking

Did I have good track of what perks my allies and enemies were taking? No not really. Some were unmissable, like you know what just happened when a sombra just healed the guy you were about to kill. There are a handful I conditioned myself to look out for. When I’m diving ana I’m in the habit of making sure she can’t self nano to escape, when I’m a grounded tank against Mei I check whether she has the longer ice walls, and when I’m against junkrat I usually check for nitro tire. There’s clearly still a lot more to get used to, but in the meantime I never felt too punished for not tracking the perks.

Respecing

You can’t respec perks once you’ve bought them. This makes sense since some perks are for ults and you wouldn’t want people shuffling them around based on their current ult charge. I could also see it being way to confusing for the other players in the lobby. Only once or twice did this feel like an issue, so it’s annoying but understandable and not a big deal.

Variety

Will these add much freshness to the game? In the short term definitely, I feel I already played this season close to half as much as last one. I think these will keep people logging in for at least a few months. A year from now? It depends on how significant these “perk refreshes” they mention are. If they’re changing around what perks each hero has that’d be crazy, but even if they didn’t I still think perks are a net positive

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I like Astrujuva69’s idea- his perks decision is mostly situational. More hp and healing when team is losing or dying. More damage or ‘weird’ perks when team is winning.

This approach lets me explore the perks more instead of choosing out of habit.

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To be fair I don’t want the perks to be changed for the sake of it.
Maybe makes sense if there are absolute garbage-tier perks that no one picks.

But I don’t want them changing useful and popular perks.

If anything, I would like them to add additional perks if necessary, while maintaining 2 slots for each level.

Example:
Moira’s minor perk:

  1. Fade lasts 0.5 sec longer
  2. Fade gives a higher jump
  3. Fade has a slightly shorter cooldown
  4. fading through allies heals them for a bit
  5. Fading through enemies slows them down

The first 2 are the default, and each one of them can be replaced with another one from that list, in the hero gallery before finding a match.

IMO muscle memory is the biggest offender. Perks NEED to be able to be chosen at the start of the match, because suddenly switching up your game plan after spending half the match or longer without the perk is so unwieldy. I tend to forget I even have some of my perks.

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My finger got tired of scrolling this wall down, good review man! :+1:

One of my main concerns is there, the muscle memory one. That is very rough because as we all know, the changes are not permanent so you can’t “reset” your knowledge from game to game.

The respec is weird that doesn’t happen between rounds. That would make sense and not be annoying since you have plenty of time to click again.

As a bonus, I can tell you Perks ruined Mystery Heroes. Now some dudes just play to “farm” perks, and are 100% afraid of pushing or risking anything. If you get 1 of those dudes per team … its kind of “ok” but when its more people, all you get is people farming stats/perks and afraid to engage.

Also one of the dumbest decisions ever made, theres ZERO need to introduce them there. Specially because 1 death will make you lose them all.

Ana’s is egregious. There’s no justifying it. They didn’t give it any drawbacks (which at minimum should’ve cut the bonuses received in half), but literally allowed for two people to be nano’d on the same team at once.

It’s absurd and is a country mile above the rest.

Not for this one. It chops up your fire-rate so badly, while also coming at the cost of two bullets and a three second cooldown. The best you can do with this is to use your last bullet, since it still does the damage of two shots while only using one bullet and the reload takes as long as the animation lockout anyways.

99% of the time, you wont be able to do enough to outdamage the Support’s healing from it’s intended range. Using it up close packs a punch, but it’s too inconsistent to be worth suffering the drawbacks. You’re better off just shooting twice with primary fire.

It sucks because it’s his best perk by far.

Hard disagree. Tracer, Sojourn, Ana, Ashe are all perma-meta characters and all of them got the best perks possible.

Meanwhile Sym, Reaper, and Venture got horrible perks that change absolutely nothing about how they play, nor try to alleviate any of the existing issues with their kits (at least, not without more drawbacks than fixes).

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Hog is a good example of perks that will always/never be chosen. The streamers I’ve watched on hog and the players I’ve been against (and myself) all chose the same 2 perks every time.

The “throw trap further” has no purpose when you use the trap close to you for hooks.

The “heal everyone else” perk doesn’t help hog’s survivability against Ana which is his main drawback so everyone chooses the “run away faster” perk. 2 useless perks and 2 mediocre perks.

All he needed was some small reduction of Ana’s countering like a 30% CC reduction major perk or something like that. Not OP (he is trash anyway) and make him slightly more fun when Ana is picked against him every single game and is now even stronger against him than before perks (which is crazy to think the devs thought that was ok for Hog and Mauga to be even more beaten up by Ana).

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A good, well thought out post that not AI? Whats this doing here?

Pacing is way too slow, sometimes in qp you get your major perk and game is over 1 min later

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in conclusion perks did nothing to improve the game or change anything or make it fresh, the novelty is dying, people get used to them and is back to, not play the game, it seems developers know this would happen, thats why loot boxes are back, the adiction and feeling on open one loot box is better than any 5vs5 match with perks

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I have some serious doubts as to whether this is their intention to begin with. I feel like perks are going to be a deliberate flavor-of-the-month balancing scheme to “keep things fresh”. Balance is not the objective because it is not possible.

for me it’s not a “potency” or “value added” argument.

it’s a “vector” based one. perks, like ults, scale in the wrong “direction”. they (tend to) reward sub-optimal micro-mechanics. they (tend to) reward bad fundamentals (like clean picks, high k/d per low dmg, low resource). they basically take the “im a better gamer than you” and throw it under the bus, because it’s usually the garbs of the lobby who get perks (and ults) first and snowball with them via bad mechanics.

it’s lazy game design that once again makes things fun for bads and unfun for guds.