We no longer need to reminisce ୧( ˵ ° ~ ° ˵ )୨

I’m curious. For the players who share the opinion that OW2 is complete garbage, I’d like to ask you: What do you think it is now that we can actually go back and play the original Overwatch that made it so compelling?

I do not think OW2 is a complete garbage(because it’s an incomplete garbage) and I do like OWC. Yes, it is possible to find something of value in both, it doesn’t have to be “either or”.

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Heresy! Heresy, I dearly say!!! :face_with_monocle:

Edit: I kid,I kid

Best part of OWC is people actually die when you shoot at them, even tanks.

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I wouldn’t say it’s complete garbage, but OWC definitely highlights the problems with the current game. Even though it’s an unbalanced mess, Classic has a better overall feel that I wish could be recaptured in 2 alongside at least some of the post-release heroes and changes.

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I never played overwatch when it first released, I started to play pretty late, but I was really excited to try owc because of mass rez.

Mass rez and mercy were the reason I wanted to try out the game for a long time, so its sad that I never experienced it.

Mass rez is really fun, sad that its gone actually. Sad that so many unique things are gone.

But tbh, without role queue or rather without champion limit the game feels pretty unbalanced and bad and clunky.

Ow2 definietly feels bettet in that regard.

Unfortunately, I don’t think it is possible. Explained here, partially. TL;DR - it is (probably?) possible to retcon some of the modern heroes post-Ana, but they would need to be added so that the problems Ana introduced are not repeated. I partially described those here.

In the end, if they retcon modern heroes and try to keep old-school spirit of scarcity, strategy, synergy, team-play and moderation = I think almost all of those modern heroes would then have to be done unrecognizably different, likely with many abilities plain removed from them.

I’ve thought about that myself, and to be honest, I wouldn’t mind that at all. I can see how it would be impractical, and many heroes would just wind up getting deleted, but I’m actually liking how simple the kits in Classic are. People say “clunky,” but to me it forces you to slow down, think about the game, and get into a rhythm. I wish that design philosophy had carried forward into the kits of post-launch heroes, many of whom feel like they do too much, while launch heroes are getting reworked one by one to keep up, some significantly more than others.

In game, I can see the difference in kit design in the killfeed. In Classic, there’s usually one killer → one victim, and maybe a single assist. In Current, it’s not unusual for me to see four or five players credited with a single kill, because all of them have kits full of random confetti that happened to hit one victim within seconds of each other.

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It’s not even slow it’s constant action, my fingers pain from firing too many arrows in owc you are in constant action in ow2 there is huge downtimes funnily and you can’t take control of something, in owc you are constantly doing something or the other.

This obviously changed down the line somewhere between brig release to rq introduction.

But before that it was just fun that not even op widow can manage to ruin.

I think my recollection was right. Playing Classic really brought me back to a time where Overwatch was a fun, chaotic game full of bold design choices (both aesthetic and gameplay) and a staggering array of gameplay options that rewarded players for thinking outside of the box. It wasn’t perfect, but there were the makings of a masterpiece there and we had reason to hope that a little spit and polish might make Overwatch a truly amazing game.

Now it kind of just feels like another twitchy teenybopper shooter but with slightly more emphasis on an increasingly repetitive range of abilities.

That’s what my point is, yes. How would one retcon something like Sigma? Kiriko? Sojourn? The list goes on. There are heroes that just do too much, all at the same time. So bringing those “back” would require just completely reworking them to the point it’s easier to just … not add it at all.

I do think that some of the “clunky” stuff is beneficial for the game pace and the strategy - but some should be addressed because it objectively makes some heroes too bad compared to their peers. But it’s mostly in-between minute things which is possible to retcon from modern times without breaking the “one thing at a time” mantra.

Was the case in the OW2 beta too. Get the feeling the devs could slow the game to a crawl, even if it was a 1v1

I would argue that most of the heroes who do too much could easy stand to lose an entire ability and still feel like a solid hero. I’m talking about Sigma with no rock, Sojourn with no vortex, Ana and Bap with extremely limited healing. These are heroes whose kits are so overstuffed that perfectly good abilities feel like they’re of secondary importance to other, even stronger abilities, so just pick the abilities that get center stage and trim off the rest.

… is still better Rein (:

… is still better Soldier (:

… still have ults on CD and put DPS to shame (:

As a support player I cannot even stand to play ow classic :joy:

Supports back then was literally just spectator mode hoping you get a tank. In ow2 you get a guaranteed tank and you get to actually do stuff and make plays as a support which cannot be undersold

Its hilarious to me, the moment supports are useless, is when people call them finally balanced… yeah no. Glad you dont design the game.

Supports are actually supposed to have an impact too y’know? Thats why we have abilities like suzu grip anti etc. i know its hard for some of you to believe but those abilities arent just designed purely to steal your kills. They are primarily designed to give support players ways to impact and influence the game outside of them just healbotting 24/7

Unless you give supports giga broken healing where you can heal a teammate through an entire team shooting at them, how do you expect us to keep our team alive? Or are we supposed to just roll over the minute we get a bad teammate and just accept we cannot influence the match?

In ow2 even if you have a bad teammate you can still work with that because of abilities like rez, grip suzu to bail bad players out etc. so while you might see it as stealing kills and removing ways to punish bad plays, try looking at it from the other angle of giving supports ways to impact the game and work around bad teammates. If supports didnt have abilities like suzu rez grip etc, every game would be entirely dependent on your teammates because no amount of healing is going to save someone out of position

If i have a trash dps who cant help but peak widow I know I have options like rez to undo that mistake, or go moira or kiri and flank to try kill her myself. If supports were just ow1 supports like some people want all supports would do is literally heal that dps, watch as they peak and die and then just shrug as we lose the fight immediately having 0 influence on anything that happened.

Theres a reason why, in early ow1 especially, supports and tanks would alternate for the least popular role

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I get it, you don’t like OWC - and fair enough - you’re entitled to your opinion, but out of curiosity = from where does this requirement stem? What makes you think that a support should be able to “keep teammates alive” when they’re under enemy fire?

Supports in OG were always … well, supports = capable of tipping the scales in your favor, but not carrying it through enemy fire. You were sort of … expected to learn position, not expose to the enemy, take cover, use abilities wisely and most of all - pressure the enemy with your own fire to create space and compete for it?

Idk, maybe I’m missing something, but that’s how it was back then. It was never a given that supports should be able to out-heal damage. The math says no, the HPS for that just wasn’t there.

yeah. I wish dva was a free kill too lol.

I ask you this

What purpose does a support have if they cannot keep their team alive

If it isnt strong healing to literally outheal damage, and it isnt strong utility like suzu or grip

… how do supports do their job and have any impact in the game…

If people dont like suzu thats fine, but then if we didnt have that supports would need insane healing potential instead. If neither what is the point of the role if they dont actually do anything

They are just nothing at that point and cosmetic

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Exactly. That’s why I think those abilities can and should go. Losing them poses no threat to the viability (or even the enjoyability, imo) of the heroes in question, but it will help close the gap between them and the original, less bloated hero kits.

OWC? Here we go:

– Mercy: to have the only available main healing to help faster re-engagment and to use that DB to shift the breakpoints.
– Lucio: that speed-boost and team save against the blade or whanot
– Zen: to have a focus-fire on the enemy that has a discord and save a team against some ult
– Sym: to top the team’s HP and protect from some breakpoints, to have a solid defense in backline against flankers


That's how it was in OWC. Heroes just had a singular utility (plus maybe something secondary), a defined role and that .. was enough. There was no expectation of multi-tasking 17 roles and sustaining the team so that you pump 1k+ damage into something and it still doesn't die.

Sorry, again = it’s just a different setting. The expectations were just different. If you don’t like it, there’s currently a main game, OW2 - that lets you out-heal the enemy. I’m not arguing which one is better, I’m just pointing out the foundation-level difference in design.