Season 18 brings a major Perks update, and associate hero designer Scott Kennedy is here to walk you through the process of inventing and improving upon Overwatch’s newest core system.
Removing Re-boots, why are you so determined to ruin this character?
The torpedo one is way better anyway. And Faster Blaster is a giant buff.
And what about the useless and never picked Seismic Slam 3 opponents for empowered punch? Every time someone picks by mistake they either switch or feel like they’re forcing themselves to get through the match when they could have had “absorb a few projectiles for instant empowered punch” which is pretty much the MUST pick major perk for Doomfist. Why not switch it with something like “Empowered Punch is omnidirectional” so it can be used for midair targets like pharah or for movement?
Haven’t used it once since they added re-boots, it’s such a huge qol upgrade that I can’t imagine playing her without it.
Hoping the reason we haven’t heard anything about Doomfist yet is because you’re holding off on revealing the removal of Seismic Empowerment and replacing it with Uppercut ![]()
Istg if their change for Doomfist is some dumb “Seismic Empowerment now uses Empowered punch for more damage!” perk. I know they don’t play Doomfist, but I hope to god they aren’t that out of touch
Two of Juno’s current Perks—Familiar Vitals (Minor) and Locked On (Major) — revolve around her Pulsar Torpedoes. Choosing both gives you some serious projectile power
Huh? They’re literally anti-synergy. You need to hit enemies for the major one to work and if you hit enemies that means you didn’t use the faster lock on time of the minor perk. The only reason we picked both is because the other choices were terrible
Faster Blaster—her new Major Perk—makes Juno’s Mediblaster automatic while Glide Boost is active
okay that sounds fun
Sojourn will get a new Major Perk next season called Friction Generators. Her Power Slide will generate up to 50 energy for her primary weapon, which can be used to power up before an attack or delay Railgun energy decay between fights
So we’re losing her one actually fun perk for boring free value. Why?
We can’t wait to see what you do with these new and improved Perks. Thanks for reading. Good luck and have fun!
other than the juno one we already saw all the other ones so I don’t really get the point of this blog tbh
Could you add a perk section to custom games… Where for each hero you can select 2 perks for each level… And maybe increase the amount of levels or xp speed.
In that list would be included :
-currently available perks.
-old removed perks.
-test perks that were basicly done but didn’t made it in. Except in customs.
-perks from events like shacalshtein laboratory.
I just want a way so that removed perks arnt gone forever.
And maybe have old hero before reworks in a similar manner too.
(probably with a beware of bugs label)
They are improving SCATTUH?! PepeHanz, rejoice!
Hopefully many more characters are getting some perk love. Too many characters have a blindingly obvious choice at each level. Some new perks that cause you to pause and consider alternatives would be nice.
Except for Genji. No nerfs. Just buff his perks that are supposed to be fun so we have to choose between fun or sustain. ![]()
I really think that Juno should not have two Torpedo perks as Minor perks and two Weapon perks as major perks. Can we NOT remove re-boots, and instead remove one of the two torpedo perks? Torpedos are easily her least engaging abilities, and the perks were only so strong because the ability is overtuned.
Stop nerfing Ana. Nobody will use the new minor perk, and Headhunter is also worthless. All this change is doing is forcing Ana to only be able to have 2 minor perks when every other character gets both a major and a minor perk.
I didn’t like perks at first because they seemed to add needless complexity but they’ve grown on me!
I love the Reinhardt perks that he has right now!
The only perk of his that I never use is the extra fire strike!
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I still don’t really get the point of perks. ![]()
Why not just balance the heroes?
The purpose is to allow some playstyle flexibility for heroes to reduce the need to counterswap mid game.
Conceptually I have no issue with this, though I wish they did this in more of a loadout mechanism – e.g. more like TF2 where you swap out abilities or weapons that have clear and balanced tradeoffs, instead of perks that are just straight up buffs. Having to earn perks throughout the progress of the game just sounds so much worse than being able to swap loadouts to adapt, without the need to just make everything overpowered.
I think perks is a good way to add complexity to a hero skill or weapon. It’s difficult to add a “this character deals 50% more damage when he rocket jumps” into his normal skill.
I actually would prefer if they get rid of perks that improve bad ultimates and made them decent, and just they change the ultimate. I feel like I’m forced to get them and I don’t enjoy a perk that I only play 2 or 3 times in a game. Perks like pharah or junkrat for example.
Let see too if new scatter is still useful, it is still less damage than a crit so I don’t know if it is going to be a buff to chose it, maybe is more like the change of tank weapon in bastion.
Yeah I can see the point of another cog to spin and adjust… But basically you use them against the enemy comp so you can take them from the get go?
Seems strange to play differently through a match and You barely play with all perks.
on top of bad selections just dropping you further behind.
I see no harm in making them Atleast available from the start.
I think the idea for not picking them up front is that:
- Its supposed to be used as counterplay, so you have to pick dynamically based on what the enemy does
- Because theyre all buffs, I think they dont want a huge power spike from the start
It’s hard to say if things would be more interesting one way or another. My gut feeling is that being able to not only start with, but be able to swap out, perks or equivalent throughout the match would make for a more interesting experience, but I think for that to be viable they really can’t actually be perks, but need to have functional tradeoffs to make sure it’s not just a massive amount of power creep leeching into the core gameplay. There are a lot of perks right now that would be insanely broken if you had them right off the bat.
That all said, take my opinion with a huge grain of salt. I havent even played this game since perks came out, so I dont really have much of an informed opinion on how they play out. So ![]()
