From pick rates to data deep dives, tons of factors influence how balance changes come to Overwatch 2. Follow the process from start to finish with associate hero designer Scott Kennedy.
Always nice to get an update on this kind of stuff!
Any chance we could get “frame generation” features in the future?
Ha ha ha… This is hilarious. Basically they confirmed that they prioritize how the character is to play against over how fun they are to play (surprising absolutely nobody who has been paying attention). They also only care if a hero is under 45% or over 55% winrate. That supposedly signals they need to do something, not that they ever have. And lastly they FINALLY confirmed that they will address Sombra. No info on that at all beyond “we are looking at her,” but hey, progress is progress!
And here is the best part. They are going to buff the DPS passive and nerf the support passive. Or was it the global passive? Who can keep up with any of this anymore? Either way, they want you dead.
Also prepare yourself for smol Bastion. Him is jus a wittle guy.
Oh… 30% dps passive. Girl, can’t we just nerf some individual healing instead of tacking on another dps passive buff… all this after they buffed healing like bap or introducing perks that have a healing component to multiple heros.
At this point, can we buff some of the damage to select supports. If mercy’s healing ain’t going to do anything, give her cass’s revolver at least.
30% heal reduction sounds scary tbh
Hog was overperforming. Not statistically, but in the hearts of the forum, therefore it needed to happen. A$ap. The other stuff can wait, it’s not nearly as important as artificially tacking on random changes for a filler season. I mean… Ahem, this should be great for Genji players.
Sad cause Hog is such a fun tank to play but God it’s like hitting the Sisyphus Simulator.
Just nerf high burst healing. What’s not clicking. Why are we punishing Lifeweaver’s paltry hps because YALL can’t hit your shots omg
I’m actually fine with increasing the potency of the DPS passive at first glance. Excessive healing is a slog to burn through so, hey, yeah, sure. But if we want less healing going out, then maybe we should… stop buffing characters’ raw healing values? For example, Bap at season’s start.
This seems a bit self-defeating, no?
All I got from this is: So you’re telling me to play more Zenyatta.
Murder healer is back on the menu boys
Also the only QOL change cleansing grasp needs is to be baseline. Now you’re basically saying it’s still gonna be a perk LOL
Yo yo yo it’s my boy Custa. Wonder if he’s taught any of the devs the way of the shoey KEKW.
I remember when Jay3 got drawn into it during a stream lol
Well actshually this works quite nicely because healing is YUGE if done safely and therefore you waste less time out of combat. But, with a higher Genji passive, you cannot just pump heals into the victim and expect them to live. Do not get me wrong, I am not even sure that is what Blizzard is going for; however, it speeds up the game better than if they never increased healing to begin with. It promotes intelligent play too. Overall, me likey.
An interesting omission from their list of rationales is what has been done in other games because it’s pretty obvious that this anti-heal buff and passive healing nerf is an indirect response to multiple OW streamers complaining about the obscene healing and sustain numbers in Marvel Rivals which led to some really frustrating METAs and team comps.
Well it’s not like it’s not important
If there are 44 people in the room all playing different heroes….only 1 person cares how fun hero X is….the other 43 care about how fun it is to play against it
It’s not a new thing….weve changed MANY things in the game based on how it impacts the other people in the lobby
Usually what’s fun for one person isn’t all that fun for everybody else….if you want to think about it in terms of something being OP or not…what percentage of the player base enjoys playing against the OP thing
And no that doesn’t mean that the hero shouldn’t be fun to play……just not at the expense of everybody else….a difficult task to achieve
I hope Freja’s data will be used for future heroes. So that they’re not designed to be like her. Spammy with low cooldowns. The same for heroes like Sombra and Doom. If you can’t balance them easily, it’s a giant flaw in their whole design.
As a very heavy support player in the past and still doing so these days when needed, I prefer the words absolute joke. They ignore the main issue of the sustain and choose to give nerfs to Lucio which aren’t a priority-like his boop.
It’s why I can’t enjoy playing support as much these days compared to in the past-back then you actually had to think. Now there’s so much burst and sustain, on top of the passive healing it’s just not even funny.
The only support hero I remotely enjoy is Lucio, even with his pointless nerfs. He’s got a real high skill ceiling, and when utillized properly can really cause mayhem for enemy players. Plus he has an OP PMA mindset.
The only downside of playing Lucio is too many times after a few drinks I’ve tried to emulate Frogger. It 100% always ends up going very, VERY badly… lol
So the ally over health from JQ is what made her hard meta in the first place. Why go back to it?
“the playerbase has spoken! We must adress it! Quickly, increase updraft cooldown by one second and reload time by 0.2!”