Like, let me pick the other option if I didn’t mean to pick the first perk. I don’t care if I have to re-earn it. I don’t care if you even put a increased cost penalty. Just let me swap from the obvious misclick/panic click.
Because deciding on a perk is the only thing keeping them from being insufferable
If you’re going against an Orisa using the Javelin perk but then next time she comes out of spawn with a barrier ready to counter you, that would suck a lot.
Accidentally picking the wrong one is not enough of a concern to mess with the whole balance of the decision making. Just pick right next time and you won’t have to worry about a refund.
I don’t believe that’s correct unless they changed something. Once you pick a perk, it’s stuck like that for the rest of the round even if you switch characters.
Switching back will still have the same perks already selected I believe
To me it is strange that I can change my character and drastically change the matchups no worries, but the comparatively smaller impact of changing the perk is disallowed.
That being said I am kinda over the perk system. I dislike that I have to keep pressing tab to learn what my opponents or team is now capable of. And I think the perks added a lot of power creep
What characters people are playing is easily processed at a glance, without needing to look at the scoreboard. What perks people are using isn’t always clear without using the scoreboard.
If you could switch perks mid round, that uncertainty you find annoying would be greatly compounded.
Meh, I just don’t think accidents happen often enough or are meaningful enough to need that. I certainly wouldn’t make it a priority task if I were in charge.
Its two buttons, lmb or rmb and unlike a keyboard you’re not fat fingering any of them.
Is it really that hard? I haven’t misclicked them once.
Ngl, throwing a charged jav and then immidietly switching over to throw down a shield once in a match sounds interactive and fun.
Kindna like yesterday when i played some ball and got lvl 3 mid fight in air. Clicked on the slam perk mid slam animation and i’m not 100% sure (cant test it now either) but i think i got the bonus damage but i went through the regular faster animation. If i’m not mistaken you can repeat it its basically a free nano slam once per game, not insignificant.
Using the ability the perk is attached to should lock it in. That way you cant cheese things like picking Ana’s double Nano then swapping to headshots. Other than that a few seconds for a mis-click refund sounds good.
I am easily confused by things of similar nature, most likely in part due to me being dyslexic. I can be in spawn and mix-up the perks, even under no pressure.
That’s why I suggested a penalty. It’s still easy to counter-swap heroes if you’re not counter-swapping perks, so why not just make perks swap-able as well. It’ll remove that frustration.
Also, for 90% of the characters, there is one good perk for each level. The other is a throw pick. Reaper in particular has 2 perks that I have never touched unless I accidentally selected them.
This doesn’t work outside of practice range, I’m pretty sure. It locks your perks no matter what.
For reasons listed above, yes.
That is an absurd way to balance it. I was proposing only being able to swap them when in spawn.
It would be ridiculous if you could swap on the fly.
Only a select few heroes have perks that are equally as good the other. 90% of the roster do not.
Even then, for each swap, they would need to die, re-earn the amount for the level up, and deal with a potential penalty for swapping.
It’s not even a good idea to constantly swap perks because you’re just better of counter-swapping heroes at that point. Counter-swapping heroes is x10 more powerful than any perk could be and there is 0 down/swap limit.
I still think things are fine the way they are and if they look into it, then major changes shouldn’t be what they do. The decision being final is important.