Overwatch

Overwatch Dev Tracker




13 Sep

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In my head that played as that tiktok sound.

You know which one I mean.

In all seriousness, it’s understandable if folks have strong feelings about this direction. I’ll be sure to account for all of the sentiment we hear.

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I’m gonna be that dev and say that I can’t wait for you all to see this year’s skins.

They look outstanding!

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I’ve been seeing this question pop up quite a bit since our post last week, so I grabbed some time with Geoff and Josh from the Hero design and balance team this afternoon. Here’s what they had to say;

So far, we’ve not made a ton of changes to how the Support role works in OW2. There are some meaningful changes, such as removing the stun from Brigitte (more on her specific rebalancing efforts in the future), however for the most part the playstyle of your favorite support heroes should feel familiar and similar to retail.

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To be honest, I don’t know that this consideration is on the radar, but it’s feedback that I can pass along.


11 Sep

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Caveat: I am not confirming here the extent to which we’re looking at Doomfist. It would be disrespectful to the the hard working members of Team 4 to not give their work our best effort in revealing it.

Speaking more generally, existing hero reworks and/or balance changes are a part of our larger comms plan for OW2. We want for heroes to have the appropriate amount of space and time to shine...

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10 Sep

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Feedback noted.

5chars

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Without going into detail…

yes

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I understand where your feedback is coming from. It remains to be seen how removing cc and utility from certain Damage heroes will impact the perceived “fun-ness” of those abilities being used by Tanks and Supports in the future. That’s a fair concern and one that we’ll be paying close attention to as we develop OW2.

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Caveat: not a designer

I believe this is more in regard to the fact that Doom and Wrecking Ball have both great mobility and strong cc abilities like Knockup and Knockback.

Evaluating Tracer’s mobility is a part of process, but in a different way than the former.

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Performance, min-specs, etc is not something we’re talking about yet. We’ll certainly have more information on that in the future.

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I’m going to refer back to this paragraph in my first post:

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Just to manage expectations: don’t read too much into my answer. It shouldn’t be taken as an indication that anything is or isn’t changing with these game modes.


09 Sep

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This concern is something we’re paying close attention to in our playtests.

So far, we’ve seen that heroes like Doomfist, Wrecking Ball (and to some degree Tracer), will need to be rebalanced, and maybe even nerfed, to make sure they’re not super overpowered in the new meta.

Changes like the ones we’ve discussed in the ...

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Not something we’re prepared to talk about yet unfortunately.

Apologies!

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and they say…

Rising Uppercut!

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I loved this the first time I saw it, and even more now.

The city just feels so alive and vibrant.

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This has been a recurring theme in conversation since the PvP Livestream; Tank players want to understand their role in a new 5v5 world. I talked to the Hero Design and Balance team about this thread, and have summed up some thoughts below:

Tanks in Overwatch 2 remain both disruptive line breakers and push-leading protectors. Changing from two Tanks to one creates a new dynamic, where each player (including Damage and Supports) needs to be more careful about the way they position themselves. Flanking potentially becomes more potent as a strategy, and because teams aren’t relying on holding “the high ground” due to the defensive capabilities of multiple Tanks, maps are being used to their fullest (which has resulted in some fun playtests).

Tanks will still be the unquestioned authority on blocking damage; however, they won’t be simultaneously contending with the opposing Tank blocking nearly all incoming damage for their team. Changing to a single Tank means th...

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Hi folks,

We are aware of this issue and are working towards a solution. No ETA as of yet.

Apologies to anyone who’s been affected by this.


07 Sep

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Now that we’ve added tabs in the Custom Game Browser for Popular, Favorites, and Recent as well as the ability to add an official Mode Name to Custom Game settings (see the patch notes copied below), it’s important to understand how the system tracks what game mode is currently being played.

After creating a lobby from a mode in the Popular, Favorites, or Recent tab, OR after importing a code in the Settings screen, you should see the Game Code displayed beneath the mode’s Description text box. This tells you that you are “officially” playing that particular game mode. This means that 1) players searching by code or Mode Name in the browser will see your game, 2) the mode will show up in your Recent tab, and 3) your game will contribute to the overall popularity of the mode, which may help the mode show up in the Popular tab eventually (if enough people play it).

If you change the Maps, the Workshop Settings (but not the Workshop script itself), or most of the Lobby se...

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