They have custom crosshairs, we only see the hero default crosshair in spectator view.
They have custom crosshairs, we only see the hero default crosshair in spectator view.
When the pros play Overwatch at the Blizzard Arena, it looks just like it does for you and me at home. They don’t see the team coloring of the HUD or the Visual FX. They don’t even see the team uniforms. It’s the spectator functionality and the broadcast that makes the game look that way.
You can use some color blind settings to adjust the way things look for you at home, but it’s not quite like the OWL view.
He’s really more of a mechanic, but if you had to choose between those two, he’s more engineer than scientist.
Well, just speaking for myself here, but I expected 1 to 2 tanks and 1 to 2 supports with more variance. I also expected more hero switching. Naively, I didn’t expect “maining” and “one-tricking” to be so dominant.
We imagined a world where players would be ok with Torbjorn on defense but not playing him on attack. The maining/one-trick mindset led to us having to rework those characters to fit with how the game eventually evolved to be played. I guess what I am saying is we hoped to be able to create more highly situational characters with the thought that players would switch in situations where those characters weren’t as viable.
We like the direction things evolved and in hindsight, it seems obvious that they would evolve that way. It’s not that one direction is good or bad… they’re just different directions and we adapted to what the playerbase was doing, rather than fighting against their instincts.
We actually tried a mode we called “411” because it limited comps to 1 tank, 1 healer and the rest DPS.
It was not fun and we didn’t enjoy it. The way the game is tuned, the importance it placed on the lone tank or lone support was too significant. Also, we’ve all evolved as players since 2016 and we’re much better these days at melting the tank or melting the healer than we used to be. Once your lone tank or healer died, it felt like you were forced to completely regroup with no chance of pulling out a win.
It was a good experiment for us to try and led to a lot of good discussion. But yeah, wasn’t fun…
Maps
Pharah loves classic rock. Reinhardt loves David Hasselhoff.
Was fixed, should be in soon. Thanks!
We actually tried falling damage in early development of Overwatch. We ran into problems with characters like Widowmaker, Reaper and Pharah. With Widowmaker, it felt strange and unintuitive to be able to grapple to high places but not be able to jump down without taking damage. We found ourselves grappling back down to lower points, which was awkward. Pharah was really odd. If you didn’t feather your jets right before touching the ground you would splat. And with Reaper, we kept teleporting to high locations with no ability to get safely down.
For awhile, we kept exempting characters from fall damage. But pretty soon, it felt arbitrary who would take fall damage and who was immune so we removed the mechanic completely.
Maps
Will take a look, thanks.
We will fix it, thanks for the video.
Taking care of it, thanks.
Will take a look, thanks.
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No this only affects how much armor reduces these weapons.
We still may do something with Shadow step in the future, but its not likely to suddenly become something you can do in combat like Tracer’s blink.
It’s meant to be a way to sneak behind enemy lines to drop on them or otherwise ambush them. In the past we’ve buffed it towards further reinforcing this direction like increasing its range and reducing its sound range.