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Hi /r/CompetitiveOverwatch, we have a very special AMA with the Overwatch team today. They'll be here to start answering questions around 1 PM PT today.

Joining us from the Overwatch team are:

  • u/Blizz_Alec – Alec Dawson, Lead Gameplay Designer
  • u/Blizz_Hudson – Kenny Hudson, Senior Game Producer
  • u/Blizz_skennedy - Scott Kennedy, Hero Designer (AKA Custa, former OWL player and talent)

    And from the community team:

  • u/blizz_megan - Megan Reardon, Community Manager

Feel free to ask about anything about OW that's at the top of your mind!

Edit: since these developers aren't working on Stadium, they'll focus on answering other questions, especially around perks

Edit 2: the devs should now be done answering questions. Made a separate thread compiling all questions/answers if you prefer consuming the AMA in that format: https://www.reddit.com/r/Competitiveoverwatch/comments/1iztf4p/blizzard_season_15_ama_full_questionanswer_list/?

External link →
about 15 hours ago - /u/Blizz_Alec - Direct link

Originally posted by HyPn0MaN

Which perks had the highest impact on hero performance? Will perks have a higher priority in terms of balance than base hero perks, or will we see a combination of both going forward?

Some of the winners so far have been Ana, Bastion, Pharah, Ramattra, and Winston. When it comes to individual perks: Ramattra's Vengeful Vortex, Mauga's Firewalker, Zarya's Energy Lance, and Soldier 76's Agility training have all been quite impactful. It's important though to look at the combination of your Minor and Major perks, what rank thresholds players are using them at, and how quickly a hero is gaining their perks. There's still quite a bit for us to dig through there!

In the immediate, we mostly plan on balancing perks in order to make them feel more impactful. There will still be some core kit tuning alongside that, but there's still a meaningful amount of change we want to inject into the system throughout the next few patches. Tuning to perks and actual perk swaps (hoping for some in 16.0) are included in that.

about 15 hours ago - /u/Blizz_Alec - Direct link

Originally posted by Triskan

Clash can be really fun when the stars align. Anything you can share about what you plan to do with the mode in the future?

I was really looking forward to see the old 2CP maps reworked. Oh, and speaking of old maps, any hope for Gothenburg to get a second life one day?

Like you, I also believe Clash is awesome when it all comes together! We actually spent a good amount of time on Clash's scoring before we made the decision to pull it from Competitive. Even with scoring changes, we believed the mode needed some fundamental geo changes to points A+E to perform better as a Competitive mode. Currently we are experimenting with building another Clash map from the ground up with a different approach to the layout to see if that solves some of the core issues the mode has. That's all very early, but hopefully some significant geo changes along with scoring changes can get Clash into a great spot.

about 15 hours ago - /u/Blizz_Alec - Direct link

Originally posted by banethor88

Kudos to the dev team for trying something so different. For me it seems to be a hit already and I can't wait to get my hands on stadium

  1. Chicken or egg question - did Junkenstein revenge's success serve as the spark for building a new game mode with talents more permanently into the game? Or was this always in the back of mind given the amount of work that has gone into talents since OW2's development?

  2. What was the thinking behind limiting perks down to just 2X2 choices and is this something that you think could change in the future? I personally really enjoyed how more choices really lead to different early and late game experiences

  1. Actually neither! The true impetus for this was our need for a game system layer to introduce more change into the core game. Having some talents to pull from was nice to have but a large majority of the perks were built for the perk system specifically. The team had gotten really great at expanding kits, so there was plenty of good experience for us to bring good learnings into building perks. Junkenstein's Lab gave us more signal for Stadium and how much we could expand the bounds of an Overwatch match while still making it feel like Overwatch.
  2. We played with a number of different iterations. Originally we had three levels but there was no choice, didn't feel very different. Some iterations later we gave players their Minor Perks passively but you had a choice between two Major Perks later on in the game. We really liked the choice that gave, so decided to bring it in earlier at the Minor Perk level. Overall, we felt this was the right amount of change to introduce initially. We were changing some of fundamentals of how Overwatch worked and were trying to measure how much we could disrupt that. Maybe we could've gone even farther, but I think we are in a good place for now and with time we'll see how far the playerbase wants us to take systems like this.
about 14 hours ago - /u/Blizz_Alec - Direct link

Originally posted by ApostLeOW

How does the team decided who gets the "fun perks", like (pharah, Kiriko, ana), who gets the "new ability" perks, (bastion, orisa, torbjorn), and who just gets number buffs? (Reaper, Genji) Are the number buffs just placeholders, with plans to go more extreme in the future to match the other heroes?

Well the goal overall is to make fun perks for every hero! That can be more difficult on certain heroes though, as boosting certain elements of their kits can cause issues. Currently, the number buff perks are some of the perks we like the least and plan on changing a handful of those over time. This initial launch has given us plenty of signal on which perk combinations players find compelling and which ones they don't!

Think it's important for us to stay true to our values for Minor and Major perks. Your Minor Perks are supposed to be lighter, nice little upgrades. Your Major Perks are supposed to be transformative. We have some work to hit that goal for all of the heroes and offering more transformative Major Perks.

about 14 hours ago - /u/Blizz_Alec - Direct link

Originally posted by RobManfredsFixer

Do you view perks as a way to limit the counterpicking and power spikes of certain heroes? If so, do you think they have shown early signs of achieving that and what adjustments would you make going forward? Any examples of heroes you'd want to shore up in that respect?

We did want to add more friction to counterswapping and we've seen that drop quite a bit since Season 15's launch. It'll be some time before players settle on how much less they want to counterswap but in Ranked Role Queue we've seen players swap about 25% less and more so at the highest ranks (Masters+ players swap much more than the ranks below that).

For power spikes, the goal of the perk system isn't to limit power spikes. We actually introduced more power spikes and hopefully more texture to your individual hero's moment to moment gameplay through the perks system. We think a number of our heroes needed bigger moments than they had previously.

Going forward, we are looking at raising up some of the less impactful perks and making sure you feel there's a real choice between your Minors and Majors. We have a lot of opportunity to make that choice more interesting by cutting out some of perks players aren't gravitating towards. Things like Roadhog's increased Pig Pen throw distance.

about 14 hours ago - /u/Blizz_Alec - Direct link

Originally posted by No32

In the Spotlight, u/Blizz_Alec mentioned a “refresh” of the perks in the middle of the year. Does that mean 4 brand new perks for everyone? Saw someone mention Aaron said something along those lines but couldn’t find where.

Or is it more like a few perks will be changed out or tweaked if desperately needed here and there before the refresh, and the refresh is more thorough for perks that are less lopsided and not 4 brand new perks for everyone?

The goal there would be that every hero gets at least one new perk to play with! Still scoping out what that refresh would look like for Season 18, but somewhere around 25-50% of the perks changing (some being completely new and some receiving significant tuning). If we have perks that players really love, we don't want to immediately remove those and the refresh would be looking at perks that are more middling in interest.

We'd also like to evaluate how the perks system functions overall at that point too. That could include changes to the catchup mechanics, gain rates, or even a starting level choice. Those are fairly early discussions though and how this season goes will give us good insight of where to take perks next.

about 14 hours ago - /u/Blizz_Alec - Direct link

Originally posted by OnceToldTale

What were some interesting perks that the team scrapped along the way?

We played with a variety of movement perks for heroes that don't have much mobility. We wanted to see if we could do a movement perk for Torbjorn. I think it only lasted a playtest or two but Torbjorn could launch himself off of his turret by double jumping on it. And the idea was that if you had the Sticky Turret, you could change the angle of that leap and catapult yourself into backlines. Maybe we will come back to that one day, was certainly silly!

about 14 hours ago - /u/Blizz_Alec - Direct link

Originally posted by Nobbs89

Are there any ideas to make Mystery Heroes mode less stomping with new perks? Currently perk system is another advantage that a winning team have compare to the team who's currently loosing. I know it's just a non-competitive mode with no big priority, although it has a huge playerbase.

We have a fix for this coming next week actually. You'll get two random perks (one Minor and one Major) each time you spawn.

about 14 hours ago - /u/Blizz_Alec - Direct link

Originally posted by Conflux

What's the overall design goals/pillars for perks?

For some, heroes perks seem to be covering weakness they may have (Pharah's Drift thrusters, or Reaper's Dire Triggers), while other perks seem to allow players more skill expression (Sigma's Massive Impact, or Ana's Biotic bounce), and some perks just seem odd or unfitting for the hero (Sombra's White Hat or Moira's Contamination).

Is there a set philosophy for perks that can be shared with the community? Because it seems like perks are trying to solve a lot of problems in the sandbox.

Perks are mainly about creating new things for your heroes to do, increasing situational viability, and giving you more agency over your in-match experience.

For that goal of increasing the amount of situations in which a hero can be viable: That can come through via shoring up weaknesses against certain heroes, that can also come through by adding mobility so certain heroes can be played on more maps. That goal led to perks like Junkrat's Frag Cannon, Sigma's Levitation, and many more.

For perks like Sombra's White Hat, that is fulfilling a particular hero fantasy that many players wanted us to lean into and we think that's an interesting opportunity the perks system creates. Over time, we'll see how players respond to some of those more off the wall ones.