Overwatch

Overwatch Dev Tracker




12 Dec

Comment

Originally posted by T_Peg

Have you considered retouching some of the visuals of effects in the game? There was recently a post showing an Orisa who was burned, nanoed, and at least one other thing and it was extremely hard to tell the difference at times. In addition to this Mauga's bullets tend to "splash" on the victim's screen and in addition to the burning makes it very difficult to see at times.

As we inevitably add more heroes to the game, with their own set of abilities and visual kits, we'll continue to look at past vfx and new vfx to make sure they all play nicely together.

We always strive for clarity but the Orisa post was a great example of how it can be difficult to read some of those stacking effects. Team is currently talking about solutions for that and hears the feedback on the readability for some of Mauga's abilities.

Comment

Originally posted by BEWMarth

I really enjoy Mauga’s “dual” guns gameplay. Setting people on fire with one gun and getting to crit with the other is very fun. Unfortunately it feels like the best way to play Mauga is to shoot both guns at the same time, making his interesting gameplay mechanic an afterthought.

Are there any plans to incentivize Mauga’s alternating gun gameplay?

We'll have to see how this develops over time as there's always a learning curve for new heroes. Shooting both guns is not always more effective due to the large spread and more random nature of it. Learning when to use each firing mode to your advantage is part of the fun. Generally if enemies are further than 15 meters or so you'll want to use the alternating primary/secondary fire.

Comment

Originally posted by gob384

With Mauga's release, there were a few other balance changes like Queen's tighter spread, and Rammatra's armor. Were these changes made with Mauga's tank busting in mind? (for example leaving Roadhog and Rienhardt unchanged to see match up data) Or independently planned changes prior to his release?

We wanted to lift up some other tanks that we knew would have a particularly hard time with Mauga, but the changes themselves weren't necessarily tied to their direct matchup with Mauga. The change to Doomfist's Ultimate for example was something we believed would help players engage with it more regularly, the change to Winston's primary fire helps him in a number of matchups.

For Roadhog, we saw internally that he had quite a hard time with Mauga so even though he had been performing quite well across our rank thresholds, we decided to hold off on any changes. How Roadhog slots into the meta will be made more clear with upcoming Mauga changes and Mauga's inclusion into Competitive.

Comment

Originally posted by SonOfGarry

What are some plans to curb back Mauga’s ability to punish enemy Tanks? It’s one of the less-interesting portions of his kit but also one of the biggest things making him so strong right now.

Mauga is intended to be an aggressive, high damage output tank as he offers less in defense to his team compared with other tank options and doesn't have great mobility. We're lowering Mauga's weapon damage in general which will help with some of this where it can feel extreme at times.

He has good and bad matchups within the tank role, which is great for creating some depth, so it's not necessarily a role-wide problem. Sigma/Dva match up well and have an advantage against him, Roadhog/Junkerqueen/Ramattra are fairly even matchups, Zarya/Rein can do decently but require more support from their team, and Mauga is strongest against the dive tanks and Orisa.

Comment

Originally posted by Dear_Structure200

Hello and thank you for organizing this AMA. I’ve appreciated the communication around Overwatch 2; it’s been positive. I have a specific query about Wrecking Ball. During Flats’ stream with Alec, there was a mention of ongoing changes for him. The past two reworks have truly improved gameplay, and as a Wrecking Ball main, I’m eagerly anticipating potential alterations. Could you provide further details on the timeline for these changes and perhaps delve into the specific plans for modifying his abilities?

We playtested a first round of Wrecking Ball changes last week and think it's off to a good start. Overall, we are looking at making it a bit easier to play alongside Wrecking Ball with various support heroes, increase Ball's options in combat, and implement some quality of life changes.

In terms of timeline, it depends on how far we go with some of the changes and what's required there. It could end up as a bigger balance patch, it could end up with giving Wrecking Ball a new ability. Right now though, I think it'll lean closer to the first and not need the same sort of support that Roadhog and Sombra needed. Hopefully get something out there in the next few seasons.


22 Nov

Comment

Ha I love it. Team actually uses the short thanksgiving week to work on whatever ideas they want (some are wacky, some are more serious), this is perfect for that.


07 Nov

Comment

Originally posted by SonOfGarry

I really hope this means “it’s actually coming out in a week” and not “you’ll get some news in a week”

Edit: it would line up with their release schedule, two weeks after the midseason patch and on a Tuesday

yes


22 Sep

Comment

Originally posted by Nobbs89

So new abilities confirmed, Im actually really surprised cause I feel both hook and vape are things that should stay, they seems to be a core of his identity and new ability either replace vape or is bind to new key. My guess some minor things to hook, maybe vape heal allies on a tray it leaves behind, but Im afraid vape is gone.

Hook and Vape are both staying :)


07 Sep


11 Aug

Comment

Originally posted by jookum

Illari is so f**king fun. Seriously the most fun I’ve had with a new character

nice


11 Jul

Comment

Originally posted by Leopold747

Also they need to increase the fire cost, literally everyone is on-fire all the time! It's to the point that I legit don't care who's onfire & who's not! Initially I was excited abt this feature but few days after it's launch it's a MEH. I guess it's made to please the average casual player ....

Balancing a new scoring system like this internally is tough, and we definitely erred on the side of making it easier to attain than harder to attain because we wanted players to get to see it and play with it.

We agree with this feedback though, and today's patch makes it more difficult to attain and to maintain, so let us know how it feels with these changes!

To your other point, the system is designed to be compelling to players at all MMRs (including our highest). This is difficult too, because lower MMR players don't usually have the same stats as higher MMR players. I think with our first pass we landed pretty squarely on "too easy and too common for everyone".

Comment

Originally posted by Forrest319

What's crazy is you consider this rare. I feel like it happens every other game and is easy to reproduce. Definitely multiple times on days I play.

Yeah, I was oversimplifying that explanation.

As a Competitive player it wouldn't feel very rare at all. When we test internally we mostly test in custom games and very frequently in a one-off fashion for discussion and team balance afterwards. Obviously as a dev team we don't have enough players to queue for Competitive internally with good matchmaking, so normally we test that mode in custom games for things like On Fire. I take the blame here for not pushing for more playtests with the Competitive ruleset for On Fire.

We fixed this bug the day after Season 5 launched internally because it immediately started appearing online and the cause was pretty obvious, but this one slipped past us.

Comment

Originally posted by iWr1techky12

It’s complete pointless trash compared to the OW1 on fire system. You don’t even have to do pretty much anything to get on fire. As long as you shoot somebody a couple times or heal somebody a couple times you’ll go on fire.

We agree it is too easy to gain On Fire with this reworked version of the scoring system. We've made several tweaks and fixes (including a fix for the bug in the OP) in the mid-season patch that should address this concern and others we've seen online. If it still feels too trivial (or if it now feels too difficult) to gain On Fire after the patch please let us know!

Comment

Originally posted by defearl

My duo partner was confused when this happened. He got the "on fire" status even though the 2nd round just started. At first, I thought maybe the "on fire" points get carried over between rounds, but we both ended the previous round on fire, and only he kept it. So what gives? How does it really work?

Thanks for the report! Here's what went wrong:

https://www.reddit.com/r/Overwatch/comments/14wex9n/comment/jrj6w33/

Comment

Originally posted by delux561

With no evidence whatsoever, I believe if you were on fire when the last round ended you will still be on fire at the beginning of the next round.

This is essentially correct, and it's a bug. If you gain Fire score in the last frame of the previous round (because you're playing Control in Quick Play or because you're in most Competitive game modes) and that made you On Fire or you were already On Fire, then Fire persists to the next round.

Gaining Fire score in the final frame of a round isn't too difficult if you're playing a hero like Mei or Moira and you're dealing continuous damage to enemies as the round ends, or you're on the objective and gaining score for being there.

Unfortunately this one was just rare enough that we didn't catch it internally, but it will be fixed in the mid-season patch *very* soon!

We've got several other fixes and tweaks to Fire coming with that patch that are intended to address many of the complaints mentioned in this thread. Thanks for all the reports and feedback that continue to help us make this rebuilt version of On Fire better!


10 Jul

Comment

Originally posted by LuchsG

Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here!

Tracer has more ping lines now, and we've modified the delay for spamming pings on enemies. I know we left it like this for too long, but it was changed in Season 5.
Let us know if it's still too annoying on live!


07 May


02 May

Comment

Originally posted by WitheredBarry

First off, I'm ecstatic to see that this issue is being taken seriously! Thank you for the detailed response.

As for the accidental incorrect pings, u/aurens singled out the problem and I have recreated it repeatedly. For your reference, I am on PS4 but the issue also occurs on PC, according to aurens. The ping wheel delay function works fine if the ping button is held and the player doesn't move. HOWEVER, if the player makes any directional input at all for their POV (aka mouse movement or right thumbstick movement) , the delay is overridden and the wheel pops up instantly.

In the heat of battle this results in players repeatedly quick pressing Ping - In World only to have the ping wheel flash onto the screen for a millisecond as a specific ping is chosen by accident because they were moving. This is unavoidable unless you are inputting absolutely nothing into your POV controls, and as we all know, an unmoving player gets a hole in their he...

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Thanks for the description. We removed this shortcut feature for mouse and keyboard last season, but I see now that it was not removed when using a controller. My apologies for that oversight.

I can't make any promises with regards to the timing of removing this feature for controller, but I will work on removing it there too.

Comment

Originally posted by Stoppablemurph

My wife actually had to completely disable the ping wheel because even when the hold duration is increased to the maximum, if you move the mouse while holding the button, it still brings up the wheel instantly. The wheel coming up also means it's "stealing" the player input. In a lot of situations it's not a big deal, but it becomes more of a problem as things get hectic and you're trying to ping an ulting Genji and protect your healers.

She ended up binding a more specific "enemy here" ping option to a button instead, since that doesn't trigger the wheel, but now she can't do certain contextual point options like pinging the objective, or more importantly pinging whoever just killed her.

It would be nice if there were an option to bind the ping wheel and the generic ping button separately.

We disabled that movement based shortcut in season 3 for mouse and keyboard, so she might have more luck trying it again today.


01 May

Comment

Hey all, in the mid-season patch we're adding a new setting that will control whether contextual pings for Group Up and Need Healing would be used when aiming at an allied hero. The default will be "Off".

Contextual pings were a feature OW1, but as someone with thousands of hours in OW1 I didn't know this until players in the OW2 beta started pointing out that they weren't getting their intended "I'm with you" prompts anymore when aiming their Group Up comms at allies. When I reimplemented this feature for OW2 just before launch I made some mistakes, like letting this ping type pass through walls and letting it go an effectively infinite distance. This meant that before Season 4 we had that happening way too often.

Those bugs are all fixed now, but I realized a few months ago (because of reddit posts like these) that the number of players that wanted this feature is likely much smaller than the number of players that do not want this feature, hence why we've take...

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