Would you mind to send me your battle tag?
Would you mind to send me your battle tag?
May I get a replay code for this match?
while we're on the topic of wide/close matches - how is the team feeling on the MMR range that makes a group qualify as wide or normal?
There's been a few situations where i play with friends i always played with, and we feel like we are similarly skilled, but we have to basically forgo climbing together cos we're apparently a wide group.
That's part of what Morgan is saying in this video - we're allowing wider duos to be considered Narrow. If you're not a duo though, the amount of rank you gain or lose is based on actual width though (not just being flagged as Narrow or Wide), so if you're just barely outside the Narrow bracket then the amount your rank changes with wins or losses will be very close to normal. You could still climb (or fall...) now.
Not sure if this is on their radar but doing any placements automatically makes your group wide which is not fun. I’m not sure if they would even have a work around but I’ve had absurd duo queue times even though we were the same rank just because one of us was placing.
This is on our radar, we agree it's a problem.
Are you able to get a replay code for this match? If so, could you send it to me?
Hey! I have 2 Mercy questions:
- Is the team looking at Mercy at all for any changes/small buffs?
- What is Mercy's pick and win rate now compared to Season 3?
Back in Mid Season 9, the DPS passive was reduced and a dev blog stated Mercy wouldn't see changes as she should 'be more reliable moving forward' with the reduction. That nerf was reverted and Mercy stayed the same.
The community has been ranking Mercy as a D Tier support for a few Seasons now and she's in this weird spot where people don't like playing against her, with her, or as her anymore. I and many others still enjoy her most out of all the other heroes but she doesn't play nearly as fun as she used to after the changes that've been made to her (mainly nerfs) and the game over the last year. Thanks!
Read moreI'm not really sure how I am supposed to ask this, but
Is the current Balance Team confident about being able to fix the biggest problems the Tank role has been suffering since the OW2 release?
I'm specifically talking about the Counterswap Meta and unhealthy Tank designs being "allowed" to exist, like Tank busters and unkillable tanks (Roadhog, Mauga, and Orisa).
Are we confident that making Tanks able to do almost everything is the right thing to do?
Are we confident that we can make Tank fun again for the majority of the player base without straight buffs?The headshot reduction and knockback reduction changes are especially interesting to me because I really don't think that simple number changes will fix how Tanks feel to play.
I don't want to counterswap.
I don't want to face unkillable and easy-to-play Tanks.
I don't want Tank Busters.I really LOVE this game but...
At its core, Overwatch is a game designed around being able to swap heroes to gain a tactical advantage or help solve a challenge you might be encountering. This contributes to keeping the moment-to-moment gameplay experience dynamic, drives hero diversity and offers a wider range of both strategic gameplay and skill expression in learning when/where/how to play multiple heroes.
There is a question of how much of an advantage is too much compared to the cost of switching. Ideally we want counters to be clear and understandable, but soft enough that it's still possible to outplay a disadvantaged matchup. It is a team game though and 1v1 matchups are not the highest priority when assessing the heroes.
Tanks do feel this the most with only one of them per team in 5v5 role queue, but all roles do experience the pressure to counter and be countered to an extent.
We're striving to find a balance between swapping heroes every death, (which certainly feels too of...
Read moreRead moreHi there, I think one of the most obvious questions people here will have is what are the plans to balance out roadhog. With the Midseason tank adjustments I’m sure the general sentiment is that hog is an outlier for survivability and dmg amongst the tanks, especially since Orisa isn’t there to keep him in check now.
The headshot dmg reduction and his soft rework from before means his survivability is through the roof, and his dmg is as high as ever. What are the plans to reign him back in?
I will also personally say I don’t think the solution is to buff Orisa, rather nerf Hog to keep him in line. Aside from Hog I think the tank balance is pretty great right now otherwise.
Also is there going to be something done about the overbearing passiveness of heroes like LW, that will simultaneously not interact with the enemy team at all whilst also not providing any offensive utility for his own team? I think for all other 9 players in the lobby it’s a pretty mise...
Answered the Roadhog question in a different place, but yes changes coming soon.
For Lifeweaver, one of the discussions we are having right now (actually this week) and have been having for a while is around the friction that comes with switching between his healing and damage. Giving him more flexibility here would be a great boon to his capability within team fights. Additionally, we've experimented a lot with his Petal Platform. Personally would love for that to be a more attractive area to stand on as a teammate (whether that be through a buff the platform gives you or something else) but there's a lot of learned behavior to work through as allies hop off the platform quite often.
Read moreOk, I'll try to ask some general questions. Free to choose which one to answer: ^_^"
In February I noticed that you had received great feedback on the maps after the first hacked mode. but I was wondering when those ideas would be implemented (especially for flashpoints);
Personally, I liked Clash Mode. But I also wanted to know what kind of results you received that require modification in your opinion. or if you have noticed any optimal results to maintain, or imitate for other game modes;
Heroes in reworks: how is it going for Reaper? and which characters are you eyeing for a possible gameplay adaptation in the future? the community seems worried about Symmetra, generally.
Mirrorwatch has shown quite a bit of popularity both functionally and entertainingly: will there be more modes like this in the future?
A general concern about events: so far we have had some unpredictability about the return of ...
These fall outside of hero design but can talk briefly about the first two questions
Hello,
With the major tank changes (e.g. armor changes, knockback changes, headshot change, and individual balance changes) that released last week, I am very curious: have there been any noticeable, immediate shifts in the win rates and pick rates amongst tanks? Has there been any collateral shifts within the dps and support role because of the recent tank changes? I know that, for instance, after the recent armor changes, some heroes have become weaker against armored tanks (i.e. tracer and reaper) while others have become significantly stronger (i.e. cass and hanzo). I'm interested in knowing how the team's behind-the-scenes statistics have measured lately as a result of the recent tank changes—that is, if it is possible for you guys to share it. If not, understandable.
Some of this is related to meta happenings or balance changes but also related to armor changes/headshot reduction for Tanks. From what we can see the biggest winners (in terms of their performance delta) of the patch are: Ana, Junkrat, Pharah, Roadhog, Sigma, Wrecking Ball, and Zarya.
Many heroes stayed relatively similar while a handful saw a decrease in performance (Bastion, D.Va, Mauga, Orisa, and Reaper).
Are there any nerfs being discussed for Hog, specifically his survivability?
Times where multiple people are shooting a Hog and he just walks away while using his breather seemingly gaining more health than losing health makes the damage you’re doing to him feel pointless and is very unfun to play against, especially now that headshots do less damage to him
Yes, we plan on nerfing his survivability very soon. We are touching Take a Breather and Whole Hog in an upcoming patch. Hoping that can go live tomorrow.
A month later, and considering he's displayed proudly on the Twitter post for the AMA, I got my question:
How have you guys felt about the past reworks on Roadhog and the new one, Wrecking Ball? Like what the goals were exactly, your personal thoughts, the community response, and what you want to fine-tune with them post rework. Those things. I think most people would be interested on how you guys have felt now that it's been a bit.
For the most part, we are relatively happy with the new bases both have been given but there is still some fine-tuning to be done.
I'll start with Wrecking Ball. Our goals were to give him more flexibility with his movement/engage options, heighten the benefits he gives to his team, and give him some quality of life updates. I think our changes all attempt to address those goals but one I think we can hit harder in the future is heightening the benefits he gives to his team. We were a little conservative with the Adaptive Shields change (overhealth is hyper scary in coordinated environments), so perhaps there's room for that to be more pronounced through tuning and actual feedback received in game (working on some updates there). Overall though, Wrecking Ball is doing much better after his recent updates and we believe we have a great base to work with going forward.
For Roadhog, aside from the conversations about his current survivability (we plan to hit that soon)...
Read moreRead moreWhat is Hanzo's new job? Is he supposed to take over Pharah's place as the new go-to permanently pocketed hero?
To explain more in depth: Hanzo used to be a sniper, but the recent changes caused most heroes to require 1 extra shot to eliminate a target.
Considering Hanzo is the slowest shooting primary fire focused DPS, he was impacted the most. Making him the only primary fire focused dps who relies on cooldowns to finish off targets due to the very long time to kill:
Assuming full charging the arrows (to be able to hit targets past melee range):
- 3 bodyshots = ~2.5 seconds TTK (~3.25 seconds if bow not preloaded)
Or best case scenario:
- 1 headshot + 1 bodyshot = ~1.25 seconds TTK (~2 seconds if bow was not preloaded)
Compared to for example Cassidy:
- 4 bodyshots = 1.5 seconds TT...
Hanzo is still an effective mid-range burst damage hero even without the one-shot kills. Post season 9 with the projectile size changes actually saw an increase in Hanzo's performance on the stat side. I do hear you on the loss of how good the one shot kills felt, but an overarching goal of season 9 was to reduce a lot of those burst damage frustrations for players on the receiving end of it. Armor changes in season 10 have also been a benefit to his damage.
Still very early but we've been experimenting with adjusting health pools for some of the more evasive or high damage heroes which would also put them back into the range of lethal Hanzo headshots and some other hero combos at 225 HP, but while it would bring some interesting texture to hero interactions overall there are also a bunch of other problems to solve if we want to go through with it.
Will you ever make pick rates and win rates public, even a couple of weeks after the fact? I feel like it would do a lot to help people understand why changes are made.
Is there a win rate range you want to keep all heroes to stay within?
There aren't any plans currently to shift resources toward supporting something like that. Sites like Overbuff don't have the complete picture, but the data there for win rates and such is generally fairly close.
There is some argument against being too transparent with those stats in that it can create a bit of a feedback loop where you might see player behavior driven by what appears to be the meta in the stats, but that kind of happens already with just the general discussion and sentiment around heroes without stats as well.
Our target range for hero viability by win rate is between 45-55% unmirrored win rate at Masters rank and above. Those individual win rates often can fluctuate 2-3% by day, mostly because heroes tend to have a wider range of win rates per map and we're looking at the global average of those, but also individual player performance isn't consistent.
Lower pick rate heroes fluctuate more and there is less confidence in their win rate be...
Read moreWhy was smurf detection essentially removed from MMR adjustment, especially for new accounts? GM-level players taking 60+ games to reach their proper rank ruins so many more games.
It feels like climbing in general is artificially slowed down so people will play more even if they should have reached a higher rank many games ago.
I tapped in our own Gavin Winter for this first part, he's what he had to say: "There haven't been any changes to these systems, but there are edge cases like the example of Guxue that was recently posted in this subreddit where our systems don't perform in the way we'd like. Most players will still be placed appropriately as they transition from Quick Play to Competitive Play, but unfortunately cases like this have always been possible. Explaining exactly how this happens would make it easier reproduce, so you'll have to excuse me from not going into intricate detail here."
For the second part of your question, we believe we made it slightly too difficult to climb at the highest ranks and are looking at making some adjustments soon.
2 part question here:
1) Why the inconsistency with dev comments / explanations for balance changes? There have been many changes that have been questionable (biggest offender was buffing Sojourn in January when she was widely considered the best DPS) that were shipped with 0 explanation. Justifying these changes would help a lot with player perception so we could understand these discrepancies.
2) I have to ask - what is going on with Symmetra? She was weak, then buffed, then immediately reverted, now silence. Is she getting reworked? What data shows she needed a nerf? She is super weak and hard to use on ladder (uncoordinated environment by nature) and was only played in OWCS for Mauga - shouldn't nerfing Mauga have been enough?
We should do a better job about this, especially when it comes to getting the community's visibility on what we are seeing vs. what the playerbase may seem to think is the best hero at any given one time. These can differ regularly as certain heroes get power reputations (weaker or stronger than their reality at a given rank) that are hard to shake off. Thanks for the feedback there, will make sure we have something here even if it's a simple change.
Symmetra kept some of the buffs in that patch but yes we hear the feedback of where her current power level is. We may have been a bit overreactive to the Mauga compositions popping up during that timeframe (he was certainly overtuned), but we wanted to be sure of it. For right now, we are in discussions about Symmetra and especially her frontline presence. Believe that's a piece of the kit we'd like to promote further, whether through her survivability or beam damage.
I know you guys mentioned two upcoming DPS hero reworks. Is there any news about how those reworks are progressing, who they'll be for (I think people have a pretty decent idea, but official confirmation would be nice), and/or when they might be arriving? Also, are there any other heroes under consideration for potential reworks?
The two upcoming updates that were mentioned were for Cassidy and Reaper.
For Cassidy, we started some exploration pre-Season 9 for his update. Due to where he was at that time, this update was originally looking at multiple pieces of his kit but we saw the Season 9 changes largely benefit him so the update has gotten more focused on Magnetic Grenade and other Quality of Life updates (specifically to his Ultimate). In Season 11 we are updating Magnetic Grenade. It will behave closer to old Flashbang (no magnetic homing to the target, used in the short range) and will slow/hinder the target. We think that plays a lot better with his kit and removes some of the larger frustrations around Magnetic Grenade. More specifics on all that soon.
For Reaper, we went fairly wide as well in the beginning and then started to focus closely on updating Shadow Step. At the moment, we have something we quite like but it's actually a large technical challenge and we are in the process...
Read moreWho is the hardest character to balance and tweak out of the three roles?
Probably Sombra due to permanent invisibility restricting how deadly we can make her but also because she is a hero that excels with strong team coordination.
There are a handful of other heroes with performance stats that differ greatly from the broader community perception of them and that can create difficulty in how we approach balancing them as well.
It’s not related to S10 balance changes but I’m gonna ask anyway.
Were we secretly testing any new upcoming heroes with the Mirrorwatch event?
No secret testing of anything upcoming in the immediate! We do look at how some changes play out though when they become more real and get lots of games, I think the Bastion Ultimate in particular was quite fun even if very loud and on the border technically. Reinhardt's Frenzy passive was also something we played around with internally but it was quite hard to communicate effectively. It's always good to see what players get excited about when there are more wacky ideas such as Mirrorwatch or April Fool's, some of those could become real down the line.
May I get your battletag?