Overwatch

Overwatch Dev Tracker




22 Jun

Comment

Originally posted by JJTomSon07

Can you give more details on skill rating? We know your removing the number, but how will it work? Will it consider your current number? And how does it compares to the new rank?

Can you give more details on skill rating? We know your removing the number, but how will it work? Will it consider your current number? And how does it compares to the new rank?

The conversion of Skill Rating (SR) to the 5 new sub-tiers within the current Skill Tiers (Bronze, Silver, Gold, Platinum, Diamond, Master, Grandmaster) is straightforward. Each Skill Tier was previously 500 SR, and each of the new 5 sub-tiers correspond to what was 100 SR. So, if you were previously between 2000-2099 SR, you would be considered a Gold 5 player in the new system. If you achieved the Master tier with 3733 SR, you’d now be a Master 3 player.

Comment

Originally posted by UnlockledCharacter

Can you talk more about the after action report and what players will see?

Sure! When you look at the history section of your profile, you’ll be able to quickly see key information for your recent games. The initial implementation of game reports will include basic information such as the map, game mode, result, and heroes you played. Within the report you can view statistics for all the heroes you played, and a snapshot of the final in-game scoreboard. We’re also starting to design additional features for the future like teamfight statistics and a timeline to show when key events in the game took place.

Comment

Originally posted by BetterSail6985

I've seen the idea thrown around a lot, what is the teams stance on movement acceleration?

We actually tried this out early on in OW2 development. The nice thing about it was that it reduced the effectiveness of the AD strafing spam. This made hitscan heroes much more consistent with their damage output, which wasn't a problem since we could balance around that.

The main problem was that players were so used to how responsive movement feels in OW1 that it was too jarring to make a big a change there and after trying smaller and smaller increments, it kind of got to the point where there wasn't much tangible benefit to aiming but movement still felt "laggy" so we got rid of it altogether.

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Originally posted by Glad-Serve-3601

I’d just like to know what happened to the experimental lol. Is it going to return before beta 2 begins?

There was a backend issue with hotfixing (updating without a full patch) that was causing a lot of players to crash when trying to play the experimental card. No ETA on when that will be resolved but many of those changes will also be in the upcoming beta.

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Originally posted by M9bu

Can you give us any insight on your design philosophy for upcoming support heroes?

Will they support mainly through healing, utility, damage, or some combination?

Were there any decisions made to try to attract people who prefer other roles/games to play support, like more mechanically intensive heroes or better playmaking ability?

In general the broad goal is to provide a wide range of playstyle options. There isn't really a big shift in that regard towards being weighted more toward healing/damage/utility etc. We do need to make sure they fit well into 5v5 and are able to have a significant impact on the outcome of a match but that can be achieved in a variety of ways depending on the individual hero kit. Future support heroes could lean more on mechanical skills while others can be geared toward rewarding timing and positioning more than testing things like aiming.

Comment

Originally posted by LukaLolly

Will console get aim assist in overwatch 2 when playing with pc players? my console friends don’t have that much fun when playing in pc lobbies because of the lack of aim assist

We have no current plans to enable aim assist for console or players who are playing in parties with PC players. There are significant enough gameplay differences between console players using gamepads with aim assist, PC and console players using gamepads without aim assist, and PC players using mice and keyboards that we also don’t allow PC and console players together in competitive play.

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Originally posted by ZenofyMedia

What happens when you try to melee as the Junker Queen whilst Gracie is already stuck in a wall or enemy? Does she punch with her fist or does it recall the knife? 🤔

Can confirm Junker Queen does a normal Quick Melee if she doesn't have the knife in hand.

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Originally posted by NoAimAndy

Are there any updates you can share with us about those Moira changes you told us about in the SVB stream a few days ago.

We’ve worked through a few more iterations to give Moira additional utility. It’s not in the upcoming beta build yet but I believe we’ll be able to patch it in at some point for you all to try out.

Comment

Originally posted by nyx337

Would it be possible for non-healing supports? I feel like healing is holding back the creativity of the support class and pushes the narrative that supports are basically healers with utility.

That’s where the game originally started, for example Symmetra used to be a support with no healing but granted shields instead. We found that healing in general is so powerful and broadly useful that trying to design pure utility supports is a difficult task when it comes time to tune their ability strength to stack up against healing.

It’s possible we try it again at some point but at the moment we try to give all support heroes some amount of healing, though playing with the ratio of healing/utility/damage a hero has can make for unique and very different feeling gameplay experiences.

Comment

Originally posted by Simp4Dmon

Do you have any future plans for the MEKA Squad? I've been a fan of D.mon for the longest time

No official plans at the moment but I’d love to have more of the MEKA Squad in the game. I’m also a big fan of them!

Comment

Originally posted by -T-Cat

When approaching map design, what is the general philosophy behind Push maps vs Escort?

Most notably it seems like the biggest difference when play testing in the beta was that Push maps were intentionally designed to be more chaotic due to a high amount of flank routes available and I'd like you to expand on that and offer your thoughts

The biggest and most obvious difference between Push and Escort is that the path that TS-1 can traverse is much longer to allow for multiple team fights to occur before a team could win the map. At the same time, it's very important that run times from spawn locations don't become too long. So that led us during map design to explore paths for TS-1 that looped around such as in Colosseo, or snaked back and forth such as New Queen street. During early playtests, we quickly realized this also meant there were a lot more flanking opportunities and cool places for team fights to occur. We all thought that was really cool, and created a very different feel for Push than our previous escort maps.

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Originally posted by TobizII

A while ago you announced some "meaty changes" for Symmetra. What are the goals of her mini rework and what can we expect?

I wouldn't necessarily call it a rework since it’s more tuning than changing the mechanics but the general goal of the changes is to help improve her mobility and enable her to better react to the faster pace of 5v5. Can't go into all the details but there are things like a shorter teleporter build time and faster secondary fire projectile speed.

Comment

Originally posted by Beefsupreme95

Will MMR/SR for competitive play be reset on current accounts rolling into Overwatch 2

We won't be performing a complete MMR reset for Overwatch 2, but we do plan on lowering the MMR of accounts who haven't played in a while as part of a new "decay" system. A complete reset would mean that games would be completely imbalanced for weeks or longer across the entire service, and we don't think that will be a great experience for everyone.


08 Jun

Comment

Hey there, sorry for the problem. We pushed a small build update that unfortunately had an issue, and we've reverted back to the older build for now. Updating should work correctly for everyone now.


29 Apr

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We have several F1 fans on the development team. We absolutely love this map and hope you all do, too!


27 Apr

Comment

Originally posted by itztherealmojo

everyone in my discord has been getting in first try but I've been sitting here for an hour now getting this error. any suggestions?

While the overall issue is resolved we do see a higher than baseline amount of errors, so we're investigating individual accounts encountering these now. Sorry that you're still impacted, and we're working on it!

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Hey folks, sorry for the server stability issues, we're looking much more stable now. I hope you're all in game and having a great time! Cheers

Comment

Originally posted by thisishell421

Yeah the way they did this was kind of dumb. There are always issues like this on any launch but they set it up so everyone literally gets their keys at the same time.

There were just a couple servers that were misbehaving, we're all sorted out now and should hopefully be smooth sailing now! I hope you got in and are having a great time.

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Hey folks, sorry for the server stability issues, we're looking much more stable now. I hope you're all in game and having a great time! Cheers

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Hey folks, sorry for the server stability issues, we're looking much more stable now. I hope you're all in game and having a great time! Cheers