For those that are interested, I recommend watching Stylosa’s breakdown. It’s a great synopsis of the AMA presented in a format you can have on in the background while listening to.
For those that are interested, I recommend watching Stylosa’s breakdown. It’s a great synopsis of the AMA presented in a format you can have on in the background while listening to.
To be transparent with you: it’s challenging to schedule these earlier in the day due to the rigors of day to day development. Later in the afternoon is easier, with folks having more open schedules around then.
That said, it’s a point of feedback that I’m happy to take into consideration.
We’ll eventually get to the point where we can host a Q&A here in the forums. I still need to spend some more time on the boards, working with all of you, to create an environment that would lead to a productive session for all involved.
Read moreFor future AMA’s it’s likely.
For this one, we specifically targeted the r/Competitiveoverwatch subreddit with minimal lead up in an effort to garner high quality questions, giving Geoff and Josh the chance to provide meaningful answers to hot questions in the community right now.
Thank you for putting all of this together Baja.
We hope everyone found the contents of yesterday’s AMA informative and useful
rip doom rollouts.im not sure how doomfist can really work as a tank especially with the game being 5v5 now.
if it was still 6v6 and he was a off tank i can kinda see it? my guess is that hes going to use his CC to push enemies into bad positons or something.
i just hope i can still do rollouts and stuff because that is what made doomfist challenging and very fun to play.
is there any hints you can give on how doom as a tank is going to work? everyone in the doom community is super anxious and curious on what doomfist is going to be in ow2.
if he doesnt work as a tank in ow2 is he going to remain as a DPS with the same kit?
if it was still 6v6 and he was a off tank i can kinda see it? my guess is that hes going to use his CC to push enemies into bad positons or something.
Yep, this can still be a big part of his kit. For example, one thing we're testing is for Rocket Punch to create an area knockback around a target he impacts, creating a new ability to knock multiple enemies away (or into walls!).
i just hope i can still do rollouts and stuff because that is what made doomfist challenging and very fun to play.
Doomfist's high mobility is a huge part of his kit and that's not going to change. In fact, its part of what makes him potentially a good tank, being able to initiate fights for your team.
if he doesnt work as a tank in ow2 is he going to remain as a DPS with the same kit?
This is tricky tbh. In a world where almost all crowd control has been removed from non-tanks, Doomfist ...
Read moreare the devs content in how tanks performed in the pro playtest/how they play in their tests or is there the possibility for them to get more health?
does it feel like some of the tanks take damage too quickly? for example, does d.va get demeched too quickly or does it sometimes feel like a tank peeks a corner and gets instantly melted?
We're certainly still experimenting with many different ways to ensure that tanks are powerful and satisfying to play in this new format. One of those experiments is seeing how far we can push tank base health up before the gameplay starts to breakdown.
Some of the tank results have been surprising. D.Va specifically has ended up much more relatively powerful with only an extra second of Defense Matrix energy. She has other changes as well but that one did some heavy lifting! Roadhog as well had several experimental buffs along the lines of more damage reduction, resetting Hook cooldowns, or even being able to cleanse himself of things like anti-heal that were taken out because he ended up being just so impactful at a base level (largely due to how valuable an early Chain Hook can be in 5v5).
There are still some problematic mechanics we're working to resolve like Orb of Discord being nearly always on a tank or Echo Duplicate choice coming down to being the best on...
Read moreWas there any feedback from the pros playing the playtest that you didnt expect?
Is there any you are already planning on acting on?
Finally, theres been a bit of talk about Zarya's bubble cooldown in OW2 as it exists now. Has there been any talks of potential changes to this, such as an async cooldown for each bubble?
Was there any feedback from the pros playing the playtest that you didnt expect? Is there any you are already planning on acting on?
Yep, we had a good mix of things we expected and things we didn't expect. Probably the biggest surprise for me was just how good they thought Sombra was in this iteration. We had been playtesting those changes for at least a few weeks and while she felt strong, she never really felt like she taking over our games or anything.
Obviously when you get her in the hands of pros with amazing game sense and coordination it makes confirming kills a lot easier. We've since focused a bit on her numbers and tweaked her down a bit to try to keep her under control while still allowing her new kit to play well.
Read moreFinally, theres been a bit of talk about Zarya's bubble cooldown in OW2 as it exists now. Has there been any talks of potential changes to this, such as an async cooldown for each bubbl...
Do the role passives really make sense from a balance point of view, or are they causing issues - Not just with ensuring unique hero identity but also general game balance?
e.g. 1 I have always thought that one of the things that was a balance point in the support roster was that Mercy and Zen have a passive self heal but can't heal themselves under fire. Now the supports that are able to heal themselves while under fire are additionally getting a passive self heal. Is this something you have considered? Should Mercy and Zen also get a way to heal themselves while under fire?
e.g. 2 Does it really make sense for a hero that slows you down (Mei) to also passively move faster than you? What about heroes that already moved faster? Are they now moving too fast?
So far the role passives have been great, and helped quite a bit with both balance and hero design, in general.
have always thought that one of the things that was a balance point in the support roster was that Mercy and Zen have a passive self heal but can't heal themselves under fire. Now the supports that are able to heal themselves while under fire are additionally getting a passive self heal. Is this something you have considered? Should Mercy and Zen also get a way to heal themselves while under fire?
Yep, this is something that we talked about quite a bit when working on these passives. We still want Mercy and Zen to be better at healing themselves, but we're just raising the minimum self-healing bar from zero to "some small amount". As we're designing support heroes, this is a constant question we struggled with in the past and this role passive allows us more flexibility in designing future heroes.
Read moreDoes it rea...
what was your thought process behind adding in the 25% healing reduction for the first four seconds (or however long it was), even if you aren't keeping it in.
Were supports really that busted in play tests that you tried without it? If so, can you give us some reasonable insight on how you are planning to solve this issue in a way that wouldn't be a hard nerf to all support heroes?
What we've found from our internal playtesting is that generally support heroes have become the most impactful role by a wide margin with overall less incoming damage on the field and with the reduction of a tank, fewer high health pool targets to try and keep up. This led to the average time to kill becoming much higher and many fights stalling out longer than we'd like. Not only healing output but utilities like Mercy Resurrect, Ana Sleep Dart/Biotic Grenade, Zenyatta Discord, etc are even more impactful in a 5v5 world.
The general approach was to reduce healing output by some amount, but we don't really know what that amount is on an individual level. A little peak behind the scenes for game dev: The blanket passive heal reduction with a new concept of being "in-combat" is a shortcut for us as designers to find an approximate value of what it should be changed by since to adjust the value from playtest to playtest, we only have to change that one number rather than edit ...
Read moreWhat is your planned direction for the design/balance of support heroes for making sure they are still impactful? I'm sure you already know, but there's been a lot of people worried, myself included about the direction based on the balance changes we see in the videos.
It seems like you want to move away from healing considering the 25% healing reduction, but you also nerfed the utility with the removal of brig's stun and cooldown increase on Ana's sleep dart. Some people have brought up that you maybe want supports to frag more but why play a support over a dps at that point? It's just very confusing what you are trying to so.
Also, is Brig's shield bash just a place holder for now or is the increased damage with no other effect the final product?
What is your planned direction for the design/balance of support heroes for making sure they are still impactful?
Even in this 5v5 environment, Supports are still feeling very impactful. In many ways, they are actually more impactful than in OW1 currently. In 5v5, there is less damage going around to both teams, coupled with the ability to focus heavily onto your single tank it becomes actually easier for both teams to sustain longer fights.
Which leads directly into the next question
It seems like you want to move away from healing considering the 25% healing reduction, but you also nerfed the utility with the removal of brig's stun and cooldown increase on Ana's sleep dart. Some people have brought up that you maybe want supports to frag more but why play a support over a dps at that point? It's just very confusing what you are trying to so.
Theres 2 parts to this question so l...
Read moreThanks for doing this again!
I'm not a very competitive player, but I'm curious to know if the playtests included any changes that were directly made in consideration of OW2's new heroes and how they might affect PVP? For instance, altering one of the current heroes in a way that compensates for a new counter they might have, etc. (no details of course, more of a yes or no question!)
I can't give out any specific details, but the answer is yes! There aren't too many instances of this but also in some cases, there are important balancing factors which haven't been changed yet in those playtests builds because of new mechanics and interactions with unreleased or reworked heroes.
What is your philosophy on how “tank-buster” heroes (such as Reaper, Echo, Hanzo, and more) should be approached in OW2? Is the role of tankbuster obsolete when there is only one tank?
I think it's important to have a concept of these high damage output heroes, which each have their own limitations and tradeoffs, though not necessarily to fulfill the role of specifically taking out tanks and barriers. This is especially true with the format change to one tank per team in 5v5, because it can give players more options to respond to a variety of challenges they may be trying to overcome in game (more depth of team comps can lead to deeper gameplay). We have taken some tuning steps to make abilities like Storm Arrows and Echo's beam less lethal against tanks but still keep them powerful in other situations.
How did the Bastion rework perform in these play tests compared to your expectations?
Its funny, I actually tried to throw him some buffs right before the build went out but I missed the deadline slightly.
He has been pretty tricky to tune with his rework, but it was great to see him playtested by these great players. I feel like his new design is solid, its really just a matter of getting his numbers into a good place now. Since this playtest, we've buffed him in a number of ways: He moves faster in sentry mode, his ult starts dropping faster (though the projectile moves slower so you can see it a bit more), his recon fire rate has been increase, and other buffs.
The tricky thing though, is when playing him it can feel like you still get thrashed pretty hard because he is such a large hero, he is very easy to target and hit with everything (especially when he gets discorded, etc). There is a lot we can tweak with that as well though, such as increasing his passive (Ironclad) to offer more protection while transformed. We also have new tuning knobs ...
Read moreThe change to 5v5 will of course require hero changes across the board, but I'm primarily interested as to how you're going to be looking at supports. With them having both one less tank to heal, and one less tank to protect them, how are you tweaking the supports for the new game, in broad strokes?
So far, broadly speaking, we've found that supports are often more safe in a 5v5 environment because there is one less tank trying to dive and take them out. There are instances where this isn't true, like Sombra and her rework trying to assassinate them, or being sniped easier without a lot of barriers to hide behind, etc. In those situations sometimes its a matter of just trying to position more carefully or maybe Sombra just being bit too OP right now :P
Initially we were worried that supports without mobility to escape might be weak in this environment, but so far we've actually seen Zen/Ana being very strong instead of weak, because of the nature of their offensive capabilities in a 5v5 environment.
Many pros involved in the matches described Zarya as particularly weak in the tank lineup. Some even suggested it felt like she was nerfed with the bubble cooldowns.
Do you have plans to adjust/rework her based on that feedback?
This is an interesting one we're keeping an eye on since internally the resounding feedback has been that Zarya is far in the other direction and many think she is too strong and constantly high energy with being able to bubble herself twice.
There's a couple details that get overlooked with this new shared cooldown set-up in that the duration of the barriers have been extended slightly (we started at 3 seconds and its gone down to 2.5) and the cooldown timer starts ticking immediately, unlike on live where the barrier has to be destroyed or time out first. So if the barrier isn't broken your cooldown is coming up quicker than on live by some amount. The current internal cooldown is 9 seconds and it's easy to tune that lower if she isn't performing well, but at some point it breaks down and too many of those barriers quickly gets annoying to try play against.
The flexibility to barrier yourself twice in succession or an ally twice is also powerful utility in itself...
Read moreWere ultimate generation rates lower than in the live game? It felt like there were less ults in general, although this might just be due to 1 less player and the 25% less ult charge from tanks.
The biggest change here is the less ult gain from tanks. We haven't actually modified and ultimate costs outside of this change (and the implicit 5v5 changes, obviously).
Having ults happen less often was something we were targeting early on, and this tank change largely accomplished this for us by itself. This is something thats super easy to iterate on though, and im sure we'll be tweaking it throughout the game's development/beta etc.
Do you foresee any heroes changing roles or would you like to keep everyone where they are?
This is something we've been experimenting with, and talking a lot about. No hero has moved roles yet though, but we've started testing Doomfist as a tank (as previously mentioned)
Doomfist's kit is full of crowd control effects and mobility, which makes it difficult to tune and balance him as a DPS in OW2. As a Tank though, he can keep those key properties to his kit since those can fit nicely into a Tank role (mostly the crowd control stuff).
Of course this means he'll be losing some damage and gaining some defenses. This is still being tested and iterated on, so I dont have a ton of details on it yet as it is still in the early stages. Some of the early feedback so far is that he's not really feeling like a tank without having at least one active defensive button (his main defenses are passive atm), so thats something we'll probably try next.
Hiya Booka.
We’re aware of the bug with Valk and are working on a fix for a future update.
Unfortunately I’m not prepared to comment about your Switch performance issues, however I can certain pass that feedback along to the team.
Thanks for reporting!