Overwatch

Overwatch Dev Tracker




21 Feb

Comment

Originally posted by PartnersInTime

have you considered reworking the Coin Line challenge? it can be extremely tedious to win 5 arcade games, especially with Mystery Heroes being removed from the pool, and frustrating to play

Coin Line is being replaced with "Win 5 games in Mystery Heroes, Free-for-All Deathmatch, or any Arcade mode" in the mid-season patch along with other Weekly Challenges changes!

Comment

Originally posted by Roffler70

Any word on fixing prior season’s ranks disappearing? Community level tournament need that player information in order to qualify their players for their tiers of competition. Anything you can do to help is appreciated.

This should be fixed... right now! See our patch notes at https://overwatch.blizzard.com/en-us/news/patch-notes/ for details.

Comment

Originally posted by erthy5

Last time we got an official rank distribution was in 2018 I think? Is there any shot we get a new distribution or confirmation that it's the same in ow2?

Due to the SR Decay system we launched with in OW2 our SR distribution curve was noticeably shifted left (meaning that there were more lower ranked players than higher ranked players). Most players did not play enough games for their SR and their MMR to converge.

In Season 3 we made several changes that shifted the curve back to the right (meaning that we moved back toward our intended distribution of ranks) to begin correcting for SR Decay’s removal at the start of Season 4. Fortunately, our MMR distribution curve (MMR being the value we use to make matches) has remained the same, meaning that our ability to predict outcomes and make the best matches we can remain unchanged.

Comment

Originally posted by UnknownQTY

Is the quicker patch schedule (thank you!) relegating the Experiment card to history?

What’s the most insane change to a hero you’ve tried out internally?

The Experimental Card was much more useful in the past when the patches were further apart (months vs weeks). The turn around time to have it patched and reacted to between releases means it isn’t really feasible as a testing for upcoming live patches sort of thing, though hopefully we’ll try to find some fun uses for it again in the future outside of just patch previews.

The most polarizing changes are usually during the hero prototype or rework phase rather than anything for live balance. There have been a lot. The ones that immediately come to mind are Sombra Hack reducing max health for a minute, Wrecking Ball knocking down enemies he rolls over, and D.va having an ability to tether and drag enemies with her mech (launching them tethered to her ult was hilarious and mean).

Comment

Originally posted by GreyFalcon-OW

/u/Blizz_Winter

What did you mean by "Generally speaking we have plenty of players in all of the roles at almost all ranks"?

Since there's certainly some sort of scarcity going on, which the matchmaker is heavily compensating for.

Is it something along the lines of:

  • Scenario A. An abundance of Gold/Silver Support players, but not enough for Plat and above.
  • Scenario B. Enough players per role, but substantially different playtime per role.

Feels like the community isn't really aware of what the "root cause(s)" of these matchmaking issues are.

Neither A or B. Our wider matches aren’t because of any type of scarcity, they’re because the criteria we use to reject candidates are currently a bit too simple. We’re adding additional tuning knobs to correct this issue soon.

Comment

Originally posted by Nohacksjustcrits

Are there currently any updates you could give us on a Cassidy "rework"/updates to his kit? (It was stated on Twitter the team ultimately wants more utility for him) The buffs this recent patch helped him a ton in damage, but there are still complaints about his grenade being awful to play with and against. Are there possibilities for his flash bang to come back? Thanks!

This is something we are actively working on and have tinkered with iterations internally! The overall goal here is to bring back some lost synergy in Cassidy’s kit (ex/Fan the Hammer losing some of its ease of use). Magnetic Grenade is rather flat in what it does and while some abilities can be in this space Cassidy’s kit already has a lot of simplicity, making Magnetic Grenade a prime candidate for adjustments. We won’t be in full stun mode like Flash Bang, but are looking at ways to push Magnetic Grenade into an ability that either enables Cassidy to line up more shots or provide newfound utility.

Comment

Originally posted by UberRiley

Any info on Season 4's new hero? We know they're a support of course, but is there any other sneak peak we can get? 👀

Gonna have to wait a little longer, but I’ll echo something Aaron said earlier that the next hero will have really exciting ways of interacting with your team 👀. Can’t wait to share more soon!

Comment

Originally posted by willkit

What is your opinion on Pharmercy? Is there any intention to make Pharah more viable without a pocket Mercy, and less annoying with a pocket Mercy?

This is an interesting one since I often play Pharah even without Mercy, so I’m probably biased there. Pharah is a hero that is tough to find buffs for (and she performs better on the stats side than most so it always becomes a question of if she even needs changes). She is quite situational as a pick but very capable of taking over the game in the right circumstances and is sort of a harder skill check for the enemy team than most heroes in terms of trying to counter her. I wouldn’t put that all on the Mercy combo, but it is very powerful.

We’ve considered potentially reworking Pharah to make her more interactive, but it would be a dicey one since to make big changes there, it would likely mean she has to lose the air time she is capable of. Her design started as the ‘rocket launcher’ hero but her identity quickly shifted to the ‘always flying’ hero. Losing that would likely alienate a large portion of her fans.

Comment

Originally posted by Human_Measurement_56

Also please please please make sr visible again. Matchmaking is miserable at the moment and it feels like I’m getting rolled every game, I’d love to know if I suck or if it’s the matchmaking

In Season 4 we’re removing SR decay, meaning that in most cases your SR and your MMR will be the same so this should directly help with this issue. We’re also working on a way to display the percentage of players in your division that you are ranked higher than, so that you have a more accurate picture of your progress toward ranking up.

Comment

Originally posted by Neo_Raider

Hi, and thank you for the opportunity.

I have two questions:

1) Is it still planned for Moira to get some kind of utility/soft rework or you are happy with the way she currently is? I remember reading or hearing somewhere around OW2 release that there are still plans for her to get utility?

2) Do you think that Mercy changes, to be more specific GA cooldown nerf was a good or bad change? You said multiple times that you don't want core part of heroes kits and playstyle to be changed with buffs/nerfs so Mercy cooldown nerf was really a big one and it wasn't received well by Mercy players mostly because they think that it made her feel "clunky" and is not synergizing well with the rest of her kit. Do you agree with this?

Once again, thanks!

I’ll answer the first question here, we'll cover the Mercy questions in another reply :).

The Moira conversation can be tricky as she offers a sought-out playstyle for many Support players, but she still lacks the utility we want in the Support role. With the Necrotic Orb changes in the beta, it broke Moira’s flow and pushed her in a passive direction. So there’s some things we want to keep intact with any future changes: Moira still having this identity of being able to dish out damage (though maybe tuned down just a tad) and remain a comfort pick for many players as well as preserving her current flow. It’s a tough challenge so we will see where we end up, we’ll share more here as things develop.

Comment

Originally posted by Isle_Kyle

Currently, many low lobby players will see a “Masters Challenger” titled player and freak out, despite that title being earned in another role/mode. Has the team been thinking of ways to reduce this confusion, either by showing ranks or changing the title’s names to reflect the role/mode they were earned in (ex. Diamond Tank, Open Queue Master, etc.)

We agree that confusion caused by these titles is problematic and we’re working on a solution for Season 4!

Comment

Originally posted by S4RC45TIC

It feels like it's super easy to progress in ranks at the moment.

4/6 players on my team have currently gone to GM in the past week, and none of us deserve it

There are two issues at play here. The first is that we have reduced SR decay this Season and increased the rate that SR decay is removed when you win games in preparation for removing this system entirely for Season 4. This means that players are reaching their true ranks more quickly than they ever have in OW2. OW2 really does have a different metagame and emphasizes a different skillset than OW1 did, so it is inevitable that some players will find themselves higher ranked in OW2 than they did in OW1.

The second is that our first two seasons had a small amount of unintentional SR deflation, so we've mostly corrected that issue in Season 3. At the highest ranks (like GM where you and your friends are) we've learned we had an inaccuracy in our formula that resulted in an overcorrection.

Comment

Originally posted by Chirdaki

Can you show unmirrored win rates for all heroes across all ranks? I always like seeing that data even though it is rarely shown.

One of the things we are currently working on is bringing the community into the fold more on the data we are seeing. We want to inform our players as best we can in order to have better discussions around balance changes and the reasons behind them.

That said, we don’t want to be in a place where we publish all current live data as that can have very unwanted meta effects. If players feel stuck playing meta heroes at times, having official live data could only further cement those sorts of feelings, even if players can have success on a wide range of heroes. Data only tells part of the story when considering the experience of playing with or against a hero.

So what y’all will continue to see are some data shared in livestreams, retrospectives that tell the story of hero performance over a season, and quick updates on the top performers in a particular meta. Hopefully these initiatives start to spark more fruitful conversations surrounding hero balance. We’ll als...

Read more
Comment

Originally posted by Diogodinis00

What does the team think about heroes passives, and are you open to change them in the future?

Hero passives are super interesting because they often can define heroes and actively change the way the kit is played. Since many passives have fewer restrictions than active abilities (due to the lack of cooldowns), certain passives become the defining feature of the kit. Lucio's Wall Ride is a great example of a passive that completely changes how a character would play. If he lacked wall riding, his style of supporting via harassment and displacement would be significantly hindered, and he would likely focus a lot more on getting value from Crossfade. It's also just super fun to have unrestricted strong movement. Other characters's passives might be less defining compared to Lucio's, but they still can push the player towards playing in specific ways. Sombra's Opportunist pushes players towards eliminating critically injured enemies, but it doesn't define her gameplay loop like Lucio's Wall Ride does.

When it comes to changing hero passives, I think everyone's open to...

Read more
Comment
    Craig on Forums - Thread - Direct

We are already busy drafting up a bunch of answers to the questions on the r/CompetitiveOverwatch AMA, and we look forward to getting them up as soon as the technical issues with Reddit are resolved. Thanks for your patience, everyone!

Post
    Craig on Forums - Thread - Direct

Overwatch 2 Retail Patch Notes – February 21, 2023

A new patch will be going live on PC, Xbox, PlayStation, and Nintendo Switch is now live. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit the ...

Read more

20 Feb