Blizz_Alec

Blizz_Alec



23 May

Comment

Originally posted by AccurateMeminnn

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)...

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Comment

Originally posted by Thee_Archivist

Why 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.

Comment

Originally posted by O2M

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?

  1. 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.

  2. 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.

Comment

Originally posted by swamp_god

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...

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Comment

Originally posted by North-Blueberry-7710

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.


18 Mar

Comment

Originally posted by JC10101

Ye If I had to guess they want to see how doubling up on certain abilities change the flow of the game. Maybe something like double antis or double Mei wall.

No way they would actually let double picks happens for real

Yes, mainly a look into the world of some ability overlap


22 Feb

Comment

Originally posted by banethor88

Healthy changes all around. Except for Widow - why increase her effective range even more?

I still feel like snipers remain a part of the DPS design that's quite unsolved - it makes the game quite un-interactive especially with a mercy pocket where one-shots are still quite likely.

Some of this was for Widow duels - there were spots we saw Widows dueling each other (from statue to spawn on King's Row was one sightline we used) and just not dying even though we felt the distance should have resulted in a kill. Should still be safe from one-shot when playing 250hp heroes further back (behind car on first point, ledge above is fine too for King's Row for example). If it ends up shifting her effective range too much, it could get rolled back.


16 Feb

Comment

Originally posted by zeefeet

Is this a JQ buff?? Or just a bug fix?

Her melee was only dealing 30 damage instead of 40 (the new increased amount)


08 Feb

Comment

Originally posted by Zakainu

Welp fellow Wrecking Ball enjoyers, looks like we're not getting anything this season.

Interested in trying out the new Pharah and seeing how all these balance changes shake out though.

Trending in the right direction here design wise for a smaller set of changes. Hopefully won't have y'all waiting too long, this won't be a Roadhog in terms of timeline.


12 Dec

Comment

Originally posted by Lichtboys

How is Mauga performing in each rank? Higher or lower then expected? Granted it is very early, but I’m just curious

Throwing this on here late, but is it intended that health packs don’t stop maugas burn? Considering it stops other damage over time effects it kind of throws me off

Very well at all rank thresholds, one of the reasons we are putting out some initial changes today to lower his damage output (which also affects his sustain).

During the BlizzCon trial Mauga was actually performing much better than community perception, but there were some issues with his survivability and things like his head hitbox size. We pushed him a bit further with the understanding that we would act quick if things weren't in line with our overall balance goals. Today's nerfs should give us a better look at where he will end up once he enters Competitive.

Comment

Originally posted by starfieldnovember

What hero has the most amount of final blows on Mauga?

Two Maugas enter a Cage Fight, one leaves? both leave? There's a lot of Mauga right now, more than any other hero. He's responsible for many deaths, even his own.

Comment

Originally posted by Spedrayes

Can we get more details on the hero bans system you are looking at? Would it be a single ban per team? Or would we get one for each role? Would there also be protects? I've always loved the idea and I think it's great you're giving it a chance!

Want to clarify here that the first time we do this it will be for a limited time as an experiment. With that said, we're still discussing how exactly it will work in the match flow and where we put this experiment. Should everyone get a ban against one hero in their role? Should this experiment actually run in competitive for a weekend or should it get its own queue? How long is this phase before you select heroes, how much time does a team need to feel like they are strategizing but not so long it significantly increases the match length?

Those are the sorts of questions we talk about in our design meetings around this. I think any sort of ban system in Overwatch has the chance to be fairly polarizing, especially when your main gets banned. The point of the experiment will be to gather some initial feedback and make sure that if we ever move forward with permanently adding bans, we've covered all our bases.

Comment

Originally posted by darthnick426

Idk if this will be seen but, I know it was mentioned that there are a certain number of heroes that the team is looking at for reworks or kit tune ups. You mentioned Wrecking Ball as being at the top of that list. Is Reaper being looked at for a rework at all? I love his current kit but he does seem prime for a rework since he has an available ability slot.

And then on an unrelated note: any plans for a Talon Heavy themed Mauga skin? I would love to have that one.

Thanks for taking the time to do the Q&A!

Reaper is also on that list! Had our first brainstorm and have aligned on our overall goals for what we want to see with Reaper's abilities. One of those goals is modernizing Reaper's kit, Shadow Step and Wraith Form standing out there.

We may also explore some new abilities for Reaper (on the right-click), but don't want to take the space just because it's available. If we add something there, we'll want it to give him slightly more decision making in-combat than he has currently.

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 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 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