blizz_winter

blizz_winter



11 Jul

Comment

Originally posted by Leopold747

Also they need to increase the fire cost, literally everyone is on-fire all the time! It's to the point that I legit don't care who's onfire & who's not! Initially I was excited abt this feature but few days after it's launch it's a MEH. I guess it's made to please the average casual player ....

Balancing a new scoring system like this internally is tough, and we definitely erred on the side of making it easier to attain than harder to attain because we wanted players to get to see it and play with it.

We agree with this feedback though, and today's patch makes it more difficult to attain and to maintain, so let us know how it feels with these changes!

To your other point, the system is designed to be compelling to players at all MMRs (including our highest). This is difficult too, because lower MMR players don't usually have the same stats as higher MMR players. I think with our first pass we landed pretty squarely on "too easy and too common for everyone".

Comment

Originally posted by Forrest319

What's crazy is you consider this rare. I feel like it happens every other game and is easy to reproduce. Definitely multiple times on days I play.

Yeah, I was oversimplifying that explanation.

As a Competitive player it wouldn't feel very rare at all. When we test internally we mostly test in custom games and very frequently in a one-off fashion for discussion and team balance afterwards. Obviously as a dev team we don't have enough players to queue for Competitive internally with good matchmaking, so normally we test that mode in custom games for things like On Fire. I take the blame here for not pushing for more playtests with the Competitive ruleset for On Fire.

We fixed this bug the day after Season 5 launched internally because it immediately started appearing online and the cause was pretty obvious, but this one slipped past us.

Comment

Originally posted by iWr1techky12

It’s complete pointless trash compared to the OW1 on fire system. You don’t even have to do pretty much anything to get on fire. As long as you shoot somebody a couple times or heal somebody a couple times you’ll go on fire.

We agree it is too easy to gain On Fire with this reworked version of the scoring system. We've made several tweaks and fixes (including a fix for the bug in the OP) in the mid-season patch that should address this concern and others we've seen online. If it still feels too trivial (or if it now feels too difficult) to gain On Fire after the patch please let us know!

Comment

Originally posted by defearl

My duo partner was confused when this happened. He got the "on fire" status even though the 2nd round just started. At first, I thought maybe the "on fire" points get carried over between rounds, but we both ended the previous round on fire, and only he kept it. So what gives? How does it really work?

Thanks for the report! Here's what went wrong:

https://www.reddit.com/r/Overwatch/comments/14wex9n/comment/jrj6w33/

Comment

Originally posted by delux561

With no evidence whatsoever, I believe if you were on fire when the last round ended you will still be on fire at the beginning of the next round.

This is essentially correct, and it's a bug. If you gain Fire score in the last frame of the previous round (because you're playing Control in Quick Play or because you're in most Competitive game modes) and that made you On Fire or you were already On Fire, then Fire persists to the next round.

Gaining Fire score in the final frame of a round isn't too difficult if you're playing a hero like Mei or Moira and you're dealing continuous damage to enemies as the round ends, or you're on the objective and gaining score for being there.

Unfortunately this one was just rare enough that we didn't catch it internally, but it will be fixed in the mid-season patch *very* soon!

We've got several other fixes and tweaks to Fire coming with that patch that are intended to address many of the complaints mentioned in this thread. Thanks for all the reports and feedback that continue to help us make this rebuilt version of On Fire better!


10 Jul

Comment

Originally posted by LuchsG

Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here! Enemy ova here!

Tracer has more ping lines now, and we've modified the delay for spamming pings on enemies. I know we left it like this for too long, but it was changed in Season 5.
Let us know if it's still too annoying on live!


07 May


02 May

Comment

Originally posted by WitheredBarry

First off, I'm ecstatic to see that this issue is being taken seriously! Thank you for the detailed response.

As for the accidental incorrect pings, u/aurens singled out the problem and I have recreated it repeatedly. For your reference, I am on PS4 but the issue also occurs on PC, according to aurens. The ping wheel delay function works fine if the ping button is held and the player doesn't move. HOWEVER, if the player makes any directional input at all for their POV (aka mouse movement or right thumbstick movement) , the delay is overridden and the wheel pops up instantly.

In the heat of battle this results in players repeatedly quick pressing Ping - In World only to have the ping wheel flash onto the screen for a millisecond as a specific ping is chosen by accident because they were moving. This is unavoidable unless you are inputting absolutely nothing into your POV controls, and as we all know, an unmoving player gets a hole in their he...

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Thanks for the description. We removed this shortcut feature for mouse and keyboard last season, but I see now that it was not removed when using a controller. My apologies for that oversight.

I can't make any promises with regards to the timing of removing this feature for controller, but I will work on removing it there too.

Comment

Originally posted by Stoppablemurph

My wife actually had to completely disable the ping wheel because even when the hold duration is increased to the maximum, if you move the mouse while holding the button, it still brings up the wheel instantly. The wheel coming up also means it's "stealing" the player input. In a lot of situations it's not a big deal, but it becomes more of a problem as things get hectic and you're trying to ping an ulting Genji and protect your healers.

She ended up binding a more specific "enemy here" ping option to a button instead, since that doesn't trigger the wheel, but now she can't do certain contextual point options like pinging the objective, or more importantly pinging whoever just killed her.

It would be nice if there were an option to bind the ping wheel and the generic ping button separately.

We disabled that movement based shortcut in season 3 for mouse and keyboard, so she might have more luck trying it again today.


01 May

Comment

Hey all, in the mid-season patch we're adding a new setting that will control whether contextual pings for Group Up and Need Healing would be used when aiming at an allied hero. The default will be "Off".

Contextual pings were a feature OW1, but as someone with thousands of hours in OW1 I didn't know this until players in the OW2 beta started pointing out that they weren't getting their intended "I'm with you" prompts anymore when aiming their Group Up comms at allies. When I reimplemented this feature for OW2 just before launch I made some mistakes, like letting this ping type pass through walls and letting it go an effectively infinite distance. This meant that before Season 4 we had that happening way too often.

Those bugs are all fixed now, but I realized a few months ago (because of reddit posts like these) that the number of players that wanted this feature is likely much smaller than the number of players that do not want this feature, hence why we've take...

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21 Feb

Comment

Originally posted by Human_Measurement_56

what are you doing about match leavers? They’re constantly ruining metal rank games. Can we have a harsher punishment?

We agree that we can do more to disincentivize leaving games, especially at the end of competitive seasons. We’re considering making ranked penalties partially carry over from season to season and we’d like to make sure that leaving games is never optimal for progressing challenges regardless of whether you’re in ranked or unranked.

Comment

Originally posted by Lottow

Many have noticed that games in OW2 are often very one-sided. Most of the community seem convinced its caused by poor matchmaking, but is it? How much of it is actually a byproduct of the faster and more punishing gameplay in OW2?

Are you looking at ways to make matches feel more fair outside of adjusting the matchmaking?

It’s certainly a complex issue, but we do suspect that some aspects of OW2 can lead to the game feeling more one-sided than OW1 did in some cases.

We’ve been looking at all sorts of issues that affect how one-sided our games feel. We know that leavers cause matchmaking to feel bad in Quickplay because our priority is to get a player into the match as quickly as possible, and this doesn’t always mean the player that is backfilled is as good a fit for that match as the one that left. We think we can improve our process here in the future.

Addressing more punishing gameplay specifically, we know that getting back-spawned or spawn killed if your spawn room just shut down (due to an objective capture) are bigger swings since we have fewer heroes in a match. We’re working on a solution for these issues for Season 4.

We know that there isn’t a silver bullet for solving the issue of one-sided matches, but we’re attacking the problem from several angles simu...

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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 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 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 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.


18 Jan

Comment

Hey all, I want to apologize for the confusion around this feature and the fact that it's currently overzealous. The intent behind this system was to reduce the instances of voice lines being used to annoy other players and to ensure that players still get to enjoy their own voice lines. We all know how it doesn't feel great to try to pause in the middle of a match to squelch or block another player, so this was intended to help reduce that pressure.

Speaking to the system being overzealous, it's currently counting cases where you only hear your own voice lines as spam. That's a mistake on my part that I've corrected for Season 3. This means that if you never stop spamming voice lines in game now, you won't be heard again after a short time.

There is one inaccuracy about the system in this post though. There is no concept of a permanent mute in this system; but you can effectively cause this if you never stop spamming because of the aforementioned mistake. It'...

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