After continued testing, we agree, and are making a change so the entire roster should have access to as we launch. Upon announcing the change for up to 30% ultimate power to transfer when swapping DPS heroes, we saw a lot of feedback asking why that wasn't a broader change for all heroes. All heroes now refund up to 30% ultimate power on hero swap.Does not stack with itself but will refresh the duration Damage Role Passive - New Passive: Eliminations grant 25% increased reload and movement speed for 2.5 seconds.With this change, our goal is to preserve some of the advantages granted by temporary health while adding a reward for players who contribute to their teams through damage dealt. For the players doling out the damage, doing significant damage but gaining no ultimate charge can be particularly frustrating and unrewarding. This is particularly effective in instances where you can grant temporary health to other players. Temporary health not giving ultimate charge added a lot of hidden strength to its effect, reducing consequences for riskier decisions and playstyles. Temporary health now grants 50% reduced ultimate charge instead of zero ultimate charge.We’ll continue to monitor Junker Queen’s performance and win-rate, as well as broader player sentiment in the weeks following launch. Reducing the health gain and duration while increasing the ability’s cooldown are intended to reduce the overall power of this ability and make its use more deliberate and less forgiving. Cooldown increased from 11 to 15 secondsīased on data and feedback received from beta testing and (more recently) from observing professional play, we believe the temporary health granted by Junker Queen’s Shout ability has proven too strong overall and enabled a dominating team composition at the very upper ranks of play.Temporary health no longer decays over its duration.Allied duration reduced from 5 to 3 seconds.Allied health bonus reduced from 100 to 50 HP.Until then, let’s dive into a preview of what to expect on October 4th. You’ll have an opportunity to see most of these changes in action first during the next Overwatch League tournament cycle, the Countdown Cup, starting on September 22nd. Informed by this data and feedback, the Hero Design team has mapped out some balance updates that players from the Beta will recognize as changed from the end of our second public Beta test earlier this year. This, along with player feedback from the broader community and professional players, has been instrumental in defining the hero balance landscape at launch. The second public Beta brought with it an abundance of hero performance data. We are also prepared to make additional balance adjustments if the need within a season arises to manage hero balance and power and keep our game feeling fair and fun. This means new seasons will feel more distinct and special with balance changing significantly when we move to the next season. Importantly, each season will also see impactful hero balance changes as the season begins to support our goals of constantly balancing the game and keeping the live service feeling dynamic. For heroes more specifically, our plan is to typically release a new hero every other season, which combined with our ongoing additions of new maps and game modes and our regular balance updates, should reward different strategies and playstyles, keeping the game fresh and dynamic for years to come. Overwatch 2 brings with it a new 9-week Season cadence that will consistently introduce new maps, heroes, game modes, and more for players to experience. For today’s update, let’s take some time to talk about Hero Balance for launch day, and break down our philosophy and approach to balancing the game with our new seasonal model for Overwatch 2. October 4th is on the horizon and the team has been hard at work preparing for the launch of Overwatch 2.
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