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.
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?
Currently the movement bonus that dps heroes get is very small, but can still be impactful in these kinds of situations you mentioned. Overwatch is a game that has an insane amount of mobility, so this change is somewhat of a drop in the bucket compared to what heroes can do with their abilities (especially for a hero like Mei, who has no other significant mobility options). We're still very much in testing on these so we'll see what sticks and what needs to be changed or removed.
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 let me break it down.
Also, is Brig's shield bash just a place holder for now or is the increased damage with no other effect the final product?
I think it wasn't super clear all the changes that Brig's shield bash has gone through from just the video. Some notes on how it has changed
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 to help control his Sentry mode, since it now has a cooldown and duration associated with it.
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.
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.
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.
Catch up with Overwatch concept artists to discover how they designed legendary new looks for three heroes.
Bad to the bone. ⚔️ ☠️ Fracture the competition as Skeleton Genji (Epic) now through Oct 19. Play. Win. Earn. Ove… https://t.co/HgKIlDHA97
Disclaimer: This is not a complete list of all currently tracked issues affecting this build of Overwatch, rather this is a targeted list of some known specific issues with this release.Patch 1.65 Heroes
@bruixamaduixa_ looks to use like whoever made this just recorded over some old footage. No need to read too much into it
@ZenofyMedia It looks to use like whoever made this just recorded over some old footage. I wouldn't read too much into it
@DvaGNoelleAyaka looks like whoever made this just recorded over some old footage. I wouldn't read too much into it
@azix__ It looks to us like whoever made this just recorded over some old footage. No need to read too much into it
@Bromelon58 It looks to us like whoever made this just recorded over some old footage. No need to read too much into it
Boo-yah! Earn spooky cosmetics, win bewitching weekly rewards, and give your foes a fright in Junkenstein's Reven… https://t.co/qBKTtOUpMB
A new patch is now live on PC, Xbox, PlayStation, and Nintendo Switch. Read below to learn more about the latest changes.
Overwatch Halloween Terror returns!
During this spine-chilling in-game event, expand your collection with spooky new cosmetics and experience our limited-time PvE brawl in the chilling tale of Junkenstein’s Revenge. Face the terror of six Junkenstein’s Revenge Challenges, diabolical twists on Dr. Junkenstein’s sordid plans. Plus, overcome weekly challenges by playing Quick Play, Competitive Play, or Arcade to earn a series of unique rewards! Throughout the event, unlock new seasonal items—including legendary skins like Draugr Reinhardt, Satyr Lucio, and Vampire Hunter Brigitte—to add to our growing collection from previous years.COMPETITIVE TEAM DEATHMATCH (S4)
Season 4 of Competitive Team Deathmatch has begun!GENERAL UPDATES
Tuned reverb (or acoustic spaces) to address feedback regarding clarity in certain interior locationsHERO UPDATES
New Hero Setting Guardian Angel Target Priority