During the PvP stream back in May I had the feeling that Zen and Mercy were played very often, due to damage boost and discord orb. Is there a chance that these abilities are getting slightly nerfed? It was crazy to see how a Winston or Reinhardt got melted from a Reaper + discord orb on him.
On paper, Discord is theoretically weaker with 1 fewer person per team benefiting from the debuff. Thus far in our playtests, Mercy’s Damage Boost hasn’t shown any major issues. That said, there’s still a chance we end up tuning both Discord and Damage Boost down, if we see they’re causing issues in further testing.
I’m pretty sure you guys said this in the live stream back in May, but is it true that flashbang is being removed? Just wanted to confirm
It is something we’re considering
Have you heard if there is any consideration being put into dps heroes who, at least on paper, may heavily underperform in the new 5v5 format? For example with significantly less shielding and faster gameplay how will slower projectile heroes such as Junkrat, Sym etc compete with mid-long ranged hitscans?
I’m not prepared to talk about DPS today.
Curious, will you be looking at damage as well? since the addition of Baptiste and Sigma the damage output has been much higher
I said this in the thread last week, but it bears repeating here: none of our hero design and balance changes for OW2 are being made in a vacuum. A change as fundamental as going from 6v6 to 5v5 has far reaching implications and requires us to examine every part of hero balance and design.
Sorry, It’s just there are rumours that she’s being reworked so I’ve been really scared about it.
Rumors thrive and take root in the absence of information. My goal in being here is to cut down on the rumor mill and to provide you all with as much insight as I can as to what’s happening.
Hello does this include Moira too? I’m a bit concerned that you just mention Bap and Ana here after they mentioned both Grenade and Orb
Don’t read too much into the examples I gave. They’re just “for example…”
Her name is Brigitte
Doh! (I always make this mistake…)
Fixed thank you.
Can you give us at least a high level idea on what lines are you exploring for Brig re-balance?
Not today, sorry!
In my head that played as that tiktok sound.
You know which one I mean.
In all seriousness, it’s understandable if folks have strong feelings about this direction. I’ll be sure to account for all of the sentiment we hear.
I’ve been seeing this question pop up quite a bit since our post last week, so I grabbed some time with Geoff and Josh from the Hero design and balance team this afternoon. Here’s what they had to say;Silawatsi:
Are there any significant changes to how supports are expected to function/feel to play in Overwatch 2?
So far, we’ve not made a ton of changes to how the Support role works in OW2. There are some meaningful changes, such as removing the stun from Brigette (more on her specific rebalancing efforts in the future), however for the most part the playstyle of your favorite support heroes should feel familiar and similar to retail.Silawatsi:
I’m wondering if that will affect the support’s old methods of self-healing: will abilities like Biotic Orb/Grenade and Regenerative burst stay the same in Overwatch 2, or are they being altered with the new support passive in mind?
As of now, we have no plans to remove self-healing from these heroes. Abilities like Regenerative Burst and Biotic Grenade remain a powerful part of their respective hero’s identities, and will be tuned to account for the passive self-healing abilities also available.Silawatsi:
With less health bars to juggle, how does that affect single-target healers in playtesting?
In our playtests, having one less tank made it clear to us that tanks generally contribute much more damage than they mitigate, even on retail. Because of the drop in overall damage being dealt out, Supports were actually too effective at keeping the entire team alive, so we’re testing a tuned down healing output across the board to ensure that teamfights still resolve in a way that doesn’t feel drawn out or frustrating to play against.
Andy, if you read this, I’d really appreciate it if you passed this feedback on to the devs. I’m sure they’ll do right by the character either way, but I don’t want them to overlook the potential of this route to really stay true to who the character is.
To be honest, I don’t know that this consideration is on the radar, but it’s feedback that I can pass along.
You mentioned doomfist getting a possible rework/rebalance/nerf due to less stuns being in the game. What are the odds of his punchjump or whatever you wanna call it (pressing space mid-punch) getting removed? I understand this is a big part of his mobility, but I also feel like its by far his most fun way of getting around.
Caveat: I am not confirming here the extent to which we’re looking at Doomfist. It would be disrespectful to the the hard working members of Team 4 to not give their work our best effort in revealing it.
Speaking more generally, existing hero reworks and/or balance changes are a part of our larger comms plan for OW2. We want for heroes to have the appropriate amount of space and time to shine and we’ll be doing what we can to create some great reveal content that will hopefully surprise and delight you.
It would be a crime to make them not available in custom games. Just add the functionality to enable/disable each area in the menu or something.
Talking to you Mr AndyB
Are the playtests taking into account new heroes as well?
Without going into detail…
As I said in a reply in this thread, my doubts comes from the fact that, in the past, things have been tweaked by how “fun” they were to play against.
I understand where your feedback is coming from. It remains to be seen how removing cc and utility from certain Damage heroes will impact the perceived “fun-ness” of those abilities being used by Tanks and Supports in the future. That’s a fair concern and one that we’ll be paying close attention to as we develop OW2.
This concerns me slightly. The way it’s emphasized, like “Doom, Ball, and MAYBE Tracer”
If anyone is an issue with hypermobility, it is Tracer first and foremost. Doom and ball are Mobile, sure, but Tracer has the added bonus of dealing extreme chunk damage and having a tiny stick-thin hitbox.
She’s been DPS meta for literal years. So it’s troubling to me that she only MIGHT be a problem of hypermobility.
Caveat: not a designer
I believe this is more in regard to the fact that Doom and Wrecking Ball have both great mobility and strong cc abilities like Knockup and Knockback.
Evaluating Tracer’s mobility is a part of process, but in a different way than the former.