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Overwatch |OT2| A New Low in Unlocking and Microtransaction Systems

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Jeff Kaplan knows what's up, can't detect any lies here

If you go back and read some of that beta feedback when we unleashed those three heroes after Blizzcon, they were demanding that all those heroes be removed. Like, they're all overpowered and we should get rid of them. If you think about it today, Genji, D. Va and well, maybe not Mei, are some of the most loved heroes.
 
They're not going to get a ton of high bandwidth testing happening as long as it is private match only and people don't realize that they want it tested. It's my understanding that it is quite buggy resulting in a lot of crashing at the moment so people just don't deal with it. However, if the community realized that they need feedback, I'm sure more would be willing to tough it out to potentially get the client update rate increased in all modes.

0.08% of 7,000,000 is 5600.

That's not a bad sample size to determine the implications that the higher bandwidth has.
 
Finally saved up 1000 credits and want to buy the McCree Gambler skin, but I don't want to if Blizzard is going to nerf the fucking character and make him worthless (which they likely will) Decisions decisions!

I think junker D.Va will be my first purchased skin.

So sort of given up on Mercy in pub games, sticking with Lucio but wondering how does one "get good" with Lucio?

I think hes kinda hard to have a bad game with. Hes like 76 just pretty easy to play.
When i use him i tend to stick to the point and use healing boost as much as possible. He's awesome on Ilios as well as his Sonic Amplifier can easily knock people off the map.
 

LiK

Member
So sort of given up on Mercy in pub games, sticking with Lucio but wondering how does one "get good" with Lucio?
Stay mobile cuz you're hard to hit and help with the offense while healing near your team. I spam the healing constantly and I can easily win even with randoms. He's a lot of fun to play and his super can be a gamechanger in keeping your guys alive in OT
 
I just want blizzard to say something about SEA players lagging to all hell, I don't even care if its a passive aggressive statement.
Just say something. It's almost been a week.
 
That's going to need a patch very quickly if it's accessible and they can shoot down as well as up.

It looks like they're just under the bridge. Likely she placed them there while jumping off the payload.

I don't expect it to be a crazy issue or anything. It would still require some setup, and a dead defending team to allow that to happen.
 
Someone told me over mic last night, you can change the controls for Lucio to hold down Lshift for switching heal. Didn't realize there are character specific control settings for abilities.
 

Mupod

Member
Finally saved up 1000 credits and want to buy the McCree Gambler skin, but I don't want to if Blizzard is going to nerf the fucking character and make him worthless (which they likely will) Decisions decisions!

the game currently has no 'worthless' characters unless you're only playing in whatever tournament metagame currently exists. I dominate matches as Zenyatta and I assure you the nerf he got was way bigger than what McCree is in for.
 

Ultryx

Member
Finally saved up 1000 credits and want to buy the McCree Gambler skin, but I don't want to if Blizzard is going to nerf the fucking character and make him worthless (which they likely will) Decisions decisions!

So... you won't play McCree unless he remains as he currently is?

Someone told me over mic last night, you can change the controls for Lucio to hold down Lshift for switching heal. Didn't realize there are character specific control settings for abilities.

My friend does this hold down thing and I don't know what the hell it is. When I play Lucio I just press shift to switch from speed boost to healing and vice versa.
 

LiK

Member
A good Zenyatta player destroyed one of my groups. Dude's Discord was fucking annoying and helped melt us and we had a hard time killing him cuz he was protected. They knew what they were doing.
 

darklin0

Banned
He has speed boost, get in and out quickly. He is widely considered S tier right now, and way too tanky for a healer.

There is a few balance changes that I think needs to be worked on

Mcree - Flashbang + Hammer is instakill, and even takes out tanks. (Dev already hinted at nerf)

D.Va - Critical hit box way too big. (Also hinted at being fixed)

Mei - She has too much escapability. Can freeze heal, then wall block once she is out to run away.

Lucio - Too tanky for a healer making him way too hard to remove on top of his great mobility. He also shouldnt be able to wall ride the pay load.

There is probably some others, but i think those are the 4 adjustments that needs to be made the most.
I agree with McCree and D.Va but the other two not so much.

Mei's problem is being able to freeze so quickly. I am not talking about her ultimate, but her normal attack. Not only do you freeze quickly, you also can get frozen right after you unfreeze if you manage to survive the first freeze. It allows for very little counter play and usually results in a garunteed death. While her wall and invulnerability are annoying, you can always walk away and focus on objectives or other enemies.

Lucio is not tanky at all, he is super easy to take out. The only reason why he seems to survive longer is because for some reason when he jumps 5 feet off the ground people forget how to aim and don't out DPS his heal. If he drops his ult just on himself consider that a win cause its a huge waste just saving himself with it.
 

pigeon

Banned
So sort of given up on Mercy in pub games, sticking with Lucio but wondering how does one "get good" with Lucio?

Your goal with Lucio is not to have gold medal in health. That should literally happen automatically unless you're a sap and leave speed aura on.

Your goal is gold medal objective time, eliminations and objective kills. Lucio does very solid damage, occupies a ton of space with suppressive fire, and has a lot of survivability. He is excellent, for example, at poking out turrets and snipers.
 

TaterTots

Banned
I have never been legit annoyed/irritated playing Overwatch until today. I always had this guy on my team that absolutely refused to stop playing Torb. It didn't matter if we were attacking ,defending, which map or game mode it was, he wasn't changing. It's obvious he is one of these people that has a "main." Today it really shown how that can handicap a team if it isn't built around that. We were at such a disadvantage. He'd just be off building turrets at weird spots and not giving out armor.
 
Someone told me over mic last night, you can change the controls for Lucio to hold down Lshift for switching heal. Didn't realize there are character specific control settings for abilities.
Okay, now go into the settings for Soldier 76 and Zarya and turn on friendly health bars.
 

LiK

Member
I have never been legit annoyed/irritated playing Overwatch until today. I always had this guy on my team that absolutely refused to stop playing Torb. It didn't matter if we were attacking ,defending, which map or game mode it was, he wasn't changing. It's obvious he is one of these people that has a "main." Today it really shown how that can handicap a team if it isn't built around that. We were at such a disadvantage. He'd just be off building turrets at weird spots and not giving out armor.
that blows, at least give out armor. What a lazy fuck.

Okay, now go into the settings for Soldier 76 and Zarya and turn on friendly health bars.

What is this about?
 
I agree with McCree and D.Va but the other two not so much.

Mei's problem is being able to freeze so quickly. I am not talking about her ultimate, but her normal attack. Not only do you freeze quickly, you also can get frozen right after you unfreeze if you manage to survive the first freeze. It allows for very little counter play and usually results in a garunteed death. While her wall and invulnerability are annoying, you can always walk away and focus on objectives or other enemies.

Lucio is not tanky at all, he is super easy to take out. The only reason why he seems to survive longer is because for some reason when he jumps 5 feet off the ground people forget how to aim and don't out DPS his heal. If he drops his ult just on himself consider that a win cause its a huge waste just saving himself with it.

Yeah I was going to say at 200 hp Lucio isn't exactly tanky...

With that said, he could be easier to kill. As a support it feels like he is harder to take down than most 200 hp characters like Widow, Hanzo, Mercy, etc. because of his self heal. Taking down Lucio can force you to go through 400+ HP, and with speed boost and knock back he can also get away where the others cannot.

I think the issue is that he regens health while taking damage so with the knock back and evasiveness considered, he has a lot more sustain than a support has the right to possess. This is actually more of an issue on console, where players tend to be less accurate, and a Lucio wall running around the edge of the objective can survive for much longer.

I think it might be better if there were a very brief delay before he could self-heal after taking damage. That way, if he was being assaulted by someone, he couldn't just outheal it and run around.
 

commish

Jason Kidd murdered my dog in cold blood!
I have never been legit annoyed/irritated playing Overwatch until today. I always had this guy on my team that absolutely refused to stop playing Torb. It didn't matter if we were attacking ,defending, which map or game mode it was, he wasn't changing. It's obvious he is one of these people that has a "main." Today it really shown how that can handicap a team if it isn't built around that. We were at such a disadvantage. He'd just be off building turrets at weird spots and not giving out armor.

Hey buddy, let me use my Torb!
 
a skill based system that drags everyone to a 50% win rate regardless of how good or bad they are

I think people are entirely overreacting to this notion of a 50% win rate. If matchmaking is working properly, no matter your skill level, then you should approach a 50% W/L. Attempting to achieve a 50% W/L for all players is a commendable goal and shouldn't be shat on because high skill players consistently shitting on lower skill players is a terrible, discouraging experience for lower skilled players.
 

Rockandrollclown

lookwhatyou'vedone
I have never been legit annoyed/irritated playing Overwatch until today. I always had this guy on my team that absolutely refused to stop playing Torb. It didn't matter if we were attacking ,defending, which map or game mode it was, he wasn't changing. It's obvious he is one of these people that has a "main." Today it really shown how that can handicap a team if it isn't built around that. We were at such a disadvantage. He'd just be off building turrets at weird spots and not giving out armor.

I think I may have encountered that guy a few days ago. When I joined, his team was talking shit to him for picking torb on attack and he just responded with that being the only character he plays. I should have encouraged him since I was on the other team, but I made it my mission to keep an eye on him and blow up his turrets before he could ever get them to level 2 the whole game.
 

Miracle

Member
Win rate at 59%. Although I'm sure it's only a matter of time before that goes down if that theory about the game forcing 50% maximum is true. :p
 
I think people are entirely overreacting to this notion of a 50% win rate. If matchmaking is working properly, no matter your skill level, then you should approach a 50% W/L. Attempting to achieve a 50% W/L for all players is a commendable goal and shouldn't be shat on because high skill players consistently shitting on lower skill players is a terrible, discouraging experience for lower skilled players.

Pretty much exactly this. 50% winrate is the desired end goal for matchmaking, since it means that you're matched up with people who are essentially exactly as skilled as you are, and each match is determined by minute improvements or failures on each side.
 
So... you won't play McCree unless he remains as he currently is?



My friend does this hold down thing and I don't know what the hell it is. When I play Lucio I just press shift to switch from speed boost to healing and vice versa.

Its basically healing at all times unless you hold down shift. The regular way is toggle. It works really well as healing because I forget sometimes what I have it on with so much action going on.
 

MartyStu

Member
Aiming to keep players at 50/50 is exactly what a properly balanced MMR should do.

It is almost entirely its entire point.

Why for those two characters? Is it just to know when to heal and shield?

Yup.

They may not be 'Support', but it is nice to have that awareness so that you can make better informed decisions when it comes to using shields/heal.
 

commish

Jason Kidd murdered my dog in cold blood!
Other that the thrill of winning, what do you get if you win? I see so much rage about people losing and being on bad teams, but how much of a benefit is it to win? I know you get additional XP, but is there any other benefit? Until there's a ranked, I stopped caring so much about winning or losing. I don't rage as much when I see 2 widows on my team when we are escorting.
 

Cade

Member
That symmetra dorado exploit absolutely can shoot down. It makes the right side of the alley lethal unless you've got a Reinhardt to block. You cannot shoot the turrets.
 
I think people are entirely overreacting to this notion of a 50% win rate. If matchmaking is working properly, no matter your skill level, then you should approach a 50% W/L. Attempting to achieve a 50% W/L for all players is a commendable goal and shouldn't be shat on because high skill players consistently shitting on lower skill players is a terrible, discouraging experience for lower skilled players.

I get that and I understand its merits, but then what dissociates ranked from unranked games? If all my games end up as sweaty high-skill matches after a while, why switch between casual and unranked? Sometimes you just want to play a game and chill with a regular distribution of player skill levels. I enjoyed my time on PC games where I could just jump in a server and there would be all manner of skill levels represented.

It just reminds me of Rocket League. I enjoyed messing about and playing the game for a laugh, then I reached Gold III in ranked and every match would be incredibly intense. That in itself is fine, but at the same time, when I played casual games I would regularly be matched with Fysho, Gibbs, Kronovi, and MikeRules.

Even more of an issue is the way that these games take an average of your skill based rank when you are playing with others, therefore if you are playing with a rank 1 friend (hypothetical skill ranking range 1-60) and you are 49, then the MM places you against a ranked 25 team. However there is nothing to suggest that two players of skill 25+25 are equal to someone of skill 49+1. This often leads to frustrating missmatches and you can see this in actual games, where your entire team is outperforming there's, but your team is being undermined by a one or two weak links occupying a tank or support role.

When coupled with the lack of transparent scoring, it's a real issue, because you cannot explicitly isolate these mismatches and weak links. You also have no tangible metric to whether you're performing well (relative to team / opposition within your role).

It also doesn't encourage anyone to perform better, as poor performance is rewarded with easier games. So every crappy Widowmaker out there will stay crappy because she will be afforded a team and level of play that accommodates her inept skill level.

A final note, it also invalidates all of this score sharing and comparison that people are doing. Talking about their KDR and performance, when that performance is relative to an invisible skill based system. Maybe if that system was transparent, but as it is, it's hard to tell if you are performing well, or improving and that isn't very interesting in my opinion. I don't see much point in having two identical systems either. I always liked the way Halo did it, where ranked was the focus, but social games also existed. What's the point in getting better than other players, if you never get the opportunity to play anyone worse than you? while at the same time, have no metric for your performance, or category for your level of skill.
 

Baliis

Member
lost a game while at the first point only 5 secs had to go... after that they DESTROYED US

this game makes no sense

they where nowhere and out of the blue they became the best players ever

Did they swap chars to counter yours? Also, taking the second point on 2 point maps can be really easy if the defense tries to contest point A when it's obviously lost. Had a match on hanamura where we struggled to get A but when we did, three of us just looped around the left side to B while most of the defense was still over by A. They all tried to rush back to defend but came in at different times rather than as a group and just got picked off and lost. If you can get in on point B before the defense has a time to set up you can usually just roll over them and win.
 

Cocaloch

Member
Agreed.

In many ways this game is so casual it hurts.

A scoreboard and assist system that tells everyone they're a winner, a skill based system that drags everyone to a 50% win rate regardless of how good or bad they are, various characters that you do not need to aim to play. Asynchronous gametypes where you can play two rounds and have no clear conclusion on which team is the better team?

One of my buddies has a broken controller (it cannot aim without stuttering) and still plays this game effectively because half of the cast do not require you to aim well to perform well (Winston, Symettra, Reinheart, Torbjorn, Lucio, Mercy, etc.). Others like McCree and Reaper have near flat learning curves.

But I guess it's these reasons (like the way the scoreboard doesn't tell you you did crap relative to the rest of your team) that this game appeals to people in the first place.

You realize that all matchmaking systems work like the bolded right? If the system is able to accurately match you with people of a similar skill level then you should only be winning about 50% of the time.

Also I don't understand how the aiming thing is a problem? The game is no counter strike. It's not just about your accuracy, but also how you team of characters with unique abilities is able to function as a team. Part of that is there will be characters where game sense and other factors are more important.

I get that and I understand its merits, but then what dissociates ranked from unranked games? If all my games end up as sweaty high-skill matches after a while, why switch between casual and unranked? Sometimes you just want to play a game and chill with a regular distribution of player skill levels. I enjoyed my time on PC games where I could just jump in a server and there would be all manner of skill levels represented.

It just reminds me of Rocket League. I enjoyed messing about and playing the game for a laugh, then I reached Gold III in ranked and every match would be incredibly intense. That in itself is fine, but at the same time, when I played casual games I would regularly be matched with Fysho, Gibbs, Kronovi, and MikeRules.

Even more of an issue is the way that these games take an average of your skill based rank when you are playing with others, therefore if you are playing with a rank 1 friend (hypothetical skill ranking range 1-60) and you are 49, then the MM places you against a ranked 25 team. However there is nothing to suggest that two players of skill 25+25 are equal to someone of skill 49+1. This often leads to frustrating missmatches and you can see this in actual games, where your entire team is outperforming there's, but your team is being undermined by a one or two weak links occupying a tank or support role.

When coupled with the lack of transparent scoring, it's a real issue, because you cannot explicitly isolate these mismatches and weak links. You also have no tangible metric to whether you're performing well (relative to team / opposition within your role).

It also doesn't encourage anyone to perform better, as poor performance is rewarded with easier games. So every crappy Widowmaker out there will stay crappy because she will be afforded a team and level of play that accommodates her inept skill level.

A final note, it also invalidates all of this score sharing and comparison that people are doing. Talking about their KDR and performance, when that performance is relative to an invisible skill based system. Maybe if that system was transparent, but as it is, it's hard to tell if you are performing well, or improving and that isn't very interesting in my opinion.

I assume that the difference will be that competitive will have a modified ruleset, and once it drops noone in casual is going to complain about your team comp. Your argument about matchmaking systems is weird. People either tend to want to do better or not care about their performance. I think very very few people will intentionally throw games to have a lower mmr.
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
max level you can go without getting a legendary skin is 25.

you're hitting the max hahaha

26 Level now without a legendary.

My shit is broken.

2016-06-0718_11_48-ovpxq33.png
 
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