Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Anime Overwatch

Joined
Apr 3, 2013
Messages
2,071
Location
Siberia

The shit you do in QP.

Idk how people play him above 3.5k tho, even if you are a god mechanically it's simply isn't worth it (beyond the first point on payload attack) when you play against a decent team. It's a shame really, I do like my characters to have a high skill ceiling. Hopefully Blizzard will tone reaper (regardless of his synergy with ana, a broken fucking concept of a char for a shooter) and tanks down a notch, less mongo would do wonders for the game.
 
Joined
Nov 8, 2007
Messages
6,207
Location
The island of misfit mascots
They need a bigger roster. It's a bit underwhelming even for a starting point of a new setting.
They've shown 12. If they're copying TF2 I wouldn't expect more. Especially since they're going for that "very approachable" angle D:

Especially because they're trying to hit that same sweet spot that TF2 nailed:

1. Class distribution that requires co-operation, even in pubs - which is normally the commercial deathknell of any team shooter, so it's critical to combine it with:

2. Class and map design that makes 'selfish play' (i.e. just diving into a game, having fun, and not knowing/caring about the team cooperation aspect, which virtually all players will start off doing, and many will always do, and why shouldn't they? They bought the game for their own fun, it wasn't a group purchase) very similar to the class's 'proper' role, so that players will naturally just slot into the cooperative role without intentionally doing it. TF2 is unparalled in that single aspect - if you dive in and play to max your own kill-count, you'll end up doing the right thing co-operatively. Pyros quickly learn that it's not much fun rushing the front lines in the open, but lots of flanking. Heavies quickly learn that their slow speed makes it really annoying to run from spawn to where the action is, and that it's much more fun if they protect their medic on offence, while the dispenser mechanic forces them to protect their engineer on defence (plus, after a few spy deaths, they learn to protect their pyros). The medic's visual design (healing ray, nature of special ability) aims to make the medic feel like the heavy/soldier is just his little minion, like they're wielding the heavy as their gun, instead of healing him, so that players will actually pick the healing class without organisation. Spies and engineers take longer to learn to cooperate, but they'll still pick it up through natural 'selfish' play.

That's a tough combination to nail, and most class based team shooters either fail really quickly due to pub players not cooperating (e.g. nobody picks the healer, tanks sit back and snipe instead of protecting the support classes), or they're designed so that the classes don't really matter because they're all just slight variants on 'all-round damage dealer', i.e. not really a class based shooter at all, may as well be CS but with each weapon giving you a whole different skin. I strongly suspect that there's a hard cap of around 6, maybe 8 if the game is designed brilliantly, classes that you can have whilst ensuring that 'selfish play' naturally becomes cooperative.
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,161
They need a bigger roster. It's a bit underwhelming even for a starting point of a new setting.
They've shown 12. If they're copying TF2 I wouldn't expect more. Especially since they're going for that "very approachable" angle D:

Especially because they're trying to hit that same sweet spot that TF2 nailed:

1. Class distribution that requires co-operation, even in pubs - which is normally the commercial deathknell of any team shooter, so it's critical to combine it with:

2. Class and map design that makes 'selfish play' (i.e. just diving into a game, having fun, and not knowing/caring about the team cooperation aspect, which virtually all players will start off doing, and many will always do, and why shouldn't they? They bought the game for their own fun, it wasn't a group purchase) very similar to the class's 'proper' role, so that players will naturally just slot into the cooperative role without intentionally doing it. TF2 is unparalled in that single aspect - if you dive in and play to max your own kill-count, you'll end up doing the right thing co-operatively. Pyros quickly learn that it's not much fun rushing the front lines in the open, but lots of flanking. Heavies quickly learn that their slow speed makes it really annoying to run from spawn to where the action is, and that it's much more fun if they protect their medic on offence, while the dispenser mechanic forces them to protect their engineer on defence (plus, after a few spy deaths, they learn to protect their pyros). The medic's visual design (healing ray, nature of special ability) aims to make the medic feel like the heavy/soldier is just his little minion, like they're wielding the heavy as their gun, instead of healing him, so that players will actually pick the healing class without organisation. Spies and engineers take longer to learn to cooperate, but they'll still pick it up through natural 'selfish' play.

That's a tough combination to nail, and most class based team shooters either fail really quickly due to pub players not cooperating (e.g. nobody picks the healer, tanks sit back and snipe instead of protecting the support classes), or they're designed so that the classes don't really matter because they're all just slight variants on 'all-round damage dealer', i.e. not really a class based shooter at all, may as well be CS but with each weapon giving you a whole different skin. I strongly suspect that there's a hard cap of around 6, maybe 8 if the game is designed brilliantly, classes that you can have whilst ensuring that 'selfish play' naturally becomes cooperative.

>Nov 7, 2014
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,936
Location
The Khanate
I don't want to play with top 500 players, even if they're on my team. These people take the game way too seriously.
 

Valestein

Arcane
Patron
Vatnik
Joined
Dec 31, 2011
Messages
6,204
Location
Haliask, North Ambria
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Strap Yourselves In
D.VA's going to be an in-game Starcraft 2 announcer. (Go to link for voice clips of her)

http://us.battle.net/sc2/en/blog/20...goodies-dva-announcer-and-portrait-10-17-2016

D.Va is coming to StarCraft II!

We’re excited to reveal that the cache of StarCraft II’s in-game goodies, available for BlizzCon attendees and Virtual Ticket holders, will consist of a new D.Va announcer and portrait!

In the coming weeks, D.Va will join the cast of six other announcers we released with Patch 3.7—and she’s the first announcer whose origins lie outside the realm of StarCraft II lore! Although D.Va is known most recently for her activities within the Overwatch organization, her journey began in the StarCraft esports scene, where she became the #1 ranked player in the world at the age of 16. Her StarCraft experience makes her uniquely qualified to support you in-game!

As of Patch 3.7, portraits can now be shown in-game in place of a clan logo at your town hall, so there will be no shortage of ways to take advantage of these StarCraft II rewards. Everyone who attends BlizzCon 2016 or purchases a Virtual Ticket will unlock the D.Va announcer and her portrait! Check out our preview of some of her announcer lines below.
 

Azalin

Arcane
Patron
Joined
Mar 16, 2011
Messages
7,566
Lol,they gave her a player profile in battle.net

I wonder how much are the new announcers going to cost
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,865
PTR Patch notes: http://us.battle.net/forums/en/overwatch/topic/20749857162

General

  • Dealing damage to non-players (like like Torbjorn's turrets or Symmetra's teleporter), no longer charges ultimate abilities
  • Ultimate costs have been increased by 25% for all heroes
D. Va

  • Mech health increased to 200 (formerly 100). Armor remains at 400
  • Movement speed while firing has been increased by 25%
Soldier: 76

Pulse Rifle

  • Bullet damage increased from 17 to 20
  • Maximum bullet spread Increased from 2.2 to 2.4
Ana

Nano Boost

  • No longer increases move speed
Mei

Blizzard

  • Ultimate cost has been increased by 15%
Lúcio

Amp It Up

  • Healing-per-second has been decreased by 10%
Zarya

Particle Barrier

  • Power gained from barriers decreased by 20%
Projected Barrier

  • Power gained from barriers decreased by 20%
Torbjörn

  • Scrap is now automatically generated over time
  • The amount of scrap collected from a fallen enemy has been decreased by 40%
Forge Hammer

  • Swing speed increased by 25%
  • Damage decreased by 27%
Aardvark pays off.
 

Azalin

Arcane
Patron
Joined
Mar 16, 2011
Messages
7,566




I wonder are they going to introduce her along with the patch that's in PTR or later?
mystery.png
 
Last edited:

Azalin

Arcane
Patron
Joined
Mar 16, 2011
Messages
7,566
New patch 1.5 is out and IMHO it's shit,they increased the cost for all utls by 25% and they added a 1 hero limit into quickplay too,now you can get multiple heroes only in a special scenario in the new arcade mode

So no fun allowed anymore,did Josh join Blizzard while I wasn't looking?
:whatisfun:


The biggest change of course are the new map and Sombra who is basically a walking counter and my guess is she will become an almost necessary addition in most cases at least in competitive like Rein

Full list of changes
PATCH HIGHLIGHTS

New Hero: Sombra (Offense)

One of the world's most notorious hackers is stepping out of the shadows: Sombra, a mysterious infiltrator who uses information to control those in power.

Sombra is a master manipulator who can hack her enemies, temporarily blocking their abilities. In addition, she can hack health packs and Torbjörn's turret, making them useless to her opponents. She uses her fully automatic Machine Pistol to take out her enemies, getting into position using her Thermoptic Camo, which allows her to become invisible and move more quickly for short periods of time. This gives her the ability to slip past enemy defenses undetected, but she's instantly revealed if she takes damage or attacks an enemy. She also has a Translocator, which can be tossed like a grenade. When it’s activated, Sombra is teleported to its location (even while it’s in flight).

Sombra's ultimate ability, EMP, discharges electromagnetic energy in a wide radius, hacking anyone caught within range and destroying enemy barriers and shields. To learn more about Sombra, click here.

New Feature: The Arcade!

Discover brand new ways to play Overwatch in the Arcade. Choose from a variety of regularly rotating game modes, maps, and rulesets that don't quite fit into Quick Play or Competitive Play. Whether it's 1-on-1 duels, 3-vs-3 skirmishes, our alternating selection of brawls, or special rulesets like “no hero switching,” you should have no problem finding a game that fits your mood. Experience is earned just like any other mode, but you can also earn Arcade-specific rewards, like Loot Boxes!

New Arena Map: Ecopoint: Antarctica

Bundle up for a journey to Ecopoint: Antarctica, the former Overwatch installation where climatologist Mei-Ling Zhou was once stationed. While researching severe weather anomalies in the region, the station was hit by an intense polar storm. Running out of options and low on supplies, the team decided to cryogenically freeze themselves until the storm passed. They believed that it would only be for a few months, but Mei awoke nearly a decade later.

Ecopoint: Antarctica is a compact new Arena map that features multiple new game modes, including a 3-vs-3 battle and 1-on-1 duel. Check it out in the Arcade.

Season 3 of Competitive Play

Competitive Play's second season will end on November 23 at 4PM PDT (November 24 at 0:00 UTC), and the third season will begin on November 30 at 4PM PDT (December 1 at 0:00 UTC). During the week-long off season, you'll still be able to queue for matches using the Competitive Play ruleset, but your skill rating will not be affected and no Competitive Points will be awarded.

We've also made a few adjustments to the skill rating system for season 3. Players will be distributed more broadly across the skill tiers, which means that your season 3 rating will probably be lower than the previous season.

Developer Comment: When season 2 started, we had more players in the Gold and Platinum skill tiers than we originally intended. This meant that skill levels varied widely for players within those tiers, and some players were achieving inappropriately high rankings during their placement matches. These players typically began the season by having their skill rating adjusted downwards after their first few matches. For season 3, skill ratings will be slightly lower after your placement matches, allowing them to increase as the season begins. After you play enough matches, your skill rating changes will return to normal.

General



    • Made a number of data format improvements, which should decrease load times and reduce the game’s storage space requirements
    • Made several adjustments to the amount of experience needed to level
      • The amount of experience needed to reach levels 2 through 13 remains unchanged
      • The amount of experience needed to reach levels 14 through 100 has been slightly reduced
      • The amount of experience needed to reach levels after 100 is now constant (20,000 XP) and will no longer reset after each promotion

Developer Comments: With the way our experience curve works right now, players move fairly quickly through the first 23 levels of each tier (1-23, 101-123, 201-223, etc.). This is because when a player is promoted after 100 levels, the experience curve resets. While this reset has worked pretty well so far, it’s also encouraged some people to stop playing the game after they’re promoted—hoping to save those first 23 levels for a seasonal event. To help address this, the experience needed for all post-promotion levels (any level after 100) is now consistently 20,000 and will no longer reset. The total experience required to gain 100 levels after a promotion is roughly unchanged, but the total experience required to earn the first 100 levels (before the first promotion) has been slightly reduced.



    • Quick Play matches are now restricted to one of each hero per team
Developer Comment: We’ve been monitoring your feedback to the 1-hero limit in Competitive Play. Overall, we believe the game is in a better place in terms of balance and stability with the hero limit in place. For this reason, we have decided to add the 1-hero limit to Quick Play. We understand that there are a lot of players who enjoy the ability to play multiples of the same hero, so we have introduced a new mode to the Arcade called “No Limits.” This mode uses Quick Play’s original ruleset, which allows for hero stacking.

Spectating



    • The number of observer slots in Custom Games has been increased from 6 to 12
HERO BALANCE CHANGES

General



    • Dealing damage to things other than players (like Torbjörn's turret or Symmetra's teleporter) no longer charges ultimate abilities
    • Ultimate costs have been increased by 25% for all heroes
Developer Comment: Game-changing ultimate abilities were coming up a bit too frequently. This change helps keep them in check while still allowing them to be powerful.

Ana



    • Nano Boost
      • No longer increases move speed
Developer Comment: The increased speed from Ana’s Nano Boost made the ability feel unstoppable and forced Ana players to select targets that could really take advantage of the speed boost. Removing the speed boost means that Ana has a reason to apply Nano Boost to a larger variety of heroes, and enemies can fend off the attack more easily.

D. Va



    • Call Mech
      • Ultimate cost has been decreased by 20%
    • Mech health increased to 200 (formerly 100). Armor remains at 400
    • Movement speed while firing has been increased by 25%
Developer Comment: We reduced the cost of the Call Mech ultimate ability to compensate for the increased ultimate cost across all heroes (detailed above). D.Va players shouldn’t experience a noticeable change. The rest of these changes help D.Va’s withstand attacks, which will allow her to keep pressuring enemies.

Lúcio



    • Amp It Up
      • Healing per second has been decreased by 10%
Developer Comment: Lúcio’s overall healing output has always been on par with (or even higher) than Overwatch’s other healers, and his other benefits made him an almost mandatory pick.

Mei



    • Blizzard
      • Ultimate cost has been increased by 15%
Developer Comment: Mei’s ultimate was recently given a much larger radius. Now it’s coming up too frequently, considering the impact it can have.

Mercy



    • Passive health regeneration now activates when Mercy avoids taking damage for 1 second (formerly 3 seconds)
Developer Comment: This change allows Mercy to survive more easily by evading enemy fire.

Pharah



    • Rocket Launcher
      • Minimum explosion damage has been increased by 13%
      • Minimum explosion knockback has been decreased to 0%
    • Jump Jets
      • Lift increased by 35%
Developer Comment: These changes will make the explosions from Pharah’s Rocket Launcher more deadly, so hitting multiple targets should feel better. Her Jump Jets are also getting a boost to increase maneuverability while hovering.

Soldier: 76



    • Pulse Rifle
      • Bullet damage increased from 17 to 20
      • Maximum bullet spread increased from 2.2 to 2.4
Developer Comment: Soldier: 76’s damage felt a little low when compared to similar heroes. This increase affects both his normal fire and his ultimate.

Torbjörn



    • Scrap is now automatically generated over time
    • The amount of scrap collected from a fallen enemy has been decreased by 40%
    • Forge Hammer
      • Swing speed increased by 25%
      • Damage decreased by 27%
Developer Comment: Armor Packs have always been a powerful tool in Torbjörn’s arsenal, but it was often difficult to gather enough scrap to give your team a legitimate boost when they needed it. Conversely, if a team held on long enough, the scrap collected from fallen enemies was often able to generate so many armor packs that enemy teams had a difficult time turning the tide. Automatically generating scrap over time helps smooth out these differences and makes Torbjörn more viable. His hammer swing speed was increased to help him construct level 2 turrets more quickly.

Widowmaker



    • Venom Mine
      • Explosion no longer damages the player who placed the mine
    • Widow’s Kiss
      • Charge rate increased by 20%
Developer Comment: These changes allow Widowmaker to be more flexible and reactive.

Zarya



    • Particle Barrier
      • Power gained from barriers decreased by 20%
    • Projected Barrier
      • Power gained from barriers decreased by 20%
Developer Comment: Considering her potential damage output, Zarya was starting to feel like a mandatory pick in most situations. Rather than reduce her damage output, this change makes achieving her maximum power and damage output slightly more difficult.
 
Last edited:

Jackalope

Arcane
Joined
Mar 11, 2011
Messages
531
Location
inside a giant mech suit
New changes don't bother me. Just go play Arcade. It has a bunch of modes - 1v1, 3v3, a random brawl mode AND a standart 6v6 with hero stacking. Also lootboxes every week for winning games. It's actually great.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,865
1v1 is retarded with characters like Winston, Symmetra or D.Va in there.

The ultimate charge nerf is not really going to change much, because the ultimates are still as powerful as they were before. You will just have longer times between teamfights.
 

Andhaira

Arcane
Joined
Nov 25, 2007
Messages
1,869,100
New patch is ok; Sombra is shit thus far (can't even 'hack' to stop Bastion wtf)

Love the change to Pharah's jump jets. Now I actually feel like I am flying. 3v3 is cool, 1v1 is shit (it's mirror matches only)

DVAs change was also far too late in coming, as was Soldiers.

Glad about Mei's Ult cost increase; she was too overused.
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,510
Shadorwun: Hong Kong
Paladins is better. +M

Just kidding I'm poor so I can't play Blizzard's TF2.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom