![]() In Season 3, one of our new events will offer players an all-new legendary skin. We are working to offer rewards that are new for all players more consistently. However, we’ve heard and understand the feedback from Overwatch veterans that these events don’t feel as exciting when they come back around, particularly if you already own the event reward as was the case for some players in the Lunar New Year event. Millions of new players have come in to play Overwatch 2 and been able to experience these events for the first time. We also brought back the Winter Wonderland and Lunar New Year events. And we mistakenly did not include environmental kills in our leaderboard tabulations – Zeus fights dirty at times with a giant statue on the line – but this will be corrected for any future battles. Based on your feedback, we also plan to make a team deathmatch version and enable the mode in custom games the next time it runs. We think some challenges were too difficult to complete in aggregate. ![]() Specifically, we did not expect that players would pursue all hero titles during the event. We’re generally happy about this mode and player feedback around it, but we do think there’s room for improvement. We debuted the Battle for Olympus during Season 2. And we want to be more willing to take creative risks for these limited-time game modes. Generally, we want to craft different ways to play the game and give you fun new modes and events to experience. As we gather your feedback and look at whether you enjoyed different events, we expect to improve and bring many of them back in the future. We set a goal in Overwatch 2 of having more frequent in-game events and unique limited-time game modes. Battle for Olympus and other Season 2 Limited Time Events That should eliminate many of the extreme uses and enable more counterplay while keeping Annihilation a strong and impactful ability. In Season 3, we’ll be changing the timer on Annihilation so that it will tick down slower if enemies are in it (previously paused the timer entirely) and adding a cap of 20 seconds. We want Ramattra to feel imposing and intimidating but not feel hopeless to fight against. While an ultimate lasting as long as enemies are in it is very exciting, it can lead to some unhealthy gameplay scenarios. Going into his release though, there was one ability we knew would be a risk – his ultimate ability, Annihilation. Overall, this set of changes had a large effect on Ramattra’s effectiveness and he entered competitive as one of the stronger Tank picks - a big shift from his lower performance leading up to the changes.Īs we wrap Season 2, Ramattra remains a strong Tank choice and the previous changes helped achieve some of Ramattra’s overall design goals. Alongside the Nemesis Form changes, we also decreased the cooldown on his Void Barrier to create more overall uptime with his abilities. With our learnings, we chose to increase his power while in Nemesis form by upping his armor and speed. At this point, there are many different factors that go into making balance decisions including player feedback and hero performance- though this is limited to quick play data (which can differ from Competitive). We saw a lot of great conversation around his kit and the overall design, but it was clear that you felt Ramattra wasn’t viable in enough situations. Ramattra’s initial release was met with a lot of positive feedback in terms of fun factor. The next set of questions focused more on his viability-How’s he performing as players learn how to play him? What compositions is he fitting into? Are there early dominant strategies? Answers here help us decide if we want to make any changes to the hero within the first two weeks, before they enter competitive play. ![]() ![]() We started asking ourselves some challenging questions about his kit’s performance based on your feedback-What was the community’s first impressions of his kit? Is his kit approachable? Which abilities and moments are resonating with our community? What are the sore spots? We watched Ramattra closely when he first released, including community gameplay and conversations. Here’s more info about what we’re doing now and how we’re thinking about longer-term changes. We’d like to take some time to reflect on this past season and give you a sense of where we’re going in the future. The Overwatch team has been preparing to conclude Season 2 as we gear up to Season 3, and we’re incredibly thankful for all the player feedback we’ve seen over the past months. ![]()
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