Blizzard Talks Overwatch s Balance Progression What Makes Tracer Rad
Autres actions
Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experien
Yesterday evening (December 1st, at the time of writing this) was the night of the annual Game Awards show, a lavish live-streamed spectacle where the best and brightest of the video games industry gathered in Los Angeles - in order to receive awards voted on by industry peers and journalists, celebrating the year in gaming. It was a good night for big-name hits like Uncharted 4: A Thief's End , the reboot of DOOM and https://www.overwatchtactics.com/ Blizzard's mega-selling team shooter **Overwatch ** , as well as respected independent titles like That Dragon Cancer - and it was a chance for those in attendance to show off all-new trailers for upcoming tit
This update introduced buffs for Qhira and Zarya, nerfs to Brightwing, Genji, and Samuro, as well as a slight horizontal change to one of Raynor’s talents at level 20. The patch also added tons of bug fixes, many of which seem to be related to how the Death Recap displays certain abilities and skills or how heroes are revealed when hit by certain ski
Perhaps the biggest troll of the entire roster, Junkrat thrives on blocking off pathways and causing straight up chaos on the battlefield. His main weapon, the Frag Launcher, allows him to lob and bounce explosives that have a short detonation delay (unless they directly impact a player). Because of this, Junkrat is able to utilize cover, large walls and corners all while still being able to cause massive amounts of damage to opposing teams. If you're not constantly firing grenades and using projectiles to force players onto alternate paths, you're playing this character incorrectly. In addition to being able to manually launch grenades, his Total Mayhem perk automatically drops grenades upon player death, meaning that you can essentially play as a martyr if all else fails. Not only does Total Mayhem work as a method of frustrating other players, but it's absolutely devastating against characters who dare to get too close.
Torbjörn's first ability, and the one he's most known for, allows him to build a stationary turret on any flat surface large enough to house it. Aside from the fact that this turret will automatically lock onto and fire at any enemies that wander into its range, but it can also be upgraded to a second, more powerful and hitpoint-heavy version through the use of the aforementioned Forge Hammer. Of course, this does require a bit of scrap, which is earned through kills. Not only is scrap used to upgrade Torbjörn's turret, but it also plays into his second ability, Armor pack. For the cost of fifty scrap, Torbjörn can throw down a bit of armor for either himself or his allies, which raises the amount of hitpoints that they can take before dying. Finally, his ultimate ability is known as Molten Core, and this not only significantly raises Torbjörn's health and firing rate, but it also temporarily increases the level of his turret, making it a massive damage-dealer. This lasts for a few seconds, and is a wonderful way to get foes off of an objective once a turret has already been built.
There's a number of good explanations as to why Overwatch is such a fantastic game, but none greater than Blizzard's clear emphasis on making a shooter that feel awesome to play. Every character is immediately readable, meaning that the more that you play, the more knowledge you gain and, thus, the more your strategy evolves. Throughout my time with Overwatch, I have yet to encounter a dropped frame or a moment of lag, despite having every graphics setting maxed out and the servers existing in a beta state. Its shooting is as tight as a Call of Duty or Counter-Strike game, and the sheer number of colors on screen at any given moment finds a way to fill me with glee during even those frustrating moments when your team is getting throttled. Outside of playing Overwatch at the past two PAX Easts, it found a way to completely fly under my radar, and I couldn't feel dumber for brushing it off. At this moment, the only negative thing that I can say about it is that I do not want to spend a moment playing it on a console, as Overwatch feels far too good with a mouse and keyboard.
I wouldn't call it a "misstep," but one of the things on which we iterated more than we normally would was progression. Early on, [Overwatch] had a totally different progression system than it does now, and it would make changes to your character's abilities, so there was a little bit of power-progression in it. What we found was that one of the great aspects of Overwatch is how easy it is to read what's going on on the screen and what's happening in combat. We put a lot of work into what we call "combat clarity," so once we started messing with people's abilities, it suddenly became harder to tell what was happening on the battlefield. You'd see the Reaper and wonder, "Is that the Reaper that heals while he's in Shadow Walk or is it a different Reaper?"