Competitive Overwatch Delayed; Balance Changes Discussed

Blizzard tweets about plans to launch competitive play in Overwatch, saying "We'll be introducing our Competitive Play (hopefully) later in July," a change from their previously announced intention to get this going by the end of this month. A later tweet specifies: "We're aiming for mid-to-late July." In related news, Overwatch principle designer Geoff Goodman touches on balance changes for the multiplayer shooter in a couple of replies to a thread on the Overwatch forums on the topic. Blizzard has not discussed balance changes before, and this is not comprehensive, but he does specifically mention the possibility of nerfing McCree and buffing D.Va. This post about D.Va says that she probably need improvements, but based on the nature of the character he says that this is unlikely to be in the form of increased damage, and in this post he discusses corralling everyone's favorite cowboy:
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.
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Re: Competitive Overwatch Delayed; Balance Changes Discussed
Jun 1, 2016, 11:17
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Re: Competitive Overwatch Delayed; Balance Changes Discussed Jun 1, 2016, 11:17
Jun 1, 2016, 11:17
 
Wallshadows wrote on Jun 1, 2016, 10:17:
descender wrote on Jun 1, 2016, 09:11:

Really? I think people severely underestimate how difficult "balancing" really is... they had trouble balancing WoW PvP because it isn't designed to be PvP from the ground up.

For basically every other game they've designed they use an intricate rock/paper/scissors style balance that works extremely well.

The balance in PvP is really bad where only a handful of comps can compete above 2k rating but I'd dare say that PvE is even worse where there are such monstrous disparities from the top and the bottom. As an example, In HFC you're a Rogue and you play anything but Subtlety you're literally doing it wrong. We're not talking 5 - 10% difference between specs, we're talking nearly 100% better than Assassination and nearly 60% better than Combat. If you go MM Hunter which is the top Hunter spec you're smack in the middle and behind a Sub Rogue by about 30%.

Unfortunately, this is how raids tend to unfold for as long as I can remember. You have top-tier specs which you can stack, mid-tier specs which can pull themselves up because of their utility, and then you have garbage tier specs which are more of a liability than a benefit. If I were on even Heroic progression and our Mage was playing Frost rather than Arcane or Fire, that's a huge problem for the group since the game has moved far and away from "bring the player, not the class" thanks to their terrible balance and encounter designs.

Now they're introducing two additional layers of balance with Artifacts and Legendary items which populate trash mobs in the open world that can have varying degrees of performance gains. Oh boy, I can't wait until my spec goes from awesome to garbage in the next tier because of balance and design and I have to regrind the favorable spec assuming I'm not one of several classes that only has one DPS spec.

Well, that is why they're splitting PVP and PVE balancing in Legion.
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Jun 1, 2016Jun 1 2016
   Re: Competitive Overwatch Delayed; Balance Changes Discussed