The new Ranked mode suffered from poor comprehension. There was confusion around players’ real rank and how that translated to their skill level, difficulty forming groups with friends, and a negative impression of the matchmaker when players of different ranks were put in the same match (even if their skill levels were similar). We will be implementing some changes in S3 and quite a few more in S4 all aimed at creating more clarity in the system. More details on short-term changes and long-term vision will be coming soonTM.
We’ve gotten feedback from players that the game doesn’t feel rewarding enough to play and that players can’t earn the items they want in a short enough period of time. We’ll be making a change in S3 that should address some of these complaints. This is a first step. We will have more details to share about this next week.
There are a fair number of changes to ult cost in S3. We’ll be lowering the ult refund when swapping heroes to 25% as part of this tuning pass.
FloodAnxiety wrote on Jan 28, 2023, 14:28:
I thought they gave up on rock paper scissors style balancing for OW2?
FloodAnxiety wrote on Jan 28, 2023, 14:28:Yes, it has become too complex for Blizz's ineptitude. They are reactionary now, just looking for outliers in the data or developing trends. If they notice a spike in hero usage (like Hog and his 2-click-kill ability), they nerf it. If they noticed a hero trending out of usage, they buff it. But the gameplay still has a RPS element to it.
I thought they gave up on rock paper scissors style balancing for OW2?
theglaze wrote on Jan 28, 2023, 14:24:
Competitive mode can produce spectacular matches in the hands of professionals in the Overwatch League, but it's inherently flawed in the hands of casual gamers
theglaze wrote on Jan 28, 2023, 14:24:I thought they gave up on rock paper scissors style balancing for OW2?
Competitive mode can produce spectacular matches in the hands of professionals in the Overwatch League, but it's inherently flawed in the hands of casual gamers for two reasons:
1. Most casual players can only 'efficiently' play (maybe) a dozen heroes, but now there are 36 to choose from in OW2.
2. Most casuals cannot 'analyze' (in the heat of battle) a counter hero to attack the opponent. Or which hero they should swap to, to better compliment their own team.
Matches become lopsided and frustrating because a team can be inefficient (or stubborn) with hero selection and counter hero selection. That is it. That's what ruins most Competitive matches played by casuals.
OW is like a complex game of Rock, Paper, Scissors... except there's 36 of them, each with an Ultimate and 3 other abilities that interplay with teammates, or exploit against opponents.
Here's some solutions:
A. "Recommended Hero" should be highlighted in a player's Hero Selection screen during the match, giving players a suggestion on hero swap.
B. "Skill Rating" should be calculated for every hero a player uses, and not a blanket rating.
C. "Preferred Heroes" should be selected by a player when they queue for matchmaking.
D. "Matchmaking" should consider points B and C, so it doesn't build a team for failure (like putting to Genji mains or two Mercy mains on the same team).