![]() Overwatch League and Top 500 matches showcased the most lethal heroes in the hands of players who were held back by the ways the game used non-traditional FPS abilities to add friction to every fight. The original Overwatch's most skilled players were already playing this way. Most of the game's roster is now designed to eliminate the enemy team as fast as possible. Activision Blizzard)Īs the synergistic but distinct roles within Overwatch 2's hero roster begin to consolidate, the necessity of teamwork is diminished. This focus on aim as the most important and "fair" skill simplifies the game's fights and filters out the creativity in its DPS heroes. So much of Overwatch 2's design minimizes the non-lethal abilities with ones that supplement a player's proficiency at controlling their crosshair. As frustrating as being hacked by Sombra was in Overwatch 1, it was a necessary tool for a hero that wasn't designed to be an assassin. Overwatch 2 forgoes friction for the kind of abilities that provide flat increases to a hero's damage output. And Sombra, a hero who fed her team information while invisible and timed ability-disabling hacks for her team to follow up, now has a personal 40% damage buff on hacked targets to do it all herself. Bastion can now move in his devastating turret form, previously the thing that made him most unique. Cassidy loses his Flashbang for countering fast flanker heroes for a sticky and homing Magnetic Grenade that simply deals a lot of damage when it goes off. They've been stripped of their crowd control abilities and had their kits sharpened for maximum damage output. Like tanks, if a support is in an advantageous position and has the skills to land their shots, they can almost single-handedly finish out a team fight. Similarly, when I played as the sniper healer, Ana, I found more success splitting damage and healing more evenly than in the first game. Kiriko isn't a pure healer like Mercy or Moira, she's a support who teleports and wall-climbs around the map looking for targets to flick her kunai at, dealing DPS-levels of critical headshot damage. Many of the supports now veer much closer to MOBA design where you debuff enemies and occasionally prevent or soften incoming attacks more often than you heal. The changes to supports aren't as drastic, but new hero Kiriko suggests that the role is headed in a similar direction. Orisa, and most of the other tanks, are equipped to deal almost as much damage as a DPS hero if you let them, and they can often turn a fight in their favor on their own. ![]() She's no longer the protector of Numbani she's the aggressor. Like many Overwatch characters-two of its Japanese heroes are ninja, its Korean hero is an esports player, and one of its Black heroes, Doomfist, is an imposing villain-Orisa has become yet another stereotype that references the young Black inventor who created her in the game's near-future version of Africa. Now she's shieldless, absurdly resilient, and armed with a spear. She was built to be the nucleus of a team, with a co-tank circling around her to cover flanks and off-angles. Orisa used to sit behind a barrier shield, spew suppressive fire, and yank people out of position with her Halt ability. Tanks that were once designed to complement each other have morphed into the equivalent of a Dark Souls boss. Overwatch 2 kicks a tank off of both teams.
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