Blizzard's Overwatch Anyone?


(bubblesKeyboard) #1

I’ve been watching the development of this game and it looks pretty awesome (not as awesome as DB doe)

What do you guys think of it? It looks pretty much exactly the same like DB but more intricate from the gameplay I’ve seen although I’m not a fan of non-bullet weapons like lasers n stuff.


(B_Montiel) #2

It’s like Team Fortress 2 and Dirty Bomb had a baby together, smashed his head on a lamp post and gave him whisky afterwards. And it achieves to seem more serious than those two. Most of the map design I’ve seen seems copied on famous cp_egypt map from tf2. Classes makes non sense to me with TPS abilities, which take an obvious inspiration on Smite. Typical recent Blizzard stuff oriented on casual gaming taking lots of good ideas in other competitors.


(intenseRuby) #3

I’m more of a fan of Dirty Bomb, which plays like the quintessential high skill, fast paced FPS. Overwatch is a FPS too, but it seems to be less about shooting guns and more about using abilities wisely and synchronizing with a team.


(bubblesKeyboard) #4

To me it feels more like a smash between Dirty Bomb and Destiny. Although I don’t like it as much I feel like it might be more fast paced than this. I watched gameplay where people were teleporting around the map and shizz.

Its also not f2p


(Jeebs) #5

Looks alright blizzards first attempt at an fps, no doubt it will have a huge player base. I’m looking more forward to db but ill definitely be looking into Overwatch.


(B_Montiel) #6

[quote=“S7ven;7053”]
Its also not f2p[/quote]

Are you sure ? Blizzard definitely turned into a f2p game maker recently… And they generally are not completly free 2 win as well…


(bubblesKeyboard) #7

I didnt know about the f2p but I have 5k disagree about the pay to win. TF2 for example is not pay too win at all


(INF3RN0) #8

I’m very interested in trying Over Watch, mostly because I like the effort they are putting into creating a lot of interesting diversity in the game play. DB will likely be much more competitive in the gunplay department, but I think Over Watch is already winning in terms of creating an interesting and non-repetitive meta. When do they plan to start OW beta?


(bubblesKeyboard) #9

I have no idea. But from the looks of it, it seems like Over Watch will have a higher skill curve. It seems like the diversity in that game resembles LoL.

DB doesn’t have that much of a skill curve IMO. WASDing is pretty limited when you’re shooting, jumping seems more effective. The only real skill that will give you an edge is headlining. The Q’s and E’s in this game so far are pretty much no-brainers. It’s practically press Q to kill for the slayers, and for the medics it’s spam Q for revives. The only class I can see that is deadly in the hands of a skilled player and useless in the hands of a not-so-skilled player is Proxy.

I think because of the diversity, Over Watch will be tougher because there is a wider variety of abilities and maneuvers that call for the knowledge and intuition of when and where to use them.

That being said, headlining is really really effective in this game. It’s usually the difference between a 20ish kill gameplay and a 50ish kill gameplay. Not to mention Vassili is a bit crazy if you know how to line heads. I don’t know why but it seems a lot easier to line heads in this game, and with no movement penalty to accuracy, its pretty easy to nail people. Not to mention the MP is practically an SMG, it actually feels better than Proxy’s SMG in her alternative loadout.


(B_Montiel) #10

I was referring to the latest blizzard’s production. Especially heartstone.

I completly disagree with lack of deepness in dirty bomb. I have not seen a game with so much opportunities to play differently through a same match since… the release of team fortress 2 during the fall in 2007 (I more or less stopped playing when it turned F2P and the fall in despair of its comp scene). In my eyes, dirty bomb is the direct W:ET’s son. And it saying W:ET has a shallow skill curve would be ironic. If there was still a good community 2 years ago on it (for a game released in 2003) that’s for a good reason.

IMO, overwatch is selling abilities and vast choices of characters like any MOBA available (it has a lot to do with those games). In a fps, it’s just icing on a cake. It makes it look cool but the taste won’t be improved by any means. Of course, mastering all the abilities is a though thing but I do think blizzard will make sure you can’t have an advantage on the rest. No emergent gameplay, low skill necessary on moves and aim etc. Making a lot of classes with very different game styles will make the balance hard to find even for blizzard. And there will be a metagame everyone will find in a week, characters that are so called OP because they break the rule : A counters B, B counters C, C counters A etc…
And I’m sure that blizzard, based on their recent games, will make sure the skill cap is fairly low.


(Soumin) #11

I was looking for Overwatch, but it looks like Blizzard wants to make too much casual which I dont mind at all but I would not play it that much because I am competitive player.

btw did you guys heard their stance on FOV in Overwatch (copy paste from reddit):

FOV is definitely an important element of many shooters, including Overwatch. For clarity, Overwatch currently has a fixed vertical FOV of 60. This means that at 16:9 (which most players use), you’ll have a horizontal FOV of about 92. To answer the “will there/won’t there” question directly, though, there are no plans at this time to implement an FOV slider to the game. The rationale here is that we want to avoid creating a situation of “Haves and Have-Nots,” where those who are aware of the slider are able to gain an advantage over those who aren’t. Instead, we’d rather develop towards a unified FOV that feels good across the board. Aiming preferences, viewmodels, dizziness, nausea—these are all factors we considered when designing the current FOV and will remain sensitive and very open to as testing continues. Hope that helps!


(bubblesKeyboard) #12

I was referring to the latest blizzard’s production. Especially heartstone.

I completly disagree with lack of deepness in dirty bomb. I have not seen a game with so much opportunities to play differently through a same match since… the release of team fortress 2 during the fall in 2007 (I more or less stopped playing when it turned F2P and the fall in despair of its comp scene). In my eyes, dirty bomb is the direct W:ET’s son. And it saying W:ET has a shallow skill curve would be ironic. If there was still a good community 2 years ago on it (for a game released in 2003) that’s for a good reason.

IMO, overwatch is selling abilities and vast choices of characters like any MOBA available (it has a lot to do with those games). In a fps, it’s just icing on a cake. It makes it look cool but the taste won’t be improved by any means. Of course, mastering all the abilities is a though thing but I do think blizzard will make sure you can’t have an advantage on the rest. No emergent gameplay, low skill necessary on moves and aim etc. Making a lot of classes with very different game styles will make the balance hard to find even for blizzard. And there will be a metagame everyone will find in a week, characters that are so called OP because they break the rule : A counters B, B counters C, C counters A etc…
And I’m sure that blizzard, based on their recent games, will make sure the skill cap is fairly low.[/quote]

Hearthstone isn’t an fps.

I wasn’t saying Dirty Bomb is shallow, just compared to Over Watch in terms of intricacy. Dirty Bomb requires much more refined skill.

Just like any MOBA, it’s team based. Situational awareness is key in that game, and because there are more pieces in the game I feel it may be more tactical.

I doubt that it would be tough to balance. DOTA and LoL have many characters and they’re all balanced. Balancing is just a matter of constant tweaking. The rule you mention can always be broken by skill and familiarity of a class. Dropping down a healing station can help you take out a slayer merc as Aura, and using your WASDing can allow you to take down slayers as Proxy.


(bubblesKeyboard) #13

[quote=“Soumin;7113”]I was looking for Overwatch, but it looks like Blizzard wants to make too much casual which I dont mind at all but I would not play it that much because I am competitive player.

btw did you guys heard their stance on FOV in Overwatch (copy paste from reddit):

FOV is definitely an important element of many shooters, including Overwatch. For clarity, Overwatch currently has a fixed vertical FOV of 60. This means that at 16:9 (which most players use), you’ll have a horizontal FOV of about 92. To answer the “will there/won’t there” question directly, though, there are no plans at this time to implement an FOV slider to the game. The rationale here is that we want to avoid creating a situation of “Haves and Have-Nots,” where those who are aware of the slider are able to gain an advantage over those who aren’t. Instead, we’d rather develop towards a unified FOV that feels good across the board. Aiming preferences, viewmodels, dizziness, nausea—these are all factors we considered when designing the current FOV and will remain sensitive and very open to as testing continues. Hope that helps!

[/quote]

lolw0t?


(preciousSoda) #14

I just signed up for the beta last week.


(immenseWalnut) #15

This is why I think Overwatch will actually be the more successful game. Dirty Bomb feels too shallow in terms of class and weapon diversity, and it isn’t helped when the little diversity it has is trashed by the loadout system (Aura with an SMG instead of a SG for example). The movement speed of characters means the skill floor is likely to be too high for bad players to handle, which will cause them to quit and play something easier instead, and the game doesn’t have enough depth or a high enough skill ceiling to keep the more skilled players interested for a long time to come.

I really wish DB had more diversity and a stronger focus on teamwork and tactics over gunplay. I only played in the final weekend (previous one the anti hack software kept kicking me) but it didn’t take long for me to get bored. Additional mercs and loadouts aren’t likely to change that.


(intenseRuby) #16

[quote=“immenseWalnut;7186”]…and the game doesn’t have enough depth or a high enough skill ceiling to keep the more skilled players interested for a long time to come.

I really wish DB had more diversity and a stronger focus on teamwork and tactics over gunplay. I only played in the final weekend (previous one the anti hack software kept kicking me) but it didn’t take long for me to get bored. Additional mercs and loadouts aren’t likely to change that.

[/quote]

We can’t estimate how high the skill ceiling is right now. During the testing phases so far, the average skill level has been pretty low. Good players didn’t need to adapt because 4/5ths of the time they were playing against people far below their skill level. Teamplay couldn’t adapt without the ability to queue with friends. In the future when the ranking system is implemented and people can lobby with friends, we’re going to see seismic shifts in the metagame that will focus heavily around teamplay and merc synergy. I think that DB has the potential to be a very high skillcap game.


(immenseWalnut) #17

[quote=“intenseRuby;7190”][quote=“immenseWalnut;7186”]…and the game doesn’t have enough depth or a high enough skill ceiling to keep the more skilled players interested for a long time to come.

I really wish DB had more diversity and a stronger focus on teamwork and tactics over gunplay. I only played in the final weekend (previous one the anti hack software kept kicking me) but it didn’t take long for me to get bored. Additional mercs and loadouts aren’t likely to change that.

[/quote]

We can’t estimate how high the skill ceiling is right now. During the testing phases so far, the average skill level has been pretty low. Good players didn’t need to adapt because 4/5ths of the time they were playing against people far below their skill level. Teamplay couldn’t adapt without the ability to queue with friends. In the future when the ranking system is implemented and people can lobby with friends, we’re going to see seismic shifts in the metagame that will focus heavily around teamplay and merc synergy. I think that DB has the potential to be a very high skillcap game.[/quote]

That wont happen on a large scale. The game is already too high level for the average casual. That will only leave a minority of skilled players in the long run, and they will get bored eventually because the game is lacking in depth.

I know you (and many others) really enjoy this game, but I don’t, I was bored with it by the end of the weekend. One singular ability per class is not enough to allow any kind of depth. And off the top of my head I can only recall 4 maps that I played in.

I would love to hear your opinion on seismic shifts in the metagame though, frankly I just can’t see it (not trying to be a git here, I am genuinely curious). The mercs are lacking in diversity and so are the weapons, and unless the other mercs that were previously locked open up whole new levels of play, I just can’t see this game shining.

If I were to describe DB in a few words, I would use Shallow and Mediocre.


(bubblesKeyboard) #18

[quote=“immenseWalnut;7212”][quote=“intenseRuby;7190”][quote=“immenseWalnut;7186”]…and the game doesn’t have enough depth or a high enough skill ceiling to keep the more skilled players interested for a long time to come.

I really wish DB had more diversity and a stronger focus on teamwork and tactics over gunplay. I only played in the final weekend (previous one the anti hack software kept kicking me) but it didn’t take long for me to get bored. Additional mercs and loadouts aren’t likely to change that.

[/quote]

We can’t estimate how high the skill ceiling is right now. During the testing phases so far, the average skill level has been pretty low. Good players didn’t need to adapt because 4/5ths of the time they were playing against people far below their skill level. Teamplay couldn’t adapt without the ability to queue with friends. In the future when the ranking system is implemented and people can lobby with friends, we’re going to see seismic shifts in the metagame that will focus heavily around teamplay and merc synergy. I think that DB has the potential to be a very high skillcap game.[/quote]

That wont happen on a large scale. The game is already too high level for the average casual. That will only leave a minority of skilled players in the long run, and they will get bored eventually because the game is lacking in depth.

I know you (and many others) really enjoy this game, but I don’t, I was bored with it by the end of the weekend. One singular ability per class is not enough to allow any kind of depth. And off the top of my head I can only recall 4 maps that I played in.

I would love to hear your opinion on seismic shifts in the metagame though, frankly I just can’t see it (not trying to be a git here, I am genuinely curious). The mercs are lacking in diversity and so are the weapons, and unless the other mercs that were previously locked open up whole new levels of play, I just can’t see this game shining.

If I were to describe DB in a few words, I would use Shallow and Mediocre.

[/quote]

Woah there,

This past weekend was there to test the matchmaking. The full variety of maps and mercs weren’t available. This has been said many times but you CAN NOT judge a game based on it’s beta phase.

This game has a very steep learning curve that is tough to conquer. So steep that sometimes it may feel like there is no room for improvement.

However if you watch seasoned vets like @INF3RN0 and @PixelTwitch you will see that there are a lot of skills that give HUGE advantages over other players who don’t use them, but aren’t used by many players because these skills aren’t a necessity.

First of all there’s headlining, which INF3RN0 is a beast at. This takes your bullets to kill down from an entire M4A1 mag to about 4-5 bullets against a Skyhammer. However, this skill isn’t necessary as it is still very plausible to waste entire mags on killing one enemy if you have the ability to give yourself ammo packs, and mercs like Aura (w/o healing station) and Proxy are soft in terms of HP. Headlining however is the difference between a slayer and an EXTREMELY efficient slayer. This skill will allow you to take out entire teams head-on, which would otherwise be difficult if you spent entire mags finishing one person, as well as reloading, etc.

I am pretty good at headlining because I come from SF2 where you can kill someone in 1-2 bullets with a headshot or spend an entire mag with body shots. Although it’s tougher because of the movement in this game, if I focus on my crosshair placement it’s pretty easy to mow through people.

Then there is movement - and if you watch Pix you can see what I mean with his seamless maneuvers. Again, these aren’t mandatory and you’re able to play the game without them, but using them can give you HUGE advantages. There’s a spawn turret on Chapel facing the second defender spawn that you can’t get too unless you either 1)kill the entire team or 2)use your movement to get behind their spawn. I’d tell you how game changing this is but the fact that it’s a spawn turret speaks for itself. In addition there are huge speed gains that can help you reach objectives first and different routes you can take that can mean hell for the opponent since no one ever takes them due to no one maximizing movement.

I haven’t mastered movement and I have to say it is tough but I have been practicing because the gains are infinite. That being said I can still drop 50+ kill gameplays without it and I can very much play the game without mastering the movement.

The difference between Over Watch and this is that DB is more skill based. In Over Watch if you do not have the right champion at the right time there isn’t much you can do. However in DB, if you utilize all the mechanics in the game you can turn a Proxy into a better slayer than a Skyhammer.

Again none of these skills are mandatory and you can easily play the game without them - especially since many people do. However you will be at a huge advantage if you play against a good team or players such as the two mentioned. Movement and headlining can be the difference between carrying your team and being crushed by a better organised one when your team in comprised of newbies, which I was forced into doing with the latest matchmaking system and learned quite a lot from despite losing next to all my games.

I had a 25 lose streak until the DEVs blessed me with placing @The99thProblem on my team and we demolished the opposition.

It doesn’t seem like this game is poised for the average casual. It is definitely playable by the average player and has a smaller skill gap than CS:GO but in general you miss out on a large chunk of the game if you don’t take the time to master the movement and headlining mechanics.


(bubblesKeyboard) #19

This is why I think Overwatch will actually be the more successful game. Dirty Bomb feels too shallow in terms of class and weapon diversity, and it isn’t helped when the little diversity it has is trashed by the loadout system (Aura with an SMG instead of a SG for example). The movement speed of characters means the skill floor is likely to be too high for bad players to handle, which will cause them to quit and play something easier instead, and the game doesn’t have enough depth or a high enough skill ceiling to keep the more skilled players interested for a long time to come.

I really wish DB had more diversity and a stronger focus on teamwork and tactics over gunplay. I only played in the final weekend (previous one the anti hack software kept kicking me) but it didn’t take long for me to get bored. Additional mercs and loadouts aren’t likely to change that.

[/quote]

Having more mercs is the definition of diversification…

I haven’t found the loadout system to be helpful besides giving Arty a BFR and Prox an SMG. If you want a medic with an smg run SawBonez.

This isn’t the game you want to be playing if you’re looking for a non-competitive low skill-curve game. If you want something more casual Over Watch is the game for you.


(Szakalot) #20

I’m pretty sure it was Inferno (though it might have been Spookify) who actually complained that its much harder to score multikills. This was with the present gameplay build, but with all mercs available; and a significantly higher average skill level.

What you said about slayer and an extremely efficient slayer is very true. Guns are accurate enough, and TTK big enough so that a 2v1 situation without a cover to fallback to is very, very difficult against 2 good players, no matter how much better you are.

Imagine CS:GO 2on1 situation without any cover at all, just open up on the enemy and see who can go down faster. I’d be very surprised if the top-top players in that game were able to pull it off against any 2 players from the higher ranks.

I’m also extremely surprised that people call the game shallow and without depth, when they have played with less than half of the mercs. Game really feels different once you bring nader, molotov, smoke, and a bunch of other abilities in the game.

I can see how they wanted to test matchmaking balance, and that is harder if people can play with 20 mercs, cause the mercs themselves are still ‘balance in progress’, so limiting the options you had allowed them to better gauge their system of checking individual player’s skills.