![]() What have you learned from OW2 launch that will inform your hero design for new characters as well as reworks for older heroes? There has also been some criticism/observations that new heroes are much more flexible than older (more simple/“honest”) heroes. We’ve heard a few times recently that the hero design and balance teams are working toward reducing ‘pain points’ in the game (CC, one-shots, etc.). Losing that would likely alienate a large portion of her fans. Her design started as the ‘rocket launcher’ hero but her identity quickly shifted to the ‘always flying’ hero. We’ve considered potentially reworking Pharah to make her more interactive, but it would be a dicey one since to make big changes there, it would likely mean she has to lose the air time she is capable of. I wouldn’t put that all on the Mercy combo, but it is very powerful. ![]() She is quite situational as a pick but very capable of taking over the game in the right circumstances and is sort of a harder skill check for the enemy team than most heroes in terms of trying to counter her. Pharah is a hero that is tough to find buffs for (and she performs better on the stats side than most so it always becomes a question of if she even needs changes). This is an interesting one since I often play Pharah even without Mercy, so I’m probably biased there. What is your opinion on Pharmercy? Is there any intention to make Pharah more viable without a pocket Mercy, and less annoying with a pocket Mercy? The ones that immediately come to mind are Sombra Hack reducing max health for a minute, Wrecking Ball knocking down enemies he rolls over, and D.va having an ability to tether and drag enemies with her mech (launching them tethered to her ult was hilarious and mean). ![]() The most polarizing changes are usually during the hero prototype or rework phase rather than anything for live balance. The turn around time to have it patched and reacted to between releases means it isn’t really feasible as a testing for upcoming live patches sort of thing, though hopefully we’ll try to find some fun uses for it again in the future outside of just patch previews. The Experimental Card was much more useful in the past when the patches were further apart (months vs weeks). Josh (Lead Balance Designer - Blizzard). What’s the most insane change to a hero you’ve tried out internally? Is the quicker patch schedule (thank you!) relegating the Experiment card to history? Ok…gonna try to summarize the responses to AMA on here…might be slow going cause the AMA itself is dealing with issues…but anyway…here they are:ītw i cant reply to myself unless others respond first…so im going to shove them all up here unless others say something
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