Hello all, so I ended up getting around Rank 27 or 28 in the (PC)beta, had some good games, some bad. Played all of Blizzard's stuff and never doing this for any, I figure I’d share some thoughts. The official site seems to have shut off posts...not really sure why since game has about 2 weeks till release and I think balance is still not there.
(Scroll to bottom for TLDR and suggestions)
Overall I had fun, the game is fast, controls feel good, there’s lots of variety in characters/abilities. Not having to worry about ammo is awesome. I do like the decision for not having a radar, makes sneaky approaches have some sort of value in catching people off guard and can mess with Tracers orientation.
The 2 current game modes are fun for what they are, but being direct copies of TF with nothing really different probably kills it a bit for experienced TF players (me not being one). The loading screen at the moment has no information regarding the game mode you get matched for. In fact you don’t even know what you get yourself into until the Hero selection and even then the mild “ATTACK” indicator is nowhere near enough to help. It could be the game wants me to attack a Payload or a Control Point, two different things most likely requiring a different approach.
The modes themselves force players into specific styles of gameplay. Now I’m not sure how much of this is intentional, I get that the team needs to have some sort of synergy but at the moment with the current setup if you are defending and want to win, you stack some Bastions and say screw synergy. Maybe a Mei, definitely need the dwarf, a tank or something. At the end, all I wanted to do was play some Reaper. People who only want to play one Hero for the sake of getting better or practice potentially get punished and have to cater to the needs of the composition . Personally I don't mind, but I know this to be a problem for some.
This also messes with the game since there is no Hero Lock, you’re constantly encouraged to switch your Hero to counter any problematic strategy, turning it into some sort of weird game of rock paper scissors on the fly, assuming the opposing teams are equally skilled. Now considering there is also a timer, and the game is constantly pushing you to move forward and be aggressive the overall outcome of the match is a cluster of random variables, many of which are outside player control.
The Overtime mechanic also could use to tweaking. There are times where there’s no enemies on the Payload close to the end, and the Overtime kicks in stopping us from getting the win. This gives the opposing team just enough time to walk out of the spawn pool and dump all their Q’s on us wiping us one final time ending up in a loss. Bummer right...
Character balance is not too bad with the exception of a select few. This differs for each person but for me, I personally felt Bastion, Torbjorn, Hanzo, Roadhog and on occasion Junkrat need some tuning.
Bastion: Turret mode is insane. The range, power everything is just too much. I'm pretty sure hes got a heal too. Waay too much. His Q is again, waaay too much. Limit his shots to like 3 or something. He can still get multi kills just please stop him from spamming the 1 shot missiles.
Torbjorn: His turret tracking is crazy, poor Pharah is absolutely forced to be on the ground and can’t do much of anything unless teammates see what's up and decide to cover you. That's not even the worst part, but his auto attack is too strong. I don’t know what he does but I’ve seen killcams where he gets multi kills sniping. The range wasn’t extremely far, but far enough where he 2 shot a guy way out in the distance.
Hanzo: The arrows hit for so much and I don’t know if it’s some hitbox thing or what but I very often just seem him firing blindly getting random kills. Often times it’s arguable just how the arrow made contact with the target. It could be the arrow where it explodes but still I can’t believe it would do that much damage from an indirect hit. His Q is good, been owned by it and also dodged it enough times to feel it’s decently balanced. I heard sometimes it won't display the dragon and you will just find yourself losing tons of HP quick, some bug.
Roadhog: The grapple shotgun combo is really really strong. So strong in fact I’ve been 1 shot by it as a Reinhardt many times. So if the game has counters to counters, I would conclude Roadhog has no counters. As long as that grapple connects, anyone is dead within the next second given he gets the shotgun off. That with the heal and tank health pool = gg.
Junkrat: Not so much overpowered but just the style of play he encourages, again in relation to the current game modes often he seems really effective. His Q can easily be saved for a critical enemy rush to quickly clear out the point and secure the win since it’s very safe and 100% sure kill.
Also Mei secondary fire seems really powerful. All on it’s own even without the need for freezing. The range is too good, can be used as some sort of sniper which I don’t like. Been 2 shot by it many times as just about any offense Hero, 1 shot in the head. If you have less than 200 HP you stand very little chance against Mei. The rest of her I enjoy, fun Hero.
TLDR+Suggestions
If you're still with me at this point I could go on which is why it took a while to write this, but in conclusion the game needs some balance patches to be great. The current state of the beta is broken from a balance perspective and it relies far too much on the mystical power of the RNG, like many Blizzard games. Everyone has to have fun... Kills often feel like they are given for free, similar to how Destiny had its supers, people just dump them on the objective and hope for the best. With the Payload mode, everyone is obviously on the Payload, they have to be to move it forward, making it so easy for a Junkrat, or Hanzo super to get a multi kill. Maybe 1 shot supers and these game modes just don’t work too well...
Those aspects of the game, which heavily relate to the modes themselves, need to be changed in my opinion. Maybe don't have supers charging the entire time. Make people work for their super thorough kills or streaks. Maybe make it a side objective, capture control of a temple, and supers charge while fighting inside. Make it possible to have a legit tug or war with the Payload, allowing players to move it back and forth on its designated course and not lock it to the mode. At the moment if you defend it seems to never move back, or if it does it’s very slow and only at specific points.
More game modes! This game is perfect for something like that, nothing too MOBAe but some mercenary camps similar to HOTS, maybe some type of core.... yes the game times might increase as a result but it can’t be anything game breaking. HOTS has great map variety and games can last anywhere between 5-30+ min which I think is acceptable for majority gamers.
Oh and Hero Lock, the more I think about it the more I feel the current version of the game would be lost with it’s addition. As things are now, I need to change Heroes often to adapt to the enemy strategy, and even if both teams were locked from the start the way Heroes are designed with the rock paper scissor philosophy, would potentially screw over many teams straight out of the gate forcing them to sit through a 10-15min beatdown.
Ok I’m gonna end it here, wait for the release and hope some changes are made, if not at least some more people are aware of the BS and can bitch once the game releases to try polish this thing up. Thank you all for your time who read some of this, take care, see you online.