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by Published on 2022-06-07 10:18 PM

Overwatch 2 Developer Blog: Designing Heroes for a New Era
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Overwatch team has been ideating and experimenting with a handful of heroes since the PvP Beta wrapped up. Here’s a hint to one of the heroes we’ve been working on so far:

"The true struggle is for the superiority of ideas."

We’ve been cooking up some new ideas for Moira, and we’re considering how she will perform as we step into the future of the game.

Led by Associate Hero Designer Alex Kwok, the Hero Balance and Design Team is looking at how to best update Moira’s kit for Overwatch 2. She’s an effective support—sometimes too effective in certain metas like GOATS. However, we believe she lacks the play-making ability and utility possessed by other supports on the roster. To improve the feel of her gameplay, we’re iterating on fresh changes that will give her kit more depth; as we navigate toward this goal, we’re here to give you an inside look at how we ideate and iterate on hero design.

Hero Balance and Design Iteration Process

We have two goals for Moira’s kit: we wanted to give her more utility and the power to make game-changing plays. The design process is multi-faceted and sometimes spontaneous. New ideas are shared with the entire Hero Balance and Design Team, and they collaborate and iterate on these concepts to see what works best. Some of these ideas make it into an internal playtest, while others send the team back to the drawing board.

When an idea passes through an initial round of internal tests, it gets shared with leaders across the entire Overwatch team to turn this idea into an ability. After the ability comes to life and gets polished, it goes into a wider internal test where anyone on Team 4 and extended support teams can play and share their thoughts. If the ability makes it through that final test, it’s ready to share with the players.

All the following iterations to Moira’s abilities are still in the early stages of the iteration process, meaning they haven’t been tested outside the Hero Balance and Design team.

Iteration 1: Pain Converter

One of the first changes the team thought to make was referred to as Pain Converter. This ability was a damage reduction that, when cast on allies, would enable Moira to convert the damage she mitigated to fill up her healing bar. Pain Converter would cancel some of the damage an ally received while simultaneously allowing her to heal allies with Biotic Grasp, massively increasing her target’s survivability.

This iteration didn’t stick because of a few issues: Pain Converter felt like other existing abilities, like Baptiste’s Immortality Field, that prevent teammates from dying. The ability also felt too situational because you got the most value from using it on the tank and not on teammates getting dove or flanked. Lastly, Moira already has a complete kit, and we struggled to find room where we could add another ability.

“We tried binding Pain Converter to the reload key, but this felt awkward since Moira wasn’t reloading a weapon,” Kwok explains. “There was a brief iteration where players could activate it by holding down primary and secondary fire simultaneously, but the key binding added a level of clunkiness to her kit. Moira frequently switches between primary and secondary fire, so the ability would often accidentally trigger.”

Iteration 2: Purge & Nullify

The next two abilities, Purge and Nullify, were separate iterations that were both bound to Damage Biotic Orb. Purge was heavily influenced by World of Warcraft’s Shaman class, and it would remove buffs from enemies.

“Since this type of ability fits with Moira’s personality, we started thinking about what buffs could be removed,” says Kwok. “We considered Purge canceling Ana’s Nano Boost or Soldier: 76’s Sprint, but it wasn’t super intuitive about what else should be removed. For example, Dragonblade gives a small speed boost to Genji while active, and it was not clear if something like this would be removed by Purge.” It was difficult to tell which abilities would be removed with Purge, so the ability was archived, and the concept behind it led to the creation of Nullify.

Nullify came to life when we started to reign in the scope of Purge. Nullify negated damage reduction, damage boosts, and movement speed while active. For example, it would suppress the effects of Nano Boost for a few seconds. “The team’s goal with Nullify was to come to a consensus about what types of abilities should be suppressed,” says Kwok.

One way the team attempted to add depth to Nullify was by enabling Moira to stop her orbs in place, creating areas of healing or Nullification for teammates and enemies. Another iteration of Nullify dealt extra damage to Overhealth, so if Lucio used Sound Barrier in Nullify’s range, his shields would be destroyed rapidly. This change felt tacked-on and difficult to understand, so Overhealth damage was eventually removed.

However, it still wasn’t super obvious what Nullify did while playing a match. You only noticed it for the most part if you had damage boosts, reduction, or speed on yourself when it applied. Otherwise, you couldn’t really feel the ability, especially compared to something extremely visceral like Sleep Dart. This thinking eventually led to the conception of a third new ability: Weaken.

Iteration 3: Weaken

Weaken is the current iteration that the team is working on. This ability begins charging when reload is pressed once, causing Moira to build up energy in her hand. After Weaken is charged, Moira can fire a projectile that significantly lowers attack and healing output. She can choose when to fire this projectile or hold it at the cost of not being able to use her primary or secondary fire at the same time.

“We are considering something with a small projectile size, like Ana’s Sleep Dart,” explains Kwok. “When we have an ability that requires players to manage things like timing, ultimate tracking, or accuracy, we have more room to make something that is going to feel both impactful to use and fair to play against.” Skillshots are broadly more counterable, which is another reason we can make them powerful in game. We like Sleep Dart even though we are removing a lot of crowd-control from Overwatch 2 because it requires more to effectively use than non-skill shot abilities.

The team played around with the idea of attaching a passive effect to her alternate fire but found that we would have to lower the overall potency due to the damage beam’s high uptime. Weaken won’t have the same uptime, so we have more room to turn it into a play-making, game-changing ability. It won’t feel free to land, and Moira will have to manage timing, positioning, and cast direction to successfully use Weaken.

We aren’t sure if this iteration will make it into the game because we are still testing it within the team, but it’s looking promising so far.

Designing a New Era of Overwatch

Ideas and iterations aren’t always discarded when we don’t initially use them. They’re often resurfaced and used for future heroes—an example of this being Overwatch’s first post-launch hero, Ana. Originally code-named, “Alchemist,” her first incarnation tossed potions at her teammates and wielded a healing grenade launcher. Once we decided the Alchemist would be Ana, her potions became a Biotic Grenade, and her weapon transformed into a healing rifle to fit with her story. The Alchemist’s original weapon would later become Baptiste’s Biotic Launcher.

The ideas we’re sharing with you are intended to offer more insight into our development process and a preview of the type of changes we may implement in the future for Moira. These iterations are completely independent of balance and solely focused on making Moira a more fun and exciting hero to play. We balance heroes after we can take a look at their complete kit all at once. Balance and design aren’t mutually exclusive to one another, but rather they coexist at the same time with multiple factors that influence them both.

The Moira iterations are one piece of what's going on within the Hero Design and Balance Team. There are many other changes being tested and considered across the entire roster! While we aren’t quite sure what we will be changing for Moira, or when those changes will happen, we are confident that we won’t add something that isn’t viable for our community and the game. Like all heroes within Overwatch, Moira is incredibly important to us. We want to do justice by both her character and kit, and we’re excited about what’s in store for her!
by Published on 2022-05-18 07:22 PM

Overwatch Anniversary Remix: Vol. 2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
It's time to climb the charts with Overwatch Anniversary Remix: Vol. 2 featuring all seasonal brawls, Weekly Challenge Rewind, and 6 remixed Legendary skins.

Get back into the mix now through June 7!

by Published on 2022-05-17 06:40 PM

Overwatch 2 PvP Beta Wrap-Up - Next Overwatch 2 Event on June 16
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Our first Overwatch 2 PvP Beta has ended! We’ve been both humbled and inspired by the amount of interest and enthusiasm everyone has shown for Overwatch 2, and we can’t wait to share more with you about what comes next. Save the date for an Overwatch 2 Event on June 16!

In the meantime, as we wrap up this first testing phase, our Overwatch 2 Game Director, Aaron Keller, wanted to share a few words on Team 4’s behalf:


The Overwatch Team would like to take a moment to convey a heartfelt thank you to all the players that took part in our first beta. It was so exciting to see our community playing our game. The enthusiasm for this game and this universe means so much to us, it always has, and it always will.

Overwatch as a world, as a universe, is deeply personal to the team; something that we pour our time, creative energies and passion into. It can be scary putting something that means so much to you out there for other people to look at. Especially when you know that it’s not finished and you’re asking for people’s real and valid criticisms of what you’ve made.

But the reason we do it is important–to make a better game, and it’s our players and our community that make it possible. Tests like this are a vital part of the process of improving Overwatch. We can’t wait to take everything we’ve learned from the beta and apply it to the game, and we’re so excited to get it back in front of you.

Thank you for your time, energy and passion.
Thank you for playing our game.

Aaron Keller and the Overwatch Team


Thank you, again, for being a part of the Overwatch 2 PvP Beta. We will be back with more information on how to gain access to the next phase of Overwatch 2 testing and we’ll see you on June 16th!
by Published on 2022-05-12 09:05 PM

Overwatch 2 PvP Beta: Week 2 Developer Blog
Originally Posted by Blizzard (Blue Tracker / Official Forums)
A renewed interest and excitement for the support role, improved queue times, improved survivability for support heroes, behind-the-scenes testing of Moira and Mercy, and thoughts around historical “shield-breaker” heroes are top of mind for our team as we reflect on the second week of the PvP Beta.

Supports

We’ve been closely monitoring the performance of the support role following last week’s balance patch that saw improvements for Baptiste, adjustments for Ana, and the introduction of a montage-worthy new passive ability for Zenyatta.

As is often the case when we increase effective health for a hero, Zenyatta saw all-around improvements in performance over the weekend. Even with a higher pick rate, we saw our resident Omnic monk’s win rate improve by 5%, putting him in a healthy—albeit slightly strong—position. Perhaps not as surprising, the additional 25 shield health resulted in a 7% reduction in his death rate, with a halo effect of a 10% improvement in kills secured. Anecdotal feedback regarding his new passive, Snap Kick, indicates that the knockback is an effective way to line up kills more consistently.

A decrease in the duration of Ana’s Biotic Grenade netted a slight 2% decrease in her win rate; however, the increased Biotic Rifle uptime ensured her overall healing output on average remained unchanged. Even with the adjustments, Ana remains a popular pick, with her usage rate staying the same.

Queue times across the board have improved significantly since last week’s patch. While correlation might not always equal causation, we're optimistic that support improvements had a lot to do with it. Following Thursday’s update, players on average experienced 48% less time spent waiting for a match, gradually leveling off at around 22% improvement over the weekend. For both damage and support players, Beta queue times are now faster than the 6v6 live service without sacrificing match fairness or quality measures.

While these positive indicators from last week’s patch are great to see, we still have work to do.

We compared the death rate for each hero and role to their counterparts in the live game and identified a trend where both support and tank heroes are dying more frequently on average in the beta. D.Va and Orisa explain this trend for tanks: Orisa has a completely new kit and playstyle, while D.Va finds herself in unfamiliar territory as a solo tank, with players gradually adjusting their approach. We'll continue to monitor and tune individual heroes as needed.

While there was little difference at lower ranks, support heroes starting at high Diamond and above saw the highest jump in return visits to the spawn room. At these ranks, the increased pressure of a more skilled tank or damage player on the backlines has seemingly become too much for even high SR support players to handle effectively as compared with the live game. The most significant difference was at Grandmaster, where the support role saw an increase of 15% in frequency of deaths when compared to live.

We know support players want additional tools and power to be more impactful in Overwatch 2, and the role remains our highest adjustment priority as the beta continues. Philosophically, we are also mindful of the dangers of mobility creep and believe it's imperative that support heroes can survive and be powerful even without mobility tools.

Heroes like Lúcio and Moira are demonstrations of the effectiveness of mobility in Overwatch 2. We’ve seen early indicators of a playstyle shift in the support community to favoring mobility and a strong ability to either disengage completely or face down flankers one-on-one. As we make balance decisions on how, or if, to address this moving forward, we do so with a goal of ensuring that there is diversity in design and abilities for the support role, and that effectiveness isn't determined solely by a hero’s mobility potential.

More Specific Balance Considerations

We're planning another balance patch this week and will include specific commentary there explaining those changes, but, we also wanted to share some broader thoughts about some heroes that have been the subjects of recent community discussion.

Moira

Dr. O'Deorain’s versatile kit has translated well in the emerging 5v5 meta. Moira continues to be a flexible pick, with her self-heal and high mobility proving effective at dealing with a more consistent push by flankers. As a result, we haven't observed a meaningful change in win rate between live and beta, meaning that Moira stayed relatively stable in comparison to other support heroes.

Conversely, we hear your feedback that Moira's current stability doesn't mean she should remain unexamined. As we consider potential changes, we have a goal of providing her with increased utility that feels impactful and increases her potential to be a playmaker while also tempering the damage and healing of Biotic Orb and Biotic Grasp to bring her more in line with other supports.

Mercy

As any veteran Mercy player will tell you, the full potential of Mercy is not unlocked until you've learned the techniques that accompany her kit—particularly the “super jump.” While there are many guides and videos for those wanting to learn the method, it ultimately requires a complicated sequence of keystrokes and conditions that are not accessible or apparent to the average player.

Internally, we have started testing improvements to Mercy's verticality, leaning into the unintended consequences of player discovery. We want to take it a step further by making the ability to “super jump” more consistent for everyone—not just the players who know the (not so) secret technique.

Mercy’s mobility has always been a core part of her kit and we will continue to look for ways to accentuate it and make it more accessible for everyone.

Junkrat and Symmetra

Alongside Moira and Mercy, we also want to acknowledge the growing conversation around Junkrat and Symmetra. Both heroes excelled as shield breakers, and the shift to a single tank composition as made both heroes feel slightly out of place in the emerging meta.

Junkrat continues to present interesting design questions. We've considered increasing Frag Launcher’s projectile speed; however, we found that by doing so, we risked making his signature weapon feel like more of a rocket launcher. Instead, we're exploring ways to better reward direct hits as a form of skill expression.

We agree with community feedback that the reduction of shields being thrown about the battlefield makes Symmetra’s Photon Projector harder to get value from. At the same time, Symmetra is suffering from increased overlap with heroes like Mei, who possess better tools for close quarters survivability. While these heroes aren't our current focus, they're on our radar for future adjustments and continued monitoring.

Experiencing the PvP Beta alongside all of you continues to motivate and inspire the team every day. Thank you for your continued support, testing, and feedback. Let’s make a great game!

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