Hello everyone, just wanted to share my Feedback on the currently running OW2 Beta.
Summary of my general Overwatch experience:
I’m a long time OW Player and continuously played since Launch in 2016. My main roles are Tank and Support.
My peaks in the respective roles: Tank - Master || DPS - Plat || Support - Diamond
Quickplay with competitive rules
First I’d like to highlight that having the competitive ruleset in Quickplay is the low key best change in this beta! Please keep this!
This makes Quickplay a much more enjoyable experience since you actually have a training ground to practive for competative play. Also winning and losing on escort and hybrid maps now actually reflects your ingame performance.
Additonally having an average game time of about 15 min feels perfekt.
Ping System
In short: very good
Has everything you could hope for. Good visuals, good audio feedback and with the adjustable settings I can tailer it to my liking.
Scoreboard
This is so much better than the old medal system. Thank you for implementing this.
Also beeing able to see enemy stats helps identifying threats and gives context to your own teams dmg/healing/mitigate numbers as well.
Push Gamemode
The beloved successor of the Assault Gamemode.
I never disliked 2 CP, however Push is a very welcome addition to the Game.
Its a fresh new experience as a gamemode, feels very balanced and keeps me engaged until the match finishes.
Also the change to a 10 minute timebank is way better than the previously 8 mins.
5v5
I was very sceptical when this was first announced, however I came to realise that this is the best decision moving forward.
In general Tanks are well integrated and balanced. DPS and Supports also are in a good spot.
DPS Role passive
Keeping up to 30% of your Ult Charge should be something all Roles should have passively.
This would decrease the snowball effect from the first lost Teamfight drastically and promote smart Hero swapping. Adapting to the situation should be done by all roles, not only DPS.
Furthermore in contrast to the other Role passives this is a really boring passiv. Only “aktive” during Hero swapping. At least the Movement Speed passiv was aktive all the time.
I dont have a better idea what the DPS passive should be, but this aint it.
Hero Balance
I will only mention Heroes were I’m confident I can give Feedback on them.
D.Va
D.Va in Mec feels balanced and in a good spot.
However Pilot D.Va in its current implementation is an outdated concept that doesnt work well without a second Tank.
My suggestion would be to give Pilot D.Va some Utilitys and or Tools to either provide some space creation (Tank Tools) or some better DPS capabilites. Think of something like Zero Suit Samus from Super Smash.
Doomfist
Since the remove of the AoE slow on his slam Doomfist feels too weak.
I dont have a good suggestion, but he needs some buffs.
Junker Queen
I’d like to only suggest one change to Junker Queen. Make her AoE Shield on allies only to either decay (like Lucio Ult) or slowly build up (like Brig Ult). Giving 100 overhealth to 200HP targets instantly is way to overpowered.
Orisa
Orisa is in a very balanced spot. Maybe give her the Headshot immunity for her Ult only, since she is a super easy to hit target in her Ult.
Reinhardt
Reinhardt is also in a balanced spot. I just have one suggestion: Give him a Movement Speed buff at the end of his charge (maybe even AoE Movement Speed Buff). This would make him less dependent on a Lucio pair up.
Sigma, Winston, Wrecking Ball, Zayra
All in a very balanced spot.
Sojourn
Currently way too strong. My suggestion:
Railgun Alt Fire Damage should be 100 with a 2.5 Headshot modifier.
Railgun Primary Fire Damage should be lowered slightly.
This would make her insane burst combo less powerfull, while still beeing able to 1 shot Headshot 250 HP targets.
Brigitte
Brig is in a good balanced spot. Which I am mentioning because this was rarely the case in Ovewatchs History.
Lucio
In general in a good spot, however I’d like to suggest the changes Lucio once had in an experimental Patch. Make a larger, second ring Aura with a Falloff effect.
In most cases people are more spread out in Overwatch 2 than before, having a larger Aura with a Falloff would help compensate that.
Mercy
Guardian Angel changes feel weird. This already got addressed in a recent News Post.
Zenyatta
Zenyatta is way too powerfull currently. Either remove the Snapkick passiv or make him squishy again. (I prefer to remove Snapkick)
Zenyatta as is has way to strong offensive and defensive capabilites.
Another suggestion would be to reduce Discord Orbs time to fall off target when not in line of sight to something like 0.5 sec or 1 sec and make them fully visible through walls for the entire team (like sombra) and also to strenghen the damage amplification to something like 35%.
Bugs
Sometimes Ping System would fail to work for the rest of the round.
Cant view chat during Hero selection. (pressing escape fixes this)
Cant change Hero in Hero Assemble (Hero selection before spawning) after pressing escape (once you spawn everything works as normal)
Scoreboard is in a random order until a Hero is picked.
Slightly more crazy Ideas Collection
Genji 2 Dashes
Genji is currently in a very balanced spot, however since this was once used as an experimental card I really liked the idea.
Dash damage to 30
2 Dash charges
Ult refills one charge instantly
Kills refill one charge instantly
Ult damage 120
This would keep all relevant damage break points intakt and provide Genji with a more in - out mobile playstyle, with less reliance for kills.
Audio Feedback when both supports die
Sometimes it’s difficult to track the Killfeed during intensive games, therefore an audio voice line like “No Healers” or another unique sound indicator would help.
Custom Map Pools
Ever since the introduction of map pools I have been thinking about this idea of customized map pools.
Every Player prefers different maps. I’m a Player that really enjoys the vast majority of the Overwatch maps, obviously with some exceptions.
A customized map pool is not purely about enjoyment, its also about competitiveness.
I tracked my Winrates over a longer period of time and noticed that not only I dont like specific maps, I also lose more regularly on those maps.
Now in my opinion every Player should be able to choose such an important part of the Game on a personal basis.
I really liked the idea of map pools, but would just go one step further and put the choice into the Players hand.
I’m fully aware that this could cause some queue times issues, therefore I suggest that Players dont get the full freedom of choosing and selecting maps, rather there should apply some rules.
Meaningful rules could for example be:
At least 1 map of every map type. (Control / Push / Hybrid / Escort)
At least 8 maps in total.
Only applies in Masters or below.
An implementation in Game could look something like this:
In the “Play” Menu you should have a button that gets you to the Map selection.
There you can tick on the maps you want for Quickplay and Competitive Play.
On saving your selection the selection rules should be checked.
Now whenever you queue for a game you will only get your selected maps.
For groups the map selection of the groupleader applies for everyone.
Sidenote:
Numbers are obviously subject to change, as well as if the customized map pools should apply in Quickplay.
I would only apply the map pool in Masters and below, because I think Grandmaster should be able to play every map and there are low Player counts in GM compared to other ranks, which would extend queue times even further.
Thank you for reading my Feedback.
I hope this helps to make the Game the best it can be.