" Overwatch "'s "return" PVP mode officially met with players on October 5, and it has been three years since the game announced its first news.
However, compared with this time span, its new content and a series of changes are very distinctive, but the actual gap between the experience from the previous version is quite limited. If you do not consider the PVE content that has not yet arrived, the current "Return" of Overwatch may be closer to "Overwatch Power Enhanced Edition".
However, at least this half pie that has been drawn for three years is quite a bit delicious.
has changed some shortcomings, but it is not completely
For Overwatch players, they may feel a little bored inexplicably in the first few games they just started: What changes are there besides 6V6 becoming 5V5?
But if you read the previous introduction carefully, or play it carefully for a while, you should find that the traditional offensive and defensive combat mode has been directly removed, and replaced by the new "mobile propulsion" mode.
In fact, Overwatch matches the patterns and maps are completely random, but the only thing that is certain is that offensive and defensive combat mode has always been the most annoying mode for players (no one). Among them, the moon base and the two maps of Paris are typical representatives.
Due to the large difference in height of the map, the offensive route is very limited. This led to the defense completing the deployment and watching the few intersections, it was easy to hit the opponent with a miserable attack. But if the attacking party can rely on heroes such as Black Lily to instantly kill an enemy and tear a gap, then victory is also within reach.
Because of the terrain design with a large difference in height, it does not include the inside of the point. After the attacker relies on the gap to enter the control area, the advantages and disadvantages will be reversed instantly. To speak human words, it is: win like "constipation", and lose like **.
At least for me, when the strength of both sides is very different, I have played A few times in this mode, and I have also experienced many miserable experiences being miserable by the opponent. Even what I remember most was a game in the Voscaya Industrial Zone, and the final result was a 7:8 loss...
official removed the two typical representatives of Moon Base and Paris in "Overwatch", and now it has directly replaced this game mode - a good start, at least this means that the feedback from players will indeed have an impact on the future progress of the game.
can only be considered improvements from the perspective of maneuvering promotion of this alternative offensive and defensive combat mode, but it is not enough at all.
The so-called maneuvering propulsion means controlling the robot to push its own "carrying target", and ultimately judging the winner by the distance promoted by both sides. Considering the characteristics of this game similar to "tug of war", the setting of its resurrection point is also different from the past. When one side advances to the checkpoint, it will use this place as a new resurrection point. When the enemy regains the robot and comes to the initial position in the middle, the resurrection point will return to its original place.
looks very considerate, but it always makes people feel annoyed when playing. On the one hand, when it is caught in a tug-of-war, the resurrection points of both sides will be fixed at the farthest place, resulting in a relatively long return time required.
. The daily game obviously does not have the discipline and coordination of professional games. It is not uncommon to die like "Cauliba Saves Grandpa". Combining the two can also greatly amplify the frustration of the disadvantaged party.
Secondly, when escorting the robot to push the target, it will not give the surrounding characters a slow recovery of blood like traditionally carrying the target. These minor defects are integrated, so that although the experience of maneuvering propulsion has been improved compared to offensive and defensive operations, it is difficult to be considered excellent.
Mobile Propulsion Map "Colosseum"
In the previous game where I took the lead in Genji , the rest of the remnants were always hunted by me and my friend's Charia, and the whole game was almost unable to organize a decent counterattack.For the winning side, this crushing victory seems to be very exciting, but to some extent, this can also reflect that the setting of the maneuvering propulsion itself needs to be improved.
, which is uniquely "returned" in "Overwatch",
, "returned" in "Overwatch", is not only the old heroes of the past, but also several new faces to meet players - after all, a tactical FPS game, whose game fun is mainly the chemical reactions produced by different heroes.
Sojan is so popular that there are candidates for almost every game. Interestingly, the players of OW still maintain some wonderful tacit understanding. Even if everyone wants to play a new hero now, after entering the match, most of the time another C will wait for me to choose a hero first. As for Sojan's attack mode, I feel that it is standard and easy to get started, but difficult to master. Her main attack mode is a sprinkler submachine gun, but the right-click electromagnetic cannon, the main source of damage, requires considerable usage skills to ensure a hit. Moreover, a hero needs to switch continuously in two shooting modes, which is quite new to play compared to other outputs.
Another new hero, Misty, can also be regarded as a support character who can easily get started - of course, it may not be so "supported". The blood recovery talisman of the left button of
will float to the teammates with a little delay. In the game where I used fog, I saw my teammates' remaining blood several times and then threw the talisman, but it was already a bit too late. In other words, if you want to make it a pure support nurse, you will consider the player's own consciousness and judgment of the battle situation and throw the talisman at teammates who may be attacked in advance.
Of course, this is just the scenario in the imagination. Many players' mist should be more similar to me: whether they can get breastfeeding or not depends entirely on the will of God. They mainly rely on the right-click high headshot damage to Koushiko kills the enemy in team battles. In many games where I operate the mist, my own game experience is actually more like an output position, not as much like a nurse.
"The First Anna of the American Server" ML7's Fog
As new heroes emerge one after another, the old heroes naturally had to remake it in order to keep up with the intensity. Fortress and Orisa can be regarded as two relatively successful examples - it is said to be successful, but in fact it is the number of changes that appear in the game between passers-by.
Because you can clearly feel that the frequency of seeing the fortress and Orisa has increased a lot. In the past, these two heroes who tend to be bulky were almost never the food for most passers-by players. After all, everyone is considering more about how to "show".
, which was originally relatively bulky, and Orisa, were remade in "Return of Overwatch". The fortress has changed from a wooden stake with super high firepower to a movable "machine gun tank", and the price it pays is that this deformation has a time limit. In addition, a bomb-like tactical skill has been added to further strengthen the output ability of the fortress itself. The ultimate skill has also changed from an original tank to a mortar that can aim at every corner of the map.
Orisa's modification effect is roughly the same. From the original shield machine to the "meat grinder fighter" with a lot of attack skills, it will no longer be dubbed by players as the "ruthless shield release machine".
This brother also remade
Of course, in addition to the hero level updates and changes, another major feature of Overwatch's "return" is to add the effect of "passive responsibility" to heroes in different positions such as output and reinstallation.
output: provides movement speed and loading speed bonus after participating in killing. This effect will last for a total of 2.5 seconds and will not stack, but repeated triggers will refresh the current duration.
reinstallation: is reduced by 50% of the ultimate skill charge caused by healing and damage.
Support: If is not attacked, health will be slowly restored. This calculation interval is about 1.5 seconds.
In addition, the common passiveness of each position is that when changing heroes, you can retain up to 30% of the ultimate skill progress - this is simple and easy to understand. The loss of temporary hero replacement is reduced a lot, and the choice of changing tactics and restraint has become more practical.
It can be said that these responsibilities passively consider the needs of each position, making the characteristics of heroes in different positions clearer. In addition to the newly added "tread!", heroes who lack self-protection have undoubtedly given them stronger survivability.
Want players to change heroes? I don't change
, as I mentioned earlier, retaining the ultimate recharge progress is largely to encourage players to change heroes and give their own side the advantage in the lineup. But from the actual effect, this setting seems to exist only in the imagination.
is a very simple truth. If you want to really force players to change heroes, you must ensure that every hero has an advantage and has natural enemies. The Black Lily and Cassidy's deterrence against Pharaoh Eagle , and the huge advantages of Pharaoh Eagle to small short hands such as Death and Crazy Rat are also fully reflected in the surface.
But the problem is: During the about ten hours I played, players rarely use heroes like Pharaoh Eagle with obvious advantages and disadvantages.
Sojan, Genji, Black Shadow... In the game with high intensity and no entertainment but only for victory, this kind of panacea hero with no obvious shortcomings is the favorite of most players. The situation in
is also obvious in reinstallation positions. The characters like Queen of Zak, Olisa and Charia who are strong enough but have no obvious shortcomings have become frequent visitors in the competitive mode. As a "returned" player of "Overwatch", how long has it been since you saw Road Bad appear in this single T version?
suction + hook combination skills
Lu Ba, a reinstalled hero with instant killing ability, could originally form a strong lineup of "suction + hook" with Orisa. At the same time, relying on Orisa's barrier, it can also give you a good living environment.
can change from 2 to 1 in tank position. After losing his brother, the road tyrant can only sit on the bench all year round, hoping that players can occasionally take it out and "let the air" during entertainment.
As a player who was keen on road bullying in the past, I tried to play a game in a point-taking mode - without saying much, the Queen of Slag Ke was extremely cruel to attack. In addition to being frustrated, she also felt a little guilty...
In other words, the settings that encourage players to change the hero are already done. Blizzard has been done. But the problem is that some heroes are too overweight, which makes it difficult to target. The final result is that both sides have almost the same team of players from the beginning to the end.
"Half-Big Pie"
In fact, the various changes in "Overwatch" "return" can be regarded as extremely excellent. It not only highlights the characteristics of different responsibilities, launches more powerful new heroes, but has not even forgotten to rework the previous heroes to better adapt to the current game environment, but the change in the number of fighters seems to have made the game itself too strong to a certain extent.
In the previous 6V6 mode of Overwatch, even if one of its own tanks is missing, there is a chance to rely on the persistence of others and find opportunities to delay the situation. However, since "Return" of Overwatch became 5V5, the reinstalled hero was fixed as one, which made it possible for us to quickly lose after he was killed. Without the ultimate skill, it was difficult to find opportunities to fight back as before.
In layman's terms, the role of each responsibility on the team has become less balanced. The uniqueness of the reinstalled character, combined with its high blood volume and high damage characteristics, makes it the most critical character in the team, which is completely incomparable to the output and support positions. This is also the case in
, which has led to the "return" of Overwatch to minimize the possibility that a player can equalize or even reverse the situation by himself, which can occasionally be seen by traditional FPS.
No matter how accurate the player's gun is, even if there are few people on his own and the opponent reinstalls the hero and puts his face, he will fall into a dilemma of powerlessness and can only wait for the next team battle to break out. This setting is more about encouraging the two sides to cooperate around the reinstalled roles.
is a bit more interesting, but it also reduces the thrill that FPS games should have, and is more like a strategic battle that goes back and forth.
Of course, the only thing worth noting is that after the major modification of the reinstallation character, its tankiness and damage ability have been significantly enhanced compared to the past, and many players have switched from output to reinstallation. This also leads to the strange scene where the output position is queued faster than the tank - at least, this has never appeared in Overwatch.
The slightly useless battle order system
To be honest, personally, when I see those friends who have not bought a battle order, they will remind the other party: Don’t buy it, it’s a useless one.
"Overwatch" canceled the original unboxing mechanism and turned to the battle order system. But overall, the most tempting one is undoubtedly Genji, the "Cyber Evil Devil" who can only get it at the maximum level. After I roughly flipped through the rewards during the period, they were all just some spray paint, avatars and other pieces.
When putting the best reward at the end, this battle order does not seem to be able to rely on good skins, new close-up actions, etc., to bring some positive feedback to the players in the middle. If you are not sure that you can reach the full level all the way, but are just as popular as me for three minutes, it is probably better not to try it easily, because the battle order rewards in the middle really make people look down on them.
summary
Overall, "Overwatch" only released half of the puff of PVP this time. Relying on the emergence of new heroes, the rework of some heroes, and the emergence of passive responsibilities and other special settings, it has indeed made it shine different from "Overwatch". But overall, the unbalanced characters of the reinstallation make it no longer look like a thrilling FPS game.
Perhaps, there is still a long way to go for balance design in the future.