PERK increase a deep immersion in the new advantage system from Overwatch 2

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PERK increase a deep immersion in the new advantage system from Overwatch 2

advantage, Blizzard Entertainment, deep, FPS, immersion, increase, Monitoring of advantages, Overwatch, Overwatch -Spotlight, Overwatch 2, Perk, System

Summary

  • Advantages are exciting new skills for Overwatch 2 Heroes who offer wild gameplay applications and creative strategies.
  • The lead gameplay designer for Overwatch, Alec Dawson, explains how advantages work.
  • Overwatch 2 Season 15 starts on February 18.

Hey everyone! Alec here, ready to spill the tea on one of the most exciting new mechanics Overwatch 2– Perks! If you want to switch on things with your favorite heroes and give your matches even more strategy and adaptability, we sit today, we have something for you today! This is the story of how the reduction system was brought to life and why we believe that it will completely change the way you play Overwatch 2.

The spark that started everything

The idea for discounts was not just something that we withdraw from the air – it came from some important questions that we asked each other again and again in design meetings. Questions like: “How can we bring more gameplay in Overwatch?” And “How can we increase the hero fantasy and give you the opportunity to lean into different play styles?”

We wanted to find new ways to challenge and delight our players, and to give them more choice in the game, seemed to be the perfect solution. Enter discounts – a system with which we can inject every game a strategy layer without completely reinventing the game you know and love.

The development of discounts

Our idea of ​​discounts has been since the beginning of last year, with the majority of the project coming together in the past six months. As with every good project, the discounts carried out a few phases of experiment and error, and (Spoiler alarm) was our first attempt, but had numerous problems to work out. Initially, the discounts were only a level-up system with defined upgrade-Sie level three in a match and automatically received a minor service boost. Simply? Yes. Do you really change your overwatch gameplay? Not so much.

It became clear that we were exciting while it was a bit exciting, but the magic of the choice was missing. We wanted to reinforce the idea that there was more than one way of switching things for their heroes from game to game.

Our next iteration showed a hybrid system with automatic advantages for its first two levels and a large selection for level three. This added an excitement shimmer, but it still felt chunky. This one unique, late changing choice during the heat of the fight sometimes surprised players because they didn't do it in the game before. It was not completely integrated into the gameplay flow.

After a few serious play tests and more “what if” conversations than I can count, we ended up on the version of the benefits that will see in the game. You are now unlocking a selection between two small discounts to level 2 and a selection between two main gaps to level 3 – everything tailored to your heroes. It is enough flexibility to feel fresh and strategic and at the same time keep the fast -moving pace of the game intact.

Main and minor benefits

With this division of small and large advantages, we really wanted to make an interesting decision at every level. This meant trying to share what skills their discounts aimed at and to distinguish the type of performance increase, which was guaranteed.

For smaller advantages, we wanted to treat them as small upgrades like Lucios Bass Blowout Perk, which increases the setback of his sound wave. Smaller advantages come in the game early and increase their skills, but do not change their behavior completely.

With important advantages, it is more about moving your nuclear play loop and even giving new skills. Reaper's Dire Treiggers Perk gives him a secondary fire that causes proper damage with a medium range, which makes himself an excellent shot on a fleeing enemy. It is a big moment in the game to meet her main advantage on a hero and can completely change how you approach an engagement.

Keep monitoring … Overwatch

One of our most important goals with discounts was to ensure that they felt loyal to Overwatch. We all enjoyed the moments of our crazy Arcade April Fools, but the core play of Overwatch is a sacred territory. We did not want discounts to throw up the balance completely or give them the feeling that they suddenly played too far from the heroes they already know and love.

Any decision-making of the decision of how strong discounts should be compromised or the balance between the heroes should be made, was made to keep the core-owatch-DNA intact. We have spent a lot of time to discuss scenarios in which “less more” and the sensitive balance of players achieves fun advantages without doing things chaotic or unfair.

For example, take Orisa. One of her advantages exchanges your spearspin for a protective barrier. This is a considerable change, but it enables Orisa to hold different positions, something that can be clipped on the right card. Since the protective barrier is more of a “kiss/curse” declaration, Orisa's other, charged spear enables its typical playstyle intact (of course with an charged spear). If you choose an advantage, your choice should reflect the respective situation. Our goal is to make these decisions meaningful without being overwhelming.

Build the selection of players in the gameplay

With the set of the gameplay structure, the next challenge was to simplify the PERK selection. Overwatch is quick-blinking and you could miss your front line-winston jump directly into the fight. To ask the players to make meaningful decisions in the middle of the game had to be intuitive and not stressful.

We have designed two ways to select advantages:

Standard selection: Keep old (or on the D-PAD for console) and then use left/right (or bumper) to select it.

Quick selection (Do not slow down “for the squad): an one button press to select your advantages immediately.

Muscle memory and familiarity will build up over time, but these options ensure that you do not feel overwhelmed in this coupling, intense moments.

Developer favorite

To make it easier for you to get started, you will find some of our favorite advantages from Playtesting:

  • Winston's chain flash Let him charge the secondary fire to zap several enemies near his target. It is not just useful, it is a pure chaotic fun.
  • We brought back Hanzos scattered arrowsGive clever firing opportunities. Pay attention to some wild multi-kills-sie in any case.
  • Baptiste's shoulder tower? Yes, it's real. If you pop the reinforcement matrix, the tower will be released to add (additional) automated healing. It is as cool as it sounds.
  • And my favorite: Ramattra's vengeful vortexEnable that you explode the milling vertebrae in the air and send these annoying flying enemies down.

These are just a few examples of how advantages can take their heroes and strengthen the imagination.

Now it's your turn

Deputy is more than just a mechanic – they are a new way of bending their creativity, adapting their strategies and rediscovering the game they love. We can hardly wait to see the builds, plays and brackets that they all come up with. This is a surveillance that enters into a new chapter, but still remains loyal with teamwork, adaptability and shovels.

Bounce into Overwatch 2Try discounts and tell us what you think. Who knows … The next big Perk idea could come from you. We'll see you in the game!

Season 15 of Overwatch 2 Starts on February 18. More information about Overwatch 2visit Playoverwatch.com.

Overwatch® 2

Blizzard Entertainment



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