What Overwatch 2 NEEDS: the April Fools Solution

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ok ok ok, joking aside, these April Fools changes were pretty fun (and silly), but Blizzard has historically implemented many of these changes in the past (check the link below). Which ones were promising, which ones were promising and silly, and which ones were just... silly?

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Thanks for watching!

0:00 Intro
1:00 Tank
4:22 DPS
7:37 Support
9:47 Conclusion
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what changes do YOU think we should keep?

CoachSpilo
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The D.Va boosting backwards is a HUGE buff on console because of how much longer it takes to turn around. That change alone made engaging/disengaging far more doable.

svako
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I like the Sigma change a TON. From a thematic standpoint, chucking a rock always felt lame and unfitting for such a cool power as gravity manipulation. Letting him control it a little makes it feel more like a utilization of his powers.

And gameplay-wise it adds more flexibility and skill expression, which are always good things for a character's fun factor.

NoshuHyena
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i think the junker queen change is better saved to build a whole tank around, i dont feel like it fits her much and itd be super interesting to have a dive tank whos engage is on a skill shot

medusaa
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torbjorn being able to put the turret on mini-maugas head was no doubt the best change. 10/10, keep it.

YellowSpaceMarine
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Too many people look at design choices and think "oh this isn't a net postivie for the character it needs to be changed". Weaknesses in a character kit are just as important to there strengths. Orisa has very few weaknesses to her kit and unfun counterplay. This is the danger in asking for "quality of life" changes for any particular hero. If you remove the downsides to using abilities it becomes flow chart in nature and good and bad decision making is removed in the process. Everyone wants buffs nobody likes nerfs but without it the homgonized gameplay leaves a lot to be desired and people leave as a consequence.

testtube
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Personally, the Mercy change is my favorite. Sure, losing damage boost kinda sucks, but I'd argue being able to directly damage the enemies WHILE healing makes up for it. Switching between the staff and pistol is just so clunky. Being able to attack while healing makes her a lot more active, I found myself actively looking for off angles and high ground to contest, as MERCY. Might need to be tuned a bit, but I'm gonna be so sad to go back to old Mercy because even though I still like her, April Fools Mercy was just so fun.

Katastrophe
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Queen knife has so much depth. I would live if it was the main mechanic of a new character.

You can jump cancel the Dash.
If the knife is stuck you g the full distance.
If the knife stick while you are dashing toward it you stop mod air and wait for the knife. Meaning with proper mao knowledge you can have a fzlmst return and fall right in the team. Or a long return and flat in a desired spot.
The knife is also technicaly stuck at the max flight distance. Meaning you can with proper timing fall right where you want after the knife return. And even better. Stick the knife for a split sec and then dash. Meaning youl go full distance in mid air.

You can also use all the abilities mida air. So fun.

I was doing perfectly timed axe jumpscares. Dive behind the enemies and ult toward tour team. Shoot above barrier to touche more allies. Duel paras. Follow people from really far with the knife embede in them. Dashing toward the knife, sticking someone stopping right where I wanted and then because ethe knife return the enemy get pulled back in my axe. Etc.

Also
First the one I would tap into and implement a bit differently.

Would add the rein art one, but on a 3 sec CD as a parry like the genji one. The goal is to parry a big Ata k. Tale no shield damage. And send in back to enemies.

The Mei one felt really good. Maybe a bit too junky. Maybe her wall could be reworked. Where interact cancel the casting. The ability rotate the wall. And right or left click make it a wall or a pillar. Idk. Maybe the jump activation is fine but the interact cancel is wierd since her wall cancel is just the ability. Also it should share the cool down. To not allow for stupid rollout and softlocks. But the pillar is half the cool down.

The baptiste one, could be added. Way shorter, only at max charge. 8 directions. And you stand still to jump hight.

Then there is the dva back trust, orisa, sigma, junk, soujour reactivation (not the pull), the genji one, that could all be added as is.

But especialy the widow one. Maybe nerf her damage, and boost it back when air born or something but I never enjoyed, played, did well with her till the patch.

The i'tresting one but more like guess it show somethings wrong with the character lol.

Funly enoyth I enjoyed ramatra better. I would honestly rework ramatra to have a 4 sec CD on stance change. And he is en powered for the first 6 8 sec after switching. So you would want to switch often enouth to keep the boost. But not too much that you would be in a bad mode at the wrong time since you have a 4 sec CD. This April fool just showed me a how wierd ramatra felt like.

The and last. The ones that sparked the need for a character around the mechanic.
Tracer random weapon, ash for a puppeteer character, an artillery support for the zen one, nad casidy's bounty.

But the queen one definitely need a proper character.

captainphoton
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I liked seeing Moira have heal as the generator and damage be the resource. I think her damage buff this season was too much but this mechanic evens it out
I’d prefer both heal and damage be resources with the opposite being the generator. Makes it so she couldn’t do just heal or just damage for too long

sonofanarchy
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I really liked Reinhardt's change. Probably doesn't need to be a reflect, but some way to be offensive when shielding would be great for the character

justinwinterspear
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For some reason Lucios change to shoot a burst of 5 in healing mode but keeping a burst of 3 in speed mode was really cool to me, and was a ton of fun. It kinda felt like it gave more identity to each mode, like you could hover around your team slower but contribute more to a team fight, or you could try to blitz someone on the backline but be required to be more precise

scrufflesde-brickashaw
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As a junkrat player when I read the change I was suuuper excited. Junks nades have a small knockback which has made for some pretty cool nade jump techs for him like in junkertown second point, and hearing that we could explode primary on command got me really excited since I though of the posibility of even more versatile nade jumps. Then I tried it, and realized they took the knockback away when detonated. And I got sad.
Outside of that tho, this change went for something I had wanted for the character for a while, which is making his poke more consistent and less random, by making actual use of the final explosions of the primary fire. This change seemed like the perfect chance to try it, but on practice it felt really clunky. Not only did it make me realize how buggy the final explosion hitbox is compared to the animation, but also for a character like junk that likes to prefire shots having the trigger blow up all of them AND the mine as well, made it feel bad.
I would like to see them experimenting on a way of making junks poke better and going away from the random spam. I like the ricochet mechanic, but I would like to test stuff like making nades blow up instantly in the ground instead of them making little bounce multiple times, and keeping just the wall ricochet which feels like the most fun and skillful part of the actual bounce mechanic. And it could also make for more nade jumps, which would bump skill ceiling even more, which I am absolutely down for

Lucigu
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I actually really liked the concept for the Cassidy passive/ability. He needs something that resembles a cowboy, not necessarily a generic sticky grenade. It probably needs to be changed a bit, but some sort of wanted mechanic where you get a reward would be a cool mechanic and change the dynamic of how team play works. Something like “Genji is wanted, so let’s look to dive him this team fight so we get bonus health to sustain the rest of the fight” would make team play more unique in my opinion

phillywilly
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The Reaper change was horrendous when you really think about it. You're doing the same amount of damage as non-april fools Reaper does with one shotgun, except now you're required to shoot both. This makes it absolutely useless to shoot anything with one shotgun as 2.5 damage isn't going to kill anything whatsoever. It's also a lot more restraining to have to click both buttons at the same time while aiming, so it really doesn't work well on a character who's all about close-range macro-flicks.

assassith
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I think the Rein deflect with 50% smaller sheild and losing a set amount of shield health per second while deflecting is something interesting they should play around with more. He needs SOMETHING

arthurlloyd
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I think Mercy's changes were legitimately quite good. I also think Moira's changes are actually an improvement over current Moira. The more limited range on her damage forces her to be positioned much more aggressively than current Moira.

HiddenPrior
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Winston change is risky. For ranked it’s perfect. Biggest avg Winston complaint is enemies group and you can’t do anything but poke. It would discourage grouping. He still needs to expose himself to poke.

High level play he’d be too strong though. I’m not against this change, they clearly want to do it.

jcboos
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I think making Cass a bounty hunter by marking a random enemy as "Wanted" was a really cool idea. I don't think more health should be the reward for properly engaging with this mechanic- giving him a small damage buff or giving him more falloff range would be a better option.

johnviewer
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Rein's deflecting ability seemed like an interesting direction into making his gameplay more dynamic, and judging by the fact that they tried to balance this ability, I feel like the devs actually might've considered adding it (maybe it was a part of the PvE). But overall, if his shield is the essential part of his hero identity it makes sense to add more to it to make him fit more into OW2.

indeboss
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Ive been saying Doom needs faster movement with Block since I started playing OW2. It has alway made no sense to me that he has to move slow when blocking

MJyoung
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