Abilities inflation: Good thing or not?
For a while now, I've had a strange impression about the design philosophy of Overwatch gameplay. Summed up in two words: Abilities inflation. Characters gameplay and the sheer quantity of informations to keep in mind is increasing fast.
More exactly, relatively recently, everytime Blizz has made adjustment to an Overwatch hero, there's been "more stuff". And that's never been more true than for this last patch. Junkrat gets more mines, Dva gets yet one more ability, Roadhog gets a modified ability AND a damage resistance added to it.
And of course: Mercy gets not only a new ability, but also the most "complex" ultimate in the game. A mode where you can fly AND target multiple allies with beams AAND have a better gun AAAND longer range AAAAND have a constant health regen.
I'm not sure about that "AAAAAND" philosophy.
Precision: "Mercy main btw", I LOVE the Mercy rework. But I'm an experienced player with 400+ hours, including about 100 on Mercy alone. I can handle the complexity. But why not make it "just" a defensive ult, why the gunplay?
And most importantly: Is that how the game was originally designed?
What I loved about Overwatch when I started playing was the deceptive simplicity of it. Every character had an immediate "feel" and yet plenty of depth despite relatively limited kits. Tracer dashes and recalls. Genji climbs and deflects. Soldier has aimbot, Widow is the sniper with wallhacks. Even some newer additions were simple in design but complex in gameplay: Sombra hacks stuff.
But now, we have several characters who take damage in different ways (Orisa, Bastion, Hog) in addition to the HP/Shield/Armor original design, plus Doomfist and his barriers. We have variable ultimates (Syme) and a new very complex one. Characters have wide ranges of abilities (Dva, Orisa again)...All of it from new characters or reworks. Obviously the game still is simple and accessible, it would take much more than that to make Overwatch into an RPG. But it has been a direction for a little while, enough to ask the question.
So, is this just Overwatch answering to a more experienced community, increasing the complexity of the game and embracing the MOBA side of things to go along with our experience?
Or is this a genuine stray from the original core design of Overwatch, catering to extremely experienced players (the most vocal and influential ones) at the detriment of new arrivals, and maybe the long-term health of the game?
Discuss.
Posted Aug 25, 2017, 12:43 PM UTC · edited