I am shocked at the ineptitude of the developers when it comes to Doomfist. The first thing I would have done as a developer, is go one-at-a-time through every ability and see how each one interacts with each one of Doomfist's abilities. Could do that all in less than a day but no, just have some guinea pig players do it instead and fix things as we see them. Freaking amateurs made the Escapist's Game of the Year with these shoddy development tactics. It does not take years of coding experience or 20/20 hindsight to play-test characters instead of putting shoddy mechanics out for players to test. Triple A game developers more like Beta builders. Having no shame in displaying faulty mechanics out in the open for everyone to see is not a good development practice. Acknowledge them yeah, but ideally ensure they are not shown so easily in the first place.Bilious Green said:It's inevitable that he's going to see changes before he goes live. I'm sure the devs are already surprised by the things players are doing with the character and will be making adjustments accordingly. They already fixed a thing where he could charge through Junkrat's trap, which was apparently not intended. I'd also expect changes to his ult as it can do some incredibly cheezy things with no counter play at the moment (I think they will reduce the amount of time he can stay up in the air before coming back down). That said, I think he's not far off being balanced and will hopefully shake up the dive meta a bit.
You have to remember that developers tend to SUCK at the games they create. They might think that something is internally balanced, but then in the hands of a somewhat decent player it becomes busted as hell.Epyc Wynn said:I am shocked at the ineptitude of the developers when it comes to Doomfist. The first thing I would have done as a developer, is go one-at-a-time through every ability and see how each one interacts with each one of Doomfist's abilities. Could do that all in less than a day but no, just have some guinea pig players do it instead and fix things as we see them. Freaking amateurs made the Escapist's Game of the Year with these shoddy development tactics. It does not take years of coding experience or 20/20 hindsight to play-test characters instead of putting shoddy mechanics out for players to test. Triple A game developers more like Beta builders. Having no shame in displaying faulty mechanics out in the open for everyone to see is not a good development practice. Acknowledge them yeah, but ideally ensure they are not shown so easily in the first place.Bilious Green said:It's inevitable that he's going to see changes before he goes live. I'm sure the devs are already surprised by the things players are doing with the character and will be making adjustments accordingly. They already fixed a thing where he could charge through Junkrat's trap, which was apparently not intended. I'd also expect changes to his ult as it can do some incredibly cheezy things with no counter play at the moment (I think they will reduce the amount of time he can stay up in the air before coming back down). That said, I think he's not far off being balanced and will hopefully shake up the dive meta a bit.
Will he though? That E3 trailer was noticeably missing any actual destruction. Seems real suspicious to me.Hawki said:Only in the mind of Terry Crews himself. And, I guess, everyone else rooting for Crews.Bob_McMillan said:Wasn't he supposed to be Terry Crews?
Still, Crews gets to tear up cities in Crackdown anyway, so he'll get his urge for mayhem satisfied to at least some extent.
They thought people couldn't make body shots? I find that hard to believe.Dirty Hipsters said:You have to remember that developers tend to SUCK at the games they create. They might think that something is internally balanced, but then in the hands of a somewhat decent player it becomes busted as hell.Epyc Wynn said:I am shocked at the ineptitude of the developers when it comes to Doomfist. The first thing I would have done as a developer, is go one-at-a-time through every ability and see how each one interacts with each one of Doomfist's abilities. Could do that all in less than a day but no, just have some guinea pig players do it instead and fix things as we see them. Freaking amateurs made the Escapist's Game of the Year with these shoddy development tactics. It does not take years of coding experience or 20/20 hindsight to play-test characters instead of putting shoddy mechanics out for players to test. Triple A game developers more like Beta builders. Having no shame in displaying faulty mechanics out in the open for everyone to see is not a good development practice. Acknowledge them yeah, but ideally ensure they are not shown so easily in the first place.Bilious Green said:It's inevitable that he's going to see changes before he goes live. I'm sure the devs are already surprised by the things players are doing with the character and will be making adjustments accordingly. They already fixed a thing where he could charge through Junkrat's trap, which was apparently not intended. I'd also expect changes to his ult as it can do some incredibly cheezy things with no counter play at the moment (I think they will reduce the amount of time he can stay up in the air before coming back down). That said, I think he's not far off being balanced and will hopefully shake up the dive meta a bit.
Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
There's also the bit where they're designing this for PC and console at the same time. Ana is more powerful on PC then console because accuracy is generally better on PC than console. Torb's turret was more powerful on console than PC for the same reason.Epyc Wynn said:They thought people couldn't make body shots? I find that hard to believe.Dirty Hipsters said:Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
So Overwatch being better with console controls is a myth?altnameJag said:There's also the bit where they're designing this for PC and console at the same time. Ana is more powerful on PC then console because accuracy is generally better on PC than console. Torb's turret was more powerful on console than PC for the same reason.Epyc Wynn said:They thought people couldn't make body shots? I find that hard to believe.Dirty Hipsters said:Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
No? Unless your measure for how good a shooter is is "how accurately cursors go over targets" anyway.Epyc Wynn said:So Overwatch being better with console controls is a myth?altnameJag said:There's also the bit where they're designing this for PC and console at the same time. Ana is more powerful on PC then console because accuracy is generally better on PC than console. Torb's turret was more powerful on console than PC for the same reason.Epyc Wynn said:They thought people couldn't make body shots? I find that hard to believe.Dirty Hipsters said:Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
Pretty much this. Overwatch might seem straightforward to players, but underneath the hood is an incredibly complex array of systems. Just to give an idea, assuming a 6-man team with no doubles and one being Doomfist, that's already several million possible team comps.undeadsuitor said:Why pay a guy for one persons findings, when you can put something up on the testing realm and get thousands of players feedback in the same amount of time.
Developers aren't omnipotent, they can't account for every miniscule aspect of every character and how it reacts to the powers and combinations of every other character.
This is the reason for the public test realm whether you like it or not.
What about play-testing your own game? I wonder if they even have beta testers with how shoddy things are going.Chimpzy said:Pretty much this. Overwatch might seem straightforward to players, but underneath the hood is an incredibly complex array of systems. Just to give an idea, assuming a 6-man team with no doubles and one being Doomfist, that's already several million possible team comps.undeadsuitor said:Why pay a guy for one persons findings, when you can put something up on the testing realm and get thousands of players feedback in the same amount of time.
Developers aren't omnipotent, they can't account for every miniscule aspect of every character and how it reacts to the powers and combinations of every other character.
This is the reason for the public test realm whether you like it or not.
Then add in every other possible variation and interactions and you get an absolute fuckton of possible configurations. More than a few people or even the entire team could possibly keep track of, let alone predict the myriad ways players will find to break your game (and they will try), no matter how much effort they put into patching the holes.
Is public testing an ideal solution? Maybe not, but it's the only method I can think of that is somewhat viable.
It's a FPS, who would ever say that it's better with console controls?Epyc Wynn said:So Overwatch being better with console controls is a myth?
Lucio mains?DaCosta said:It's a FPS, who would ever say that it's better with console controls?Epyc Wynn said:So Overwatch being better with console controls is a myth?
Don't see what the advantage would be. Even DSPStanky switched to PC.Borty The Bort said:Lucio mains?DaCosta said:It's a FPS, who would ever say that it's better with console controls?Epyc Wynn said:So Overwatch being better with console controls is a myth?
It's not that they nerf too much, it's that often they nerf or buff the WRONG things.Epyc Wynn said:>tfw the biggest defenders of Overwatch's meta finally admit the game has balance problems and nerfs too much
Exactly. Agreed.Dirty Hipsters said:It's not that they nerf too much, it's that often they nerf or buff the WRONG things.Epyc Wynn said:>tfw the biggest defenders of Overwatch's meta finally admit the game has balance problems and nerfs too much
Like with Doomfist they keep nerfing his mobility, but his mobility isn't the reason that character is actually overpowered.
With Ana they nerf the healing output of her rifle, but the problem with her is the grenade.