I recorded this a fast as I could. I'll edit this comment on my thoughts after playing it for a few hours later tonight Edit: Tank - Last Stand | DPS - Trigger Happy / Frenzy | Supp - Resourceful are the most powerful passives and cover most of the heroes. I think the idea is pretty solid and I enjoyed my matches today, though they definitely need to nerf a few of them if they iterate on this again for another event. 8.5/10 could see this being implemented as a full pvp refresh in a few months/year?
@@KarQ hey karq, if you see this I’d like to get your take/response from someone who is not a fan of the pickable passives(me). Lets say for example I see a Junkrat, this Junkrat had the option to pick 3 passives, less explosive damage, drops 2 more bombs when he dies, or his cooldowns are reduced by 20%. It’s now on me to take a 33% chance and guess what he has where as it is now, I’m fully aware of what that Junkrat can do with 0 guess work involved. As a comp player, I don’t like the pickable passives because of this
@@trisdevision4550I do agree with idea that not knowing passive is a pain, that’s why the passive in play should be indicated on scoreboard if it’s adopted into the core game down the line
@@GaaraFPS if it was a gun with a magazine, like a glock or soldier rifle. Not with revolver tho lol. like, that rotating bullet holder on the revolver would have to be resized for an extra bullet or rebuilt for a smaller calibur. Resizing it also means the rest of the gun frame has to be bigger to hold the bigger rotating bullet holder. new calibur means you need a new gun barrel. Either way, it's easier just to get a new gun. Maybe that's the canon lore lol.
played it on sombra. since it only activates after 25 % hp its basically worthless. the amount of times this is remotely useful is almost inexistant. sombra could see ppl who were half btw
Its useless on some or half of dps heroes cuz they are behind a wall and will get rehealed very soon/dps hero need to be able to reach them in the first place before they get heal up which happens faster than the former for most
I see what you mean, but at this point who cares. The balance of this game is already a nightmare. I'd probably come back to the game if they just went hog wild with new mechanics.
@@Pebphizit's similar but definitely not copying lol. Big difference between basically building a deck to full min max a character's potential and a role passive choice.
If you cannot see the passives of the enemy team, this will add a randomness to the game which will be frustrating for experienced players. Timing can be completely thrown off and you would have no idea when it applies since heroes can keep switching between passives.
Exactly my thoughts, although I think this could be easily mitigated by at least showing an icon on the scoreboard next to the players for which passive they chose. I guess we probably wont have to worry about it for long though lol
Or we follow Halo Reach, where at the beginning of the game you choose you passive “loadout” and that’s the one you’re stuck with til end of game or they swap heroes.
Yeah they fkd up pretty bad not letting us see talents on scoreboard. It's really awkward to find out tanks have the cool down passive after you make what you *think* is a perfect play only for Doom to suddenly have all of his cooldowns 2 seconds before you were ready and send your whole team to Heck
There's only one case where you can actually know for sure that the enemy picked a passive. If you're playing Sombra and an enemy has the Slayer passive (able to see critical health enemies through walls), when you reach critical health whilst in stealth, it will alert you that you have been revealed, and you'll know it's because of the passive (unless there's a Widowmaker on the other team).
I think 25-30% CDR below 75% hp would be better. 50% is such an absurd amount, and you could just coordinate with the right supports (e.g. "dont heal me above 50" "use baptiste lamp when I go in so I can go ham on them" etc.
@@teejay1646 Personally, their own heal/shield passives keep themselves just above 50% so it's usually not triggering enough. And enemies aren't missing me when I'm below 50%
@@bui3415 overshields don't count as max HP they're temporary HP and aren't factored into any % based breakpoints. If you're critical and you queen shout your health stays critical
Biggest issue with this is you won't know which passive the enemy has. Imagine getting hit with a cd that you tracked perfectly but didn't know they had the cd reduction passive.
@@jjglaser Not true. Even if people aren't consciously trackign cooldowns, you certainly develope a intuitive feel for it, and this would mess up SO many things. Intuitive feel for cooldown legths, feels for debuff durations, all sorts of stuff.
The biggest issue I already see is now instead of just hero swapping we're passive swapping. Not to mention it's difficult to tell which passive a player might have until you sort of just.... see it? A better indicator of which passive what player has chosen would be great and probably just like in paladins limit the swapping to maybe once per round.
I think a good way to balance this would be to only be able to swap passives only when the round ends. i.e after switching sides or after a point is taken. Another great way would to introduce a “cooldown” on passive swapping. Maybe you need to have certain requirements met to swap passives. Idk 🤷♂️
@@SocialExperiment232 You're misunderstanding (atleast me) I like this. The feedback players are sharing is that "Hey this is cool but we want to be able to see who has what passive and keep players from constantly swapping it around with no penalty."
Tbh I think this is a good idea Instead of them having to worry about forcing all players to have a certain passive, now they can not only give quality of life options, they can also just nerf/buff whichever ones don't have good pickrates, and if one needs to be reworked, players can just use the other ones for the time being
Just adding more problems. If there is a need for quality of life improvements, they should add it to the characters themselves. All this does is increase people's incentive to counter.
What about the heroes that dont benefit from the passives at all? Hanzo can't really use any of the three and one can't be used at all. The same can be said for widowmaker.
@@YourBlackLocalexactly and I can only imagine that Although there is choice in the passives there will always be one that is simply just way better than the others for all heroes
I don’t think take a breather is affected by cooldown reductions. I’m pretty sure kitsune rush doesn’t do anything for the cooldown. It will certainly be insane on Hammond though
Don't like it on Ball. I rarely get below half HP, so I don't get value from it. The reduced debuff time is insane though, most Ball counters involve applying statuses to him.
this is really good. although i think every hero needs their own personalized passive like a regular moba. then maybe a general talent like this. i think this is cool
Just a hunch but i feel like these passives are a band-aid where instead of buffing or nerfing a specific hero, the passives are tweaked as an easy way out. Just a theory on my part.
The role passives were already band aid, they think by globally adjusting settings, they can save time and effort. But all that makes it pointless. How can you apply the DPS passive as Hanzo or any similar hero that has trouble doing constant damage? That's one crucial reason that band aid wasn't strong enough nor smart to put it there
its cool i always wanted some kind of builds customizations in this game, wish they add something like that for every hero too. its not too hard everyone could create all of them in like 5 hours of sitting and thinking. u could add them for normal at first or just create parrarel rankeds with them so when this commes up it will be somehow balanced. but if they pick up data about those it wont be hard to balance u jsut look at pickrates and winrates of each addon.
I think it could be cool if they added a bunch of these for every hero but made them useable in an archives-like pve setting, that would be really fun i think
They should honestly give doom armour on his base kit 75 -100 armour would be really good maybe u could nerf his best defense passive in return or u can just flat out give it to him with no compensation nerf
@@tt.60fps59 I dont want to nerf the skill level of that charakter by puting power away from best defense and into armor. Wouldnt do anything to him besides that.
There's only one case where you can actually know for sure that the enemy picked a passive. If you're playing Sombra and an enemy has the Slayer passive (able to see critical health enemies through walls), when you reach critical health whilst in stealth, it will alert you that you have been revealed, and you'll know it's because of the passive (unless there's a Widowmaker on the other team).
Good on paper, but I wish they chose things that WEREN'T so game changing for some of the roles. The cooldown buff on heroes like Bap or Kiriko is gonna be extremely unfun to play against. The Tank ones seem REALLY good, the Armor one especially since it just got an enormous buff, while the magazine size one on DPS is a little underwhelming, especially on heroes that already have really low magazines, like Junkrat. In fact, very few passives seem like they'd be good on someone like Junkrat. Seeing low health targets is moot when he can chunk someone down from full anyway, the extra shot MIGHT be helpful but is far less impactful compared to other heroes, and the movement boost, while good, isn't that impactful when his best movement is on his mines. Beyond that, there's also the issue of visibility. How am I supposed to tell that Tracer has Slayer and can see me at half? Do I just constantly play paranoid? That passive's mere existence is a massive buff for DPS, since now everyone has to assume that DPS have it. Should I bother using Anti or Sleep on a Tank if I don't know if it'll be full duration? What if my team tries to burst down a vulnerable Tank but then suddenly they get all of their cooldowns back, and there's no way for anyone to have known that would happen? Lucio now gets to double dip speed boosts. I'm glad it's on a 2 day trial in QP but if it ends up anywhere near live I'm gonna be mad.
Putting an icon by the health bar and on the scorecard is probably the easiest (but certainly not the best) way of addressing it. But yeah it absolutely needs to be easily identifiable.
@@sssspider No, it doesn't need to be easily identifiable. Overtime, players will come to learn how these passives work (if they're actually made a core part of gameplay).
@@SocialExperiment232 Paladins have an entire different balance system. Adding this monstrosity into overwatch when its already in a POOR balanced state is literally just pouring gas onto a forest fire.
You could also just let their passives be bad, which gives the character more power budget to do other things. It's another knob to turn to keep everything smooth.
I like the idea a lot but i see some issues. Mainly not being able to tell what passives enemies have. You could be going for a kill you could normally confirm but mercy has the bonus healing passive so now in valk she's healing 90 hps instead of 60 and you have literally no way of knowing until you go for it and lose the fight. Some kind of icon on the tab screen to show what passives everyone has selected would fix that issue pretty easily tho
They'd need to go a step further and make the passives a "choose at game/round start and be stuck with it, no midround swaps". I don't think anyone wants to have to constantly keep tabs and remember what every one's passives were and constantly check to see if anyone's swapped. People would want to look over the scoreboard once and have that in mind for the whole round.
The only benefit I see for this is helping with hero counterpicking, and for quickplay players in general. Some of these passives sound like absolute hell to play against as a competitive player, and might just force certain meta options even more, such as being forced to play tracer with frenzy because that sounds busted asf.
Main issue I see is cooldown reduction has more impact on certain heroes, pushing them into a place they shouldn't be balance wise, and also ruins a lot of counterplay. Like... not being able to rely on enemy cooldowns that you've learned over years will just be frustrating. If they were to go with this idea permanently cooldowns shouldn't be touched (I think smaller passives like the speed boost for low health supports or maybe a reload time reduction for dps would be better than huge changes)
This is awesome! I've been asking for something like this since Overwatch 2 was released. We desperately need more balancing points in Overwatch besides heroes. Now, if we could get some sort of map veto system, that would be great.
Could be interesting, could lower the amount of counterswapping because you can change up your passive now instead, only hope i have is that you can see what passive everyone is using
This is actually a genius solution to the balancing issue. It allows players to mitigate the effects of "counter-picking" in an active and personal way, while also giving the devs another "knob" to experiment with and change around every few patches. Tanks also wouldn't need all the extra passives and special interactions they currently have, so Sleep Dart and the DPS Passive could go back to working as normal on Tanks, as the "Unyelding" passive would result in a similar interaction to today's patch. If it was actually implemented though, the passives should be visible for everyone on the scoreboard, maybe even in the health bars.
This is a terrible take and a terrible feature to add to the game. All it does is take away the skill required to play the game and redirects the skill requirement to clicking a few buttons in the spawn room. It further dictates how every game is played out based solely on what loadout you equip inside the spawn room, instead of individual player skill and teamwork. It will worsen counter picking even more and literally 80% of every game will be spent trying to counter pick with the best heroes and passives instead of learning how to play the game better. It will also make balancing the game an absolute hell.
Except the passives aren't really built that well to circumvent counter picking. The reduced debuffs, yea. But most everything else has nothing to do with counter play, especially the DPS passives. Additional ammo is just predicated on which hero you pick (some heroes don't really benefit from this). Movement speed while low? That's not a viable passive to counter assassin heroes. Just because you can walk a little faster while 10hp doesn't mean you're going to have any better chance at surviving lol. And if it activates while you're shooting, you might actually lose the fight because you aren't ready to suddenly strafe faster. Seeing critical health enemies thru walls also isn't really counter play. It just buffs snipers if anything. But it's not that useful in most situations because people who are low health tend to get behind cover. So you get to see the enemy 76 just sitting and healing behind cover. Riveting lol.
It’s fun that’s for sure. I basically always pick ‘Last stand’ on Doomfist, it basically gives you the ability to dive in, do some damage and actually escape. A hack, hinder or stun can still kill you but the ability to fly in and out at will is so much fun, my deaths per game have drastically gone down and it doesn’t feel too oppressive but that’s just one one trick and I barely fought other dooms, it’s probably very tricky to balance but maybe to a degree it could work
There's a bug with the DPS speed boost. Deployables count as eliminations. Mei could deploy a wall and destroy it and get the speed boost. Which is actually really neat but definitely unintentional.
LMAO YEAH I remember reading Dev note that 100ml players celebration is literally this but we got half ass april fools instead Did they... Delayed it and not telling anyone
On the surface I like the concept of this, it feels like a good middleground between universal passives and just the base heroes some of which having passives. On paper at least, this should allow them to turn a knob and fine tune whole specific playstyles within roles which is interesting. This also makes the passives much more intuitive! (Although the decision to have them _on top_ of the normal role passives is strange to me, I assumed pickable role passives was replacing role passives but idk. Might be too much going on to have both). However, I think the specific passives have room to grow. They seem potent but are a bit rough around the edges imo. I could see these being placeholders and becoming more exciting things later on if we like the proof of concept. 3 specific passives for every hero would be awesome (LIKE PALADINS TALENTS!!!!), and they could even add some placeholder ones like the ones we have rn while making specific ones for all the heroes, but I think as much as it would support the first goal they mentioned (3:45) I think it's unlikely to happen at best ;w;
I think it's a really nice feature reducing counterpicking as you said thus making tanks a bit more enjoyable to play which can be beneficial instead of just buffing them over and over. However, i'm not into all that cooldown reduction as it is really hard to play arround cooldowns now
I love this for the game it adds another layer that ow was always felt it was missing. Plus it’s can really cover for your hero’s weakness. Plus JQ with armor is absolutely nuts
I was really hoping to be able to pick other hero passives like reaper's 20% lifesteal and put it on reinhardt, but this is fine too. I can tell this is experimentation for the counterswapping problem.
I would love this idea if it replaced standard passives. Going the Splatoon route but way more simplified. That said one of these doesn't feel like the other. Support's "resourcefulness" sounds broken as heck and I want to play it so bad
This is genuinely a good step towards fighting against counter swapping, counter swapping will still be a thing because that's still healthy for the game but it wont be as overwhelming
Now let me say why I don’t like this, when I see a hero, I know exactly what that hero can be capable of, but let’s say for example a junkrat has the option to choose between taking less explosive damage or drops another bomb when he dies, it’s now on me to guess what he has instead of just knowing what he has.
i would change the title to ''new pickable passives for every role'' just for more clarity, so people dont think each hero is getting their own passives
they should just do the paladins deck thing, or you know, that thing we were supposed to get along side OW2 PvE... 360 shatter... wifi dragon blade... ball mei...
The breakpoint for Tracer one-clipping is ridiculous with that passive, I don't think something like that could make it into the final game without some severe tuning
Literally all the dps passives are good for flankers, I wish they had one that would reduce your cooldowns by like a second for 5 seconds on an elmitation stack to like 3 or something along those lines, the only really useful one for a character like widow is the ammo increase, as if a target is already low hp then you dont really need to see them through walls because if they peak then you just body shot them and kill them even with a low charge shot, and speedboosts plus snipers dont really mix well
Really interesting adding this to Ow! Its great that devs try these things. Instantly hate immortality field shorter cool down or braindead characters like moira getting buffs but its a cool addition
I can see "Last Stand" being useful for tanks that know how to peel. For players that are aggressive, but do not know how to pullback, they will use it to be reckless.
As a doomfist main. Im going to be going crazy with the cooldown decrease while im low hp. I was nigh unkillable without that buff. I do know everyone else will be buffed. But be prepared for doomfist stallwatch
Am I the only one seeing the potential in helping the 'counterwatch' issue by employing these passive picks as something you can pick at the start of the game but can't change for the duration of the match?
If this was in Comp, I'd want these pickable passives to replace your current passive. Also you should only be able to change your passive while under 60% ult charge.
I think they need to find a better DPS passive in the mix. Ranged burst heroes like Junkrat, Widowmaker, Hanzo, etc. don't really care about the bigger magazines, speed boost on kill, or spotting low health enemies. The support's CDR is really good, but also a bit boring. It's not like the tank CDR which is more risk-reward, you're just generically better. I'd rather see some kind of condition on it, like "Healing allies earns you a cooldown refund on your next ability cast, up to a 50% refund after healing 1000 HP"
It looks really good for tanks. For dps it looks a bit too strong and helps specifically flankers/dive in particular too much. Support and that's a balancing nightmare lol.
They should give use more than 2 days to test it. I didn't even know about it 'till recently. Still gonna test it out because it sounds cool and gives some heros more survivability, mostly looking at Zenyatta.
other game: make every aspect balance as possible so game is rather fun & balanced overwatch: makes everything as broken as possible so game is rather fun & balanced
They're polishing a turd here, I'm afraid. I don't want to have more armor to counter reaper, I want to be able to make a play without having to commit all my cooldowns to burst down one person that's out of position, just standing in main without their tank. It really feels like you can play in the worst positions and get saved in the nick of time because of the health pool changes and the support abilities being so busted. It feels like being proactive and playmaking are actually punished now. The health pools are too large, it's become a spam-off.
Switching passives mid-match sounds broken on paper. Maybe they'll have a deficit when switching similar to ult charge going down to 15% when switching heroes.
Is there a way to see what perks a player picked in game? An easy way to see it on the scoreboard perhaps? Because of not, that is my biggest problem with this. I can see this was designed possibly hoping it will make it a little easier for players to stay on their hero of choice, by giving them a tool that perhaps help them deal with a difficuly match up. The problem is, it can easily have the opposite effect too, making some heroes feel next to useless based on the perk/passive the enemy selected, and it may not be easy to tell that the problem is that they have a particular passive selected. It may just feel like "damn, I'm just nt getting the kind of value I usually do on this hero... but maybe they are just outplaying me here." Also, I can ALREADY see exactly how these would be whittled down and nerfed over time. 20% reduced cooldown for supports? "Too powerful on some heroes, giving them far greater uptime on powerful abilities, so we are reducing it to 10%." Or, because some heroes will OF COURSE get more value out of certain talents, they'll end up adjusting heroes abilities based on it, rather than always nerfing the passive for all heroes in the role (which will mean that people will feel like they HAVE to use certain ones to maintain gameplay.) IMO, while a neat concept, given how reactionary Blizz has been with nerfs and buffs swinging things wildly, I can't help but feel this would just increase that. Also, since most heroes will end up with a clear over all best pick that is used 90% of the time, it won't truly offer much REAL flexibility in game play.
I think the passives are another part in ow team throwing shit at the wall hoping something sticks , giving the community their recycled code from pve or whatever else they worked on . Game needs a major retooling to be of any fun anymore
@@frankjr.3916 I toko a break a month after ammattra came out. Havent played the game since. I just kin of watch the madness nowadays. Never feel an iota of an urge to reinstall. Trying other games though and some are my new replacement game so its nice for OW to not have that stranglehold on my attention.
Eh, as someone that works in game development, this isn't uncommon. Gotta see what the people want and gives ideas for new sorts of abilities. Not defending, per say--this game does need work--just offering a perspective!
@@Jekyde412 I honestly think with overwatch 2 each hero should have been changed , like mirror watch . To feel like a new game and have something new for each hero, they had a big opportunity there and they missed it
Interesting, but for the dps passives: "I'd recommend Tracer or other dive heroes". What about the other characters? I know they'll still benefit, but damn they seem dive focused!
Cass stuffing an extra bullet into his revolver should be funny to see xD its gonna be like the deep rock galactic bulldog with six shooter, clearly a four cylinder gun with 6 shots. cass would have 7 shots in his six shooter with the ammo passive?
The main reason that the devs are failing to balance the game every patch is because there are far too many variables. Adding multiple orders of magnitude of complexity on top of the mess that already is ow2 is a guaranteed recipe for disaster. I'm almost certain that something like this never will, and almost literally can't, make it into the actual game. Look at games that people generally consider balanced, they're always significantly simpler than overwatch. Csgo has a dozen guns and a handful of "abilities", ssb melee is literally 2D and only has a few viable characters which are all capable of winning tournaments. Overwatch has 30 characters with 2-5 abilities each, all of which have unique weapons yadda yadda. It's impossible to balance, and this will make it significantly worse
so as a very long time player, who has mentally memorized key ability timings for when i can go in (ana sleep, imortality, ect) i now get punished for my expirience by not knowing if the support took the 20% reduction and having no idea when theyll get their ability back? cool.
I recorded this a fast as I could. I'll edit this comment on my thoughts after playing it for a few hours later tonight
Edit: Tank - Last Stand | DPS - Trigger Happy / Frenzy | Supp - Resourceful are the most powerful passives and cover most of the heroes. I think the idea is pretty solid and I enjoyed my matches today, though they definitely need to nerf a few of them if they iterate on this again for another event. 8.5/10 could see this being implemented as a full pvp refresh in a few months/year?
@@KarQ hey karq, if you see this I’d like to get your take/response from someone who is not a fan of the pickable passives(me). Lets say for example I see a Junkrat, this Junkrat had the option to pick 3 passives, less explosive damage, drops 2 more bombs when he dies, or his cooldowns are reduced by 20%. It’s now on me to take a 33% chance and guess what he has where as it is now, I’m fully aware of what that Junkrat can do with 0 guess work involved. As a comp player, I don’t like the pickable passives because of this
First thought:
Ball is literally The Server Admin rn with that infinite overhealth button
Kark ur so cute. My snap is
@@trisdevision4550I do agree with idea that not knowing passive is a pain, that’s why the passive in play should be indicated on scoreboard if it’s adopted into the core game down the line
I like it
Cassidy somehow fitting another bullet into his 6 shooter
Had an extra one jammed in the chamber lol
@@Bucket_user is that how that would work
@@GaaraFPSno, coming from a guy with no knowledge on guns
@@arbre_mystique as someone who has no knowledge of guns, I figured..
@@GaaraFPS if it was a gun with a magazine, like a glock or soldier rifle. Not with revolver tho lol.
like, that rotating bullet holder on the revolver would have to be resized for an extra bullet or rebuilt for a smaller calibur. Resizing it also means the rest of the gun frame has to be bigger to hold the bigger rotating bullet holder. new calibur means you need a new gun barrel. Either way, it's easier just to get a new gun. Maybe that's the canon lore lol.
Sombras old passive but for everyone sounds terrifying
played it on sombra. since it only activates after 25 % hp its basically worthless. the amount of times this is remotely useful is almost inexistant. sombra could see ppl who were half btw
@300ml_brasil I expected it to be. 25% hp is so low, literally the worse passive.
Why would you pick this useless passive over literal speedboost or more ammo in the clip? 14 shots cass is no joke
Its useless on some or half of dps heroes cuz they are behind a wall and will get rehealed very soon/dps hero need to be able to reach them in the first place before they get heal up which happens faster than the former for most
@@300ml_brasilNo one is ever low in this game…
Every day we are getting closer to Paladins
Superior game gameplay wise in all fairness
While paladins is getting further from paladins
paladins was pretty fun back in the day. haven't played it in ages though. i'll always have a soft spot for maeve.
we gained cauterize
@@Zical100only 20% lol and that was enough for people to flip over. Imagine if overwatch had 90%
This is cool, sounds like a balancing nightmare...
Well its only a bit of what they announced Overwatch 2 to be so at least we finally got some Overwatch 2.
less of a balancing nightmare than universal role passives yet they had no problem adding those
its the quick play hacked, if it works out, maybe they will implement it into the base game
I see what you mean, but at this point who cares. The balance of this game is already a nightmare. I'd probably come back to the game if they just went hog wild with new mechanics.
Not really
First Overwatch 2 content
🤣
And it's just copying Paladins AGAIN lol.
@Pebphiz I don't think Blizzard has ever not copied other games
@@Pebphizit's similar but definitely not copying lol. Big difference between basically building a deck to full min max a character's potential and a role passive choice.
Painfully real
Sombra mains are all gonna take Slayer for memories
GIVE ME BACK MY PISS VISION
@@cbuub11 Okay mate "Jarate!"
If you cannot see the passives of the enemy team, this will add a randomness to the game which will be frustrating for experienced players. Timing can be completely thrown off and you would have no idea when it applies since heroes can keep switching between passives.
Exactly my thoughts, although I think this could be easily mitigated by at least showing an icon on the scoreboard next to the players for which passive they chose. I guess we probably wont have to worry about it for long though lol
Or we follow Halo Reach, where at the beginning of the game you choose you passive “loadout” and that’s the one you’re stuck with til end of game or they swap heroes.
Yeah they fkd up pretty bad not letting us see talents on scoreboard. It's really awkward to find out tanks have the cool down passive after you make what you *think* is a perfect play only for Doom to suddenly have all of his cooldowns 2 seconds before you were ready and send your whole team to Heck
Yup. This is a cute arcade thingy that should stay as far away from comp as possible
There's only one case where you can actually know for sure that the enemy picked a passive. If you're playing Sombra and an enemy has the Slayer passive (able to see critical health enemies through walls), when you reach critical health whilst in stealth, it will alert you that you have been revealed, and you'll know it's because of the passive (unless there's a Widowmaker on the other team).
As a tank player, 50% cooldown reduction at below 50% hp sounds op as fuck.
I think 25-30% CDR below 75% hp would be better. 50% is such an absurd amount, and you could just coordinate with the right supports (e.g. "dont heal me above 50" "use baptiste lamp when I go in so I can go ham on them" etc.
As someone who spent all day playing Junker Queen and Doomfist: it is!
@@teejay1646 Personally, their own heal/shield passives keep themselves just above 50% so it's usually not triggering enough. And enemies aren't missing me when I'm below 50%
@@bui3415 overshields don't count as max HP they're temporary HP and aren't factored into any % based breakpoints. If you're critical and you queen shout your health stays critical
Biggest issue with this is you won't know which passive the enemy has. Imagine getting hit with a cd that you tracked perfectly but didn't know they had the cd reduction passive.
which hopefully will demotivate excessive counter picking. really hope this goes well
Yall tracking cooldown?
@@jjglaser Not true. Even if people aren't consciously trackign cooldowns, you certainly develope a intuitive feel for it, and this would mess up SO many things. Intuitive feel for cooldown legths, feels for debuff durations, all sorts of stuff.
Just assume they have it lol
ppl below master doesnt even check ults and yall talking about tracking cooldowns 😂
The biggest issue I already see is now instead of just hero swapping we're passive swapping. Not to mention it's difficult to tell which passive a player might have until you sort of just.... see it?
A better indicator of which passive what player has chosen would be great and probably just like in paladins limit the swapping to maybe once per round.
Man why cant people just have fun when we get new things? Everything’s gotta be a tragedy.
I think a good way to balance this would be to only be able to swap passives only when the round ends. i.e after switching sides or after a point is taken. Another great way would to introduce a “cooldown” on passive swapping. Maybe you need to have certain requirements met to swap passives. Idk 🤷♂️
@@SocialExperiment232 You're misunderstanding (atleast me) I like this. The feedback players are sharing is that "Hey this is cool but we want to be able to see who has what passive and keep players from constantly swapping it around with no penalty."
Cause this is by a nature a very competive game. Stuff like this changes the gameplay drastically but it is a cool change. @SocialExperiment232
Passive swapping is way better than hero swapping
Tbh I think this is a good idea
Instead of them having to worry about forcing all players to have a certain passive, now they can not only give quality of life options, they can also just nerf/buff whichever ones don't have good pickrates, and if one needs to be reworked, players can just use the other ones for the time being
Just adding more problems. If there is a need for quality of life improvements, they should add it to the characters themselves.
All this does is increase people's incentive to counter.
What about the heroes that dont benefit from the passives at all? Hanzo can't really use any of the three and one can't be used at all. The same can be said for widowmaker.
@@YourBlackLocalexactly and I can only imagine that Although there is choice in the passives there will always be one that is simply just way better than the others for all heroes
@@YourBlackLocal I disagree, i think this gives counterplay options other than swapping
@@aerostrafe1075did you watch the video?
Last Stand on Hammond and Roadhog is gonna be wild lol
Doom too. Just gets abilities mad fast and keeps healing himself😂
I don’t think take a breather is affected by cooldown reductions. I’m pretty sure kitsune rush doesn’t do anything for the cooldown. It will certainly be insane on Hammond though
Don't like it on Ball. I rarely get below half HP, so I don't get value from it.
The reduced debuff time is insane though, most Ball counters involve applying statuses to him.
@@joaquinleyva6869 cooldown reductions don't apply to abilities that use a resource meter
@@ciach0_ that is pretty much what I meant
2:07 dear god
deadass
5 second kiriko tp
There's more.
@@heinrichkrull2523 no....
Devs trying not to make supports unkillable challenge: impossible
At first glance
Last stand is busted, omega OP
Resourceful seems great
Swift save is op
Dps kinda mud
To be fair DPS is In a good spot atm and stacking any of these passive with the heal debuff is kinda fkn nuts
this is really good. although i think every hero needs their own personalized passive like a regular moba. then maybe a general talent like this. i think this is cool
Just a hunch but i feel like these passives are a band-aid where instead of buffing or nerfing a specific hero, the passives are tweaked as an easy way out. Just a theory on my part.
The role passives were already band aid, they think by globally adjusting settings, they can save time and effort. But all that makes it pointless.
How can you apply the DPS passive as Hanzo or any similar hero that has trouble doing constant damage? That's one crucial reason that band aid wasn't strong enough nor smart to put it there
Or they're just doing something fun
Hanzo with Trigger Happy passive could give him an extra arrow on his E (from 5 to 6)
I could also see a 20% faster arrow load.
@@jwcivicThat's a 20% damage increase. Absolutely not
its cool i always wanted some kind of builds customizations in this game, wish they add something like that for every hero too. its not too hard everyone could create all of them in like 5 hours of sitting and thinking. u could add them for normal at first or just create parrarel rankeds with them so when this commes up it will be somehow balanced. but if they pick up data about those it wont be hard to balance u jsut look at pickrates and winrates of each addon.
I think it could be cool if they added a bunch of these for every hero but made them useable in an archives-like pve setting, that would be really fun i think
Yeah that’s called the cut content for ow2 we’re not getting PvE regardless
@@GaaraFPS that's the joke 💀
@@TheRealBErhart yeah I truly doubt that
@@GaaraFPS that was indeed the joke
This is SO fun. I wish they'd dive deep into official modes about this.
Help I ate uranium
have you tried uneating it
Is good for your bones.
I ate scented candles and now I'm infertile. The
Uranium fever!
Who too my anium ???
Doom with armour…. Is it Christmas ❤❤
No its Halloween
I think the 50% cooldown reduction is actually OP on doom
They should honestly give doom armour on his base kit 75 -100 armour would be really good maybe u could nerf his best defense passive in return or u can just flat out give it to him with no compensation nerf
@@finnthecoolguy864150% is wild for doom lol. Enjoy it
@@tt.60fps59 I dont want to nerf the skill level of that charakter by puting power away from best defense and into armor. Wouldnt do anything to him besides that.
There's only one case where you can actually know for sure that the enemy picked a passive. If you're playing Sombra and an enemy has the Slayer passive (able to see critical health enemies through walls), when you reach critical health whilst in stealth, it will alert you that you have been revealed, and you'll know it's because of the passive (unless there's a Widowmaker on the other team).
Good on paper, but I wish they chose things that WEREN'T so game changing for some of the roles. The cooldown buff on heroes like Bap or Kiriko is gonna be extremely unfun to play against. The Tank ones seem REALLY good, the Armor one especially since it just got an enormous buff, while the magazine size one on DPS is a little underwhelming, especially on heroes that already have really low magazines, like Junkrat. In fact, very few passives seem like they'd be good on someone like Junkrat. Seeing low health targets is moot when he can chunk someone down from full anyway, the extra shot MIGHT be helpful but is far less impactful compared to other heroes, and the movement boost, while good, isn't that impactful when his best movement is on his mines.
Beyond that, there's also the issue of visibility. How am I supposed to tell that Tracer has Slayer and can see me at half? Do I just constantly play paranoid? That passive's mere existence is a massive buff for DPS, since now everyone has to assume that DPS have it. Should I bother using Anti or Sleep on a Tank if I don't know if it'll be full duration? What if my team tries to burst down a vulnerable Tank but then suddenly they get all of their cooldowns back, and there's no way for anyone to have known that would happen? Lucio now gets to double dip speed boosts.
I'm glad it's on a 2 day trial in QP but if it ends up anywhere near live I'm gonna be mad.
Putting an icon by the health bar and on the scorecard is probably the easiest (but certainly not the best) way of addressing it. But yeah it absolutely needs to be easily identifiable.
We play like this in paladins and it’s fine. Let’s not be dramatic and just have fun with new things.
@@sssspider
No, it doesn't need to be easily identifiable. Overtime, players will come to learn how these passives work (if they're actually made a core part of gameplay).
Yea as a junk main I’m a little disappointed at how none of them seem to be really good for him
@@SocialExperiment232
Paladins have an entire different balance system.
Adding this monstrosity into overwatch when its already in a POOR balanced state is literally just pouring gas onto a forest fire.
It's more like talents from Paladins,than the card loadouts.
You could also just let their passives be bad, which gives the character more power budget to do other things.
It's another knob to turn to keep everything smooth.
If only paladins did a “sequel” like overwatch and upped the graphics and lore it would’ve been crazy popular
I like the idea a lot but i see some issues. Mainly not being able to tell what passives enemies have. You could be going for a kill you could normally confirm but mercy has the bonus healing passive so now in valk she's healing 90 hps instead of 60 and you have literally no way of knowing until you go for it and lose the fight. Some kind of icon on the tab screen to show what passives everyone has selected would fix that issue pretty easily tho
They'd need to go a step further and make the passives a "choose at game/round start and be stuck with it, no midround swaps". I don't think anyone wants to have to constantly keep tabs and remember what every one's passives were and constantly check to see if anyone's swapped. People would want to look over the scoreboard once and have that in mind for the whole round.
The only benefit I see for this is helping with hero counterpicking, and for quickplay players in general. Some of these passives sound like absolute hell to play against as a competitive player, and might just force certain meta options even more, such as being forced to play tracer with frenzy because that sounds busted asf.
I like the tank passive where you get less cc'd but support passive just look too strong and make diving them even harder
Surely these will all be perfectly balanced on release
YESSSS. Even if this is just the devs just dipping their toes in some quirky stuff, still very excited! It's like we have old experimental back :,)
Main issue I see is cooldown reduction has more impact on certain heroes, pushing them into a place they shouldn't be balance wise, and also ruins a lot of counterplay. Like... not being able to rely on enemy cooldowns that you've learned over years will just be frustrating. If they were to go with this idea permanently cooldowns shouldn't be touched (I think smaller passives like the speed boost for low health supports or maybe a reload time reduction for dps would be better than huge changes)
Would be horrendous for the game, they already struggle badly to balance it
But it's more fun
@@bui3415 Being unable to track cooldowns wouldn't be fun at all, just random
@@bui3415it’ll be fun for a day
Wish they'd bring back some way to reload faster. Cause Torb, Junk and Ball for example have an ABYSMAL reload...
This is awesome! I've been asking for something like this since Overwatch 2 was released. We desperately need more balancing points in Overwatch besides heroes.
Now, if we could get some sort of map veto system, that would be great.
Could be interesting, could lower the amount of counterswapping because you can change up your passive now instead, only hope i have is that you can see what passive everyone is using
counting cooldown timers is going to be literally impossible. but at least genji's dry blade actually feels good with the speed passive
bro recommended tracer for all 3 dps passives like don’t even say it at that point 😭
Resourcefulness with brig is insanely op btw.
Combine with lucio for immortality aoe.
with every patch we get closer to the polished paladins utopia
This is actually a genius solution to the balancing issue. It allows players to mitigate the effects of "counter-picking" in an active and personal way, while also giving the devs another "knob" to experiment with and change around every few patches. Tanks also wouldn't need all the extra passives and special interactions they currently have, so Sleep Dart and the DPS Passive could go back to working as normal on Tanks, as the "Unyelding" passive would result in a similar interaction to today's patch. If it was actually implemented though, the passives should be visible for everyone on the scoreboard, maybe even in the health bars.
This is a terrible take and a terrible feature to add to the game. All it does is take away the skill required to play the game and redirects the skill requirement to clicking a few buttons in the spawn room. It further dictates how every game is played out based solely on what loadout you equip inside the spawn room, instead of individual player skill and teamwork. It will worsen counter picking even more and literally 80% of every game will be spent trying to counter pick with the best heroes and passives instead of learning how to play the game better. It will also make balancing the game an absolute hell.
Except the passives aren't really built that well to circumvent counter picking. The reduced debuffs, yea. But most everything else has nothing to do with counter play, especially the DPS passives. Additional ammo is just predicated on which hero you pick (some heroes don't really benefit from this). Movement speed while low? That's not a viable passive to counter assassin heroes. Just because you can walk a little faster while 10hp doesn't mean you're going to have any better chance at surviving lol. And if it activates while you're shooting, you might actually lose the fight because you aren't ready to suddenly strafe faster. Seeing critical health enemies thru walls also isn't really counter play. It just buffs snipers if anything. But it's not that useful in most situations because people who are low health tend to get behind cover. So you get to see the enemy 76 just sitting and healing behind cover. Riveting lol.
It’s fun that’s for sure. I basically always pick ‘Last stand’ on Doomfist, it basically gives you the ability to dive in, do some damage and actually escape. A hack, hinder or stun can still kill you but the ability to fly in and out at will is so much fun, my deaths per game have drastically gone down and it doesn’t feel too oppressive but that’s just one one trick and I barely fought other dooms, it’s probably very tricky to balance but maybe to a degree it could work
There's a bug with the DPS speed boost. Deployables count as eliminations. Mei could deploy a wall and destroy it and get the speed boost. Which is actually really neat but definitely unintentional.
Reminds me of a skill tree of some kind...
LMAO YEAH
I remember reading Dev note that 100ml players celebration is literally this but we got half ass april fools instead
Did they... Delayed it and not telling anyone
Yeah but that team doesn't exist anymore
Mauga on last stand:
Cardiac overdrive -> take damage -> cardiac overdrive -> take damage ->
It sounds like a good idea on paper, but I am more than SURE it will become hell to play against and have fun in like 2 days later
On the surface I like the concept of this, it feels like a good middleground between universal passives and just the base heroes some of which having passives. On paper at least, this should allow them to turn a knob and fine tune whole specific playstyles within roles which is interesting. This also makes the passives much more intuitive! (Although the decision to have them _on top_ of the normal role passives is strange to me, I assumed pickable role passives was replacing role passives but idk. Might be too much going on to have both).
However, I think the specific passives have room to grow. They seem potent but are a bit rough around the edges imo. I could see these being placeholders and becoming more exciting things later on if we like the proof of concept. 3 specific passives for every hero would be awesome (LIKE PALADINS TALENTS!!!!), and they could even add some placeholder ones like the ones we have rn while making specific ones for all the heroes, but I think as much as it would support the first goal they mentioned (3:45) I think it's unlikely to happen at best ;w;
I think it's a really nice feature reducing counterpicking as you said thus making tanks a bit more enjoyable to play which can be beneficial instead of just buffing them over and over. However, i'm not into all that cooldown reduction as it is really hard to play arround cooldowns now
Swift save with lucio gonna be goated with speed boost and decent healing
I love this for the game it adds another layer that ow was always felt it was missing. Plus it’s can really cover for your hero’s weakness. Plus JQ with armor is absolutely nuts
I remember when they promised weather maps and that... And they just make it dark and it stays like that for an entire season 😅
I was really hoping to be able to pick other hero passives like reaper's 20% lifesteal and put it on reinhardt, but this is fine too. I can tell this is experimentation for the counterswapping problem.
I would love this idea if it replaced standard passives. Going the Splatoon route but way more simplified. That said one of these doesn't feel like the other. Support's "resourcefulness" sounds broken as heck and I want to play it so bad
This is genuinely a good step towards fighting against counter swapping, counter swapping will still be a thing because that's still healthy for the game but it wont be as overwhelming
Damn bro this literally JUST dropped. How r u so fast lol
He gets the info ahead of time for content creation lol. It helps them advertise their game
Yeah this means they commit to 5v5, they're going to paladin's route, I wish I could actually play the game instead of 6v6 customs though
Adding passives to make up for weaknesses just removes the already non-existent counterplay against certain heros
Now let me say why I don’t like this, when I see a hero, I know exactly what that hero can be capable of, but let’s say for example a junkrat has the option to choose between taking less explosive damage or drops another bomb when he dies, it’s now on me to guess what he has instead of just knowing what he has.
i would change the title to ''new pickable passives for every role'' just for more clarity, so people dont think each hero is getting their own passives
Two days is not long enough for an event like this lmao. I didn't even get to try it as I was working the whole weekend.
30% speed boost DPS passive Frenzy on Genji/Tracer/Sombra is going to go crazy, like crazy crazy
they should just do the paladins deck thing, or you know, that thing we were supposed to get along side OW2 PvE... 360 shatter... wifi dragon blade... ball mei...
The breakpoint for Tracer one-clipping is ridiculous with that passive, I don't think something like that could make it into the final game without some severe tuning
You get one Cleanse for every two Antis, I like the passive to run ability cooldown reduction for Kiri so you can catch up on that gap a bit.
Literally all the dps passives are good for flankers, I wish they had one that would reduce your cooldowns by like a second for 5 seconds on an elmitation stack to like 3 or something along those lines, the only really useful one for a character like widow is the ammo increase, as if a target is already low hp then you dont really need to see them through walls because if they peak then you just body shot them and kill them even with a low charge shot, and speedboosts plus snipers dont really mix well
Really interesting adding this to Ow! Its great that devs try these things. Instantly hate immortality field shorter cool down or braindead characters like moira getting buffs but its a cool addition
every day we get closer and closer to the promised OW2 content.
W
I can see "Last Stand" being useful for tanks that know how to peel. For players that are aggressive, but do not know how to pullback, they will use it to be reckless.
As a doomfist main. Im going to be going crazy with the cooldown decrease while im low hp. I was nigh unkillable without that buff. I do know everyone else will be buffed. But be prepared for doomfist stallwatch
Am I the only one seeing the potential in helping the 'counterwatch' issue by employing these passive picks as something you can pick at the start of the game but can't change for the duration of the match?
Playing against a kiriko or bap with the cooldown or hp boost is gonna be so unfun
If this was in Comp, I'd want these pickable passives to replace your current passive. Also you should only be able to change your passive while under 60% ult charge.
I think they need to find a better DPS passive in the mix. Ranged burst heroes like Junkrat, Widowmaker, Hanzo, etc. don't really care about the bigger magazines, speed boost on kill, or spotting low health enemies.
The support's CDR is really good, but also a bit boring. It's not like the tank CDR which is more risk-reward, you're just generically better. I'd rather see some kind of condition on it, like "Healing allies earns you a cooldown refund on your next ability cast, up to a 50% refund after healing 1000 HP"
This is the coolest QP hacked so far. I would like this in the regular game. It’s like a soft counter-pick without changing my character.
i've been wanting skill trees, i'm glad we're peeling the first layer of the onion
I actually really like this whole concept, tbh.
I would LOVE to hear your opinion on 6v6 coming back KarQ
Hanzo could get a bigger "mag" for his storm arrow if he chose the extended mag passive
That, or a shorter cooldown for it
Excellent vid - definitely looking forward to this!!
its fun so far! its a nice break up from regular quick play but not so wacky that its in arcade
I'm just gonna to point out one thing -- look at dva's health when choosing the armor passive.(baby dva too)
It looks really good for tanks. For dps it looks a bit too strong and helps specifically flankers/dive in particular too much.
Support and that's a balancing nightmare lol.
Tracer eating well yet again 😐
They should give use more than 2 days to test it. I didn't even know about it 'till recently. Still gonna test it out because it sounds cool and gives some heros more survivability, mostly looking at Zenyatta.
other game: make every aspect balance as possible so game is rather fun & balanced
overwatch: makes everything as broken as possible so game is rather fun & balanced
tell me what game is balanced?
Can’t wait to play Kiri with 20% cooldown reduction :)
They should make Ults pickable as wel. I would love to have Orisa's OW1 ult sometimes
Not every hero has had multiple ults man… it wouldn’t be fair and they’re not gonna make new ult for every hero.
I would like to select builds
Defense Build - old orisa
Offense Build - new orisa
They're polishing a turd here, I'm afraid. I don't want to have more armor to counter reaper, I want to be able to make a play without having to commit all my cooldowns to burst down one person that's out of position, just standing in main without their tank. It really feels like you can play in the worst positions and get saved in the nick of time because of the health pool changes and the support abilities being so busted. It feels like being proactive and playmaking are actually punished now. The health pools are too large, it's become a spam-off.
Pick red pills for massive health pool
Or pick blue pills for massive shield pool
Pick your choice now anon
Switching passives mid-match sounds broken on paper. Maybe they'll have a deficit when switching similar to ult charge going down to 15% when switching heroes.
Is there a way to see what perks a player picked in game? An easy way to see it on the scoreboard perhaps? Because of not, that is my biggest problem with this. I can see this was designed possibly hoping it will make it a little easier for players to stay on their hero of choice, by giving them a tool that perhaps help them deal with a difficuly match up. The problem is, it can easily have the opposite effect too, making some heroes feel next to useless based on the perk/passive the enemy selected, and it may not be easy to tell that the problem is that they have a particular passive selected. It may just feel like "damn, I'm just nt getting the kind of value I usually do on this hero... but maybe they are just outplaying me here."
Also, I can ALREADY see exactly how these would be whittled down and nerfed over time. 20% reduced cooldown for supports? "Too powerful on some heroes, giving them far greater uptime on powerful abilities, so we are reducing it to 10%." Or, because some heroes will OF COURSE get more value out of certain talents, they'll end up adjusting heroes abilities based on it, rather than always nerfing the passive for all heroes in the role (which will mean that people will feel like they HAVE to use certain ones to maintain gameplay.) IMO, while a neat concept, given how reactionary Blizz has been with nerfs and buffs swinging things wildly, I can't help but feel this would just increase that. Also, since most heroes will end up with a clear over all best pick that is used 90% of the time, it won't truly offer much REAL flexibility in game play.
The first actually cool sounding thing
Yooo wtf only for 2 days?!?! And not on a weekend??!! NOT FAIR!
Suck for high damage heroes like Hanzo and Ashe since you can't judge how many shots to kill based on role passive of opponents
I think the passives are another part in ow team throwing shit at the wall hoping something sticks , giving the community their recycled code from pve or whatever else they worked on . Game needs a major retooling to be of any fun anymore
I haven't played the game in 3months just take a break it'll do good for you, pick up something else in the meantime or try something new. 👌🏼
@@frankjr.3916 I toko a break a month after ammattra came out. Havent played the game since. I just kin of watch the madness nowadays. Never feel an iota of an urge to reinstall. Trying other games though and some are my new replacement game so its nice for OW to not have that stranglehold on my attention.
Eh, as someone that works in game development, this isn't uncommon. Gotta see what the people want and gives ideas for new sorts of abilities.
Not defending, per say--this game does need work--just offering a perspective!
@@Jekyde412 I honestly think with overwatch 2 each hero should have been changed , like mirror watch . To feel like a new game and have something new for each hero, they had a big opportunity there and they missed it
@@8Dk0ng8 Yeah I kinda agree with that.
Interesting, but for the dps passives: "I'd recommend Tracer or other dive heroes". What about the other characters? I know they'll still benefit, but damn they seem dive focused!
Cass stuffing an extra bullet into his revolver should be funny to see xD its gonna be like the deep rock galactic bulldog with six shooter, clearly a four cylinder gun with 6 shots. cass would have 7 shots in his six shooter with the ammo passive?
the passives were a good addition to the game
I'm just sayin but basically every update recently has added something that Paladins has had since forever, or atleast something extremely similar
The main reason that the devs are failing to balance the game every patch is because there are far too many variables. Adding multiple orders of magnitude of complexity on top of the mess that already is ow2 is a guaranteed recipe for disaster. I'm almost certain that something like this never will, and almost literally can't, make it into the actual game.
Look at games that people generally consider balanced, they're always significantly simpler than overwatch. Csgo has a dozen guns and a handful of "abilities", ssb melee is literally 2D and only has a few viable characters which are all capable of winning tournaments. Overwatch has 30 characters with 2-5 abilities each, all of which have unique weapons yadda yadda. It's impossible to balance, and this will make it significantly worse
so as a very long time player, who has mentally memorized key ability timings for when i can go in (ana sleep, imortality, ect) i now get punished for my expirience by not knowing if the support took the 20% reduction and having no idea when theyll get their ability back? cool.