![]() ![]() The A,C,E line employs a deep blue not yellow, and the 1,2,3 line boasts a bright red and certainly not the barf green of the 4,5,6. Blizzard, I expect my check in the mail immediately. Next in the presentation, we got to see how Blizzard is revisiting classes. This is coming primarily by way of class passives that look to shake things up on a subtler level and break them from their rigid state in the existing meta. ![]() DPS (damage dealers) for example are looking to get a movement speed buff, allowing them to more quickly get into skirmishes and flank better. Support heroes, who are often the characters with the lowest health points and thus need constant protection, have the ability to automatically heal once they’re outside of combat for a while. This is quite similar to an existing passive for Mercy, a healer in the game, but looks to be made widely available to help support units stand on their own some. The most drastic of these changes looks to be coming to the tank class, which is eyeing a rework that’d move them from just being damage blockers and give them more offensive capabilities. #Overwatch 2 soldier 76 series#Įvery aspect of Reinhardt’s kit, for example, seems to have gotten a touch up, amounting to a series of changes that would make him a much fiercer character to come up against. His charge, which he used to be locked into once he started, can now be halted, sending foes caught in it flying with momentum. He also has a greater degree of control when he is charging, allowing him to steer more carefully and target foes more specifically. Instead of one projectile fire strike, he now has two, doubling his damage output at a distance. While Overwatch’s creative director Jeff Kaplan noted that some of these changes, like the frankly startling amount of changes they showed off for Reinhardt, might not necessarily ship with the game, it’s encouraging to see them experimenting and making the game feel fresh.įollowing this look at reworks, we got a peak at a team that’s been working on making the game feel, look and sound more kinetic and visceral. For example, Blizzard is doing a sound pass that sets the gunplay in the context of the surroundings around it, meaning that firing a gun in a tight hallway will sound different to firing it in a factory or a sprawling canyon. ![]()
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