a month ago
20+ seconds away is to make overtime not so bad. They need to fix sprint where whenever you take dmg, you stop sprinting and have a slight cooldown before you can sprint again. Most games have larger maps, safe areas you would say to stay back for snipers for long range or healers. The longer maps also emphasize the importance of reviving instead of having to march all the way back to the action
a month ago - last edited a month ago
I don't mind the distance of the spawn points. I do, however, hope they fix the direction you face when you respaw. Most of the time you spawn facing the goal, but every once in a while you spawn facing away from the goal. It can be very disorientingly unpleasant. I typically start running in the wrong direction for 5 seconds and then realize my mistake. But sometimes every second counts.
Also, overtime would be less of an issue if they made the "contested" part of turf takeover a weighted process where whichever team has more players in the base continues to make headway at reduced pace due to the lesser number of players from the opposing team present. Like in GW1 & 2. I've had so many games drawn out by an extra 10 minutes due to just one player being in the base. He dies and someone else takes his place before time runs out on overtime. The overtime meter and both teams being able to move the progress bar are great additions to the game. Being able to stop all progress with one single player continuously being replaced because the base is "contested" is not. And it certainly doesn't help reduce the amount of overtime.
a month ago
Welcome to Overwatch... The new system and even map design resemble Overwatch very well. Most of the covers/flank routes, second floors and building ceilings look close to an Overwatch map. Not that I'm saying it's a good or bad thing. I somewhat like it, but it feels a bit "forced" unlike GW1 and GW2, the maps there felt more "natural" as the maps' terrain differed significantly from a map to another. On the moon for example, when you attack as plants in GW2, the first area was "too open" if you remember it correctly. The same thing could be said about the snowy map when you attack as zombies in GW2. The new map design is "good" because it provides defensive cover and strategic places unlike previous games. But that somewhat makes most maps feel very close and similar to each other. Also, it increases the difficulty of the game a bit, because most routes are "predictable" and "narrow". And that mostly favors the plants more than zombies since they have more AoE abilities and also traps.
And, sadly, they took the worst element out of it. Respawning in Overwatch is the most boring thing ever. Especially if you were on defense. They spawn you 20+ seconds away and if you're using a slow hero with no mobility abilities, enjoy suffering every time you die. Hence why people hate playing slow tanks in general there. You have to walk a very long distance just to go back to the objective.
That's why I prefer "attacking" in most maps, rather than defending. If you've noticed, attackers spawn relatively close to most objectives, except the last one. Where the defenders usually have the advantage.
That's also why, if you ever played with me, you'd noticed that I get "revive master" more than others if I wasn't playing sniper. Because I know very well how it sucks to have to walk back again.
They also removed teleporters. And replaced them with hero abilities that buff speed instead. Rose is a difficult one as you can't push your teammates faster if you weren't there. The engineer can place pads on the floor and leave them there.
a month ago
a month ago
It also comes down to teamplay. More revives at the front and more speed abilities to help the team move faster.
2 or 3 speed pads from the engineer could make all the difference.