Overwatch's Risk vs Reward Problem - Design Breakdown
Arin Robinson Arin Robinson
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 Published On Oct 8, 2024

How easy something is to do vs how much value it can give should play a large part in designing an ability. Too many abilities are seen only from a single perspective and not in the broader scope of the game. Tank ultimates need to not be denied by basic support abilities that are point and click and need healing base stats nerfed along with dps passive removed so they can be rewarded for being proactive again and for the game to be fun for tanks.

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