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Disclaimer: The views expressed in this article only represent the author himself and do not represent the position of the nuclear platform.
preface
In 2022, when we mention Overwatch in the wider field of game opinion, I believe that the most direct reaction of most people is "cool game". Indeed, the game released in 2016 has been in a half-dead situation for a long time, two years after the last substantial content update (the new hero "Echo"), and the last update (the new hero "Sigma"), it was more than three years ago. It's hard to imagine a competitive multiplayer game maintaining such a low update frequency over such a long period of time.
Today's Overwatch, with ten minutes of queues, gradually withering community operations, and old anchors who have changed areas, make it difficult for you to imagine the glory of this game: in the summer of 2016, even people who never cared about the game will be swept up by the overwhelming "let me suck another watch ass" and "play without ass to die" voices on the Internet. And in the midst of the acclaim, TGA's 2016 Best Game Award was also awarded to Overwatch for the first time.
You know, most of the winners of other years of this award are RPGs like "The Witcher 3", "God of War", "Breath of the Wilderness", because good RPGs always have a larger stage in the gameplay, interaction, plot, and art of the game; while Overwatch, as a multiplayer competitive game with natural weakness in expression, can get the first prize, which is enough to prove that it is not a mediocre game, but a pioneer who has made radical explorations and achieved results in category integration.
What's even more incredible is that you can hardly recall the game's "rotten" operation today, after the launch of this game, it has maintained the rhythm of updating new maps or new heroes every month, bringing players endless surprises with various warm-up and puzzle solving activities, continuing to get TGA's "Best Continuous Operation Game" in 2017, and "LoL" and "DOTA2" in 2017 and 2018 to get "Best Esports Game".
The irony is that just recently, the Overwatch League's secondary event OC has faced a collapse, the start of the tournament is still urgently recruiting event managers, and many of the old OC teams in China have been dissolved. Blizzard's proud OWL event system that benchmarks the traditional sports seat system has lost all its sponsors last year, and it is rumored that this year's OWL based on "OW2" has not yet entered the market. Clubs that have handed over huge seat fees and high-profile admissions have also begun a low-cost stop-loss model long ago, including the Chengdu Hunters, which has a large number of domestic fans, and also have to terminate their contracts with the star player Leaf, who has just won the league MVP. Esports events are the top buildings of a successful game, and its good ecology is based on a large and stable community of players. OWL, which was once a glorious place, has gradually become shaky without changing its operating model. This is inseparable from the dilemma of the game itself.
This article attempts to analyze the root causes of Overwatch's dilemma by analyzing the changes in several versions that affect the logic of the game, starting from the core game mechanics. It should be noted that this article is not intended to clarify the iteration history of the lineup version of Overwatch, because most of the time, the hero's numerical and intensity adjustments tend to lead to a strong lineup of a certain version, and do not substantially change the play logic, but move towards a simple numerical game, such as heaven and earth dogs, long and short guns, double shields, Meimai push, double sniper and so on. In the process of version change, some of the game's deep mechanics are often obscured, so such a lineup affected by balance adjustments will not be within the scope of this article.
The beginning of the story: the division of duties in 6v6
The division of hero duties is a change in OW compared to traditional MOBA games. Although MOBA games such as LOL will guide players to play the hero "in some way" in terms of skill design, they do not predetermine the type of hero, and the role of each hero in the team can change according to the appearance of the authorities.
In this respect, OW looks more like a simplified traditional RPG: it was launched with different responsibilities for heroes — assault, defense, reload, and support. The first type of assault hero is more inclined to the traditional game experience of "aim-shoot": Soldier 76, McRae, Hunting Air, etc.; the second type of defensive heroes have a variety of different ways of playing: Tobin who can place a cannon, crazy rat with curved ballistics, Light of Order who automatically aims at close range... Both Assault and Defense Heroes deal a lot of damage; the third type of Heavy Heroes have a generally high health level and most have various forms of protection: shields that block enemy bullets, barriers and matrices that absorb damage; and support heroes in the fourth category can provide healing for teammates but require protection from teammates. Later, the assault and defense heroes were merged, and the duties were adjusted to reload, output, and support.
The "fun" of Overwatch comes from its innovation in many dimensions at the same time: the fusion of FPS + MOBA elements, the pleasing art style, the unique hero design, the freshness brought by the distinction of duties, and the unique experience of 6V6 competition regulation.

The hero selection screen early in the game divides the heroes into four categories
The main game modes of OW are determined by map type: control chart, AB dot map, cart map, and mix map. The goal of victory in the game is not the same, but to achieve the goal of victory, it is necessary to use the 6v6 frontal team battle between the enemy and us as the main means. Coupled with the fact that characters don't have the means to grow up in-game or out-of-game, the focus of the game is almost unique: PvP combat.
Before and after Overwatch, the use of 6v6 as the main regulation of competitive games is rare, whether it is "CS" or "Dota", both adopt the 5v5 regulation, Blizzard's decision is not the product of the brain, after all, Blizzard already has a very rich experience in pvp game design. On this subject, Blizzard once explained:
There is no such thing as a specific number for an FPS game, but for a particular game, a suitable number can be found. We spent more time determining that it was 6v6, and finally decided that this number would not appear too much, allowing some outstanding players to make outstanding contributions to the team, and at the same time not making the number of people seem too small, even if one or two players did not perform well, it would not be a very drag on the whole team.
This design line, which follows Heroes of the Storm, the idea that "team is greater than individual," is a large part of Overwatch's competitive appeal, and it is also a hidden worry that will gradually swell into a fatal problem in the years that follow.
Early logic: changing the back row, putting the dog lineup and its problems
Since the beginning of the service, "OW" has formed an unbreakable game logic: a part of the output hero with strong mobility/killing ability, directly attack the support hero who provides treatment, and end the team battle in the most efficient way (commonly known as cutting the back row). Conversely, if the output hero does not do this and instead attacks the opposite reload, his damage will be converted into more charge on the opposite side, and he will face a higher risk of death over time. And all the other cooperation and gameplay in the game began to revolve around the logic of this game.
As a result, players began to choose more heroes who were more suitable for this style of play: on the reload, the only two tanks with high mobility at the time: Winston + D.VA; on the output, they chose Genji and Hunter, who were the most agile and agile, and could quickly replenish key damage; Lucio, who had a huge range acceleration ability at that time, and Zenyata, which could increase the amount of damage taken by the target with "chaos". Because of its fierceness and speed, this lineup and play style are jokingly called "dogs" by national costume players, and the English dive (diving) is also imaged: the ideal way for the whole lineup to operate is that Zen Yata hangs "chaos" for a target opposite, and then the remaining five members of the team use Lucio's acceleration ability and their own displacement skills to approach the opponent and forcibly collect fire to kill the target.
For quite some time, dog herding (and its variants) was the dominant lineup in games and professional competitions. This is because, compared with some of the later strong lineups, the degree of cooperation required for the dog play is relatively low: even in the game, the communication and cooperation required within the team are mostly limited to the difficulty of the fire and turning fire; and in the ladder, you only need to charge with your teammates at the same time, followed by a melee of each skill.
Until the OWPS final in October 2017, MY played against 1246, and the lineup on the field was still a dog match. The 76 lineup used by MY is a variation of the dog: the long and short gun puts the dog
But while enjoying the sense of blood and blood tension brought about by this style of play, a problem gradually emerged: in the ladder of insufficient coordination, it is difficult for players to adopt the right lineup to deal with the menacing dog lineup, in other words, it is impossible to catch. Because the degree of teamwork required to pick up and release the dog is much higher than the degree of teamwork required to release the dog. If you want to catch the dog on the opposite side, you need all the players in the team to have enough sense of the game and a reasonable position, and be able to help each other in time when the situation is critical. And letting the dog go only needs one word: rush; three words: rush together.
Early in the game, players' game understanding and the number of heroes were not enough to support complex arrays. When both sides use the dog-dog style, the real problem is highlighted: the purpose of the two sides is to swap the back row, and in the lineup that lacks protection, it is almost impossible for the auxiliary player to survive the enemy's set of fire.
The winning or losing point of a team battle is to compete with who kills the opposing assistant faster, and the game experience of the auxiliary player becomes extremely poor. This is perhaps the first dilemma Overwatch encountered: at this time, it also faded the heat of the first release, and some auxiliary players chose to retreat after the fresh excitement, and some of them no longer played the auxiliary, and chose to become an output that can enjoy the fun of killing enemies more.
Solution Attempt: Moira and Assisted Experience
The development team, of course, also noticed this problem, and they launched Moira in part to improve the secondary game experience: this new hero has a life-saving skill of invincibility + stealth + displacement (not as outrageous as it sounds), and in order to restrain the flexible Gaji and Hunter, its attacks and healing do not require precise aiming, and can restore some life for themselves. This design does have a certain effect, at least when Genji and Hunter Face Moira alone, if their own game skills are not superb, it is difficult to form an effective threat to Moira, but it is easy to be hunted down by Moira in turn. For the most part, genji will have a hard time killing moira players of the same segment as before.
The original intention of the development team seems to be to try to use Moira's strong survivability to improve the game experience of assisting players. And the game's ecological chain did have a small reversal for the first time after Moira was launched. For the first time, the output player, who has been in the hunter position, feels the discomfort of becoming a prey. But this discomfort did not last long, because Moira did not let the dog release lineup change, but soon entered the "can't play to join" package in the low segment with a large player base, Moira's group healing ability and black ball allowed her to participate in the fire set efficiently, and there is a higher survivability, and Moira is also one of the least difficult to operate auxiliary heroes. To this day, Moira still appears in the dog release lineup in specific situations.
This change doesn't change the fundamental logic of the game: the output is cut to the back row, and the back row is dead. Moira only made it a little harder.
Another serious problem that has always existed is that because players are free to choose and change heroes with different duties at any time, the threat in the back row may be not only two enemy outputs, but three or four. It's easy to feel intuitively: the output player's experience is better, walking on the field to inflict damage, get heads, have more feedback, which makes more people willing to use output heroes. Overwatch doesn't impose a hard limit on the number of heroes in each category. Early in the game, players divide their own responsibilities based on modest experience (in the early hero selection screen, if the lineup selection is unbalanced, there will be weak hints such as "there is only one healing hero in the team" and "there is no reloaded hero in the team" in the lower right corner, but there is no coercive measure) to divide the responsibilities: two for each item.
However, in the subsequent development of the game, due to the inequality of the playing experience of each responsibility, it is more and more difficult to maintain this 2-2 structure spontaneously, so we often see 1-3-2 (that is, a reload, three outputs, two milks), and even a lineup of 1-4-1 or 0-5-1, and even because of the dispute over who plays the output, and finally evolve into 0-6-0. The deformed lineup is often difficult to compete with the lineup of all positions, and a game can only be spent in "pendulum" and "casual play".
The more output, the more no one wants to play assist, whether it is their own or the enemy's output - if their own output is too much, because of their low health tolerance rate and their own battles, they may be killed at any time, which means that treatment is difficult to give in time, and there is no reloading for the team to bear damage, the ultimate skill charge speed of the auxiliary player will be greatly slowed down; if the enemy's output is too much, it means that they are facing great danger and may die suddenly at any time. Speaking of which, the one who suffers the most is the auxiliary player, because the tank player often changes to the output hero when the game is not going well, and the game can be reluctantly carried out (at the expense of the auxiliary player experience), but if there is no auxiliary hero in the team, it is almost impossible to win.
The Bigger Dilemma: Brigitta and 303
The solution given by the development team was to launch a new hero that was widely considered one of the hallmarks of Overwatch's decline: the woman, aka Brigitta. Brigitta was designed to build on Moira to further enhance survivability and confrontation in the face of danger, and to improve the gaming experience of support players. This creates a monster that completely changes the ecology of Overwatch - in the environment where Brigitta exists, the output can no longer be cut to assist, whether it is Brigitta or another auxiliary.
Brigitta has a shield with a high amount of health to block damage from bullets, can heal surrounding teammates when the hammer hits the enemy, armor packs can provide considerable healing and yellow armor in an instant, chain shackles can hit damage to bounce close enemies apart, shields with a large range can stun enemies, and big moves can provide all teammates around with one hundred and fifty points of undiminished yellow armor... A character who combines healing, control, and defense.
Brigitta's appearance completely blurs the boundaries of responsibility and makes her look like a "back row". Although not too high a damage ability, most of the time, Brigitta's survivability appears too strong, so much so that she often charges in front of the tank. The existence of shields and yellow armor makes any output hero a huge headache, such as hunting air heroes, even completely lost the opportunity to appear - hunting air not only can not hit damage, but also because the shield at that time had 50 damage and the judgment range is very large, as long as it is stunned to the point of being killed by Brigitta - as long as Brigitta is on the field, then she is the absolute protagonist, and even once can assume the role of a heavy hero. Using Brigitta's team, heroes had to be selected to use their healing abilities and match their rhythms to maximize Brigitta's abilities in all aspects.
Brigitta was launched in March 2018, and in the summer of the same year, a North American professional team called "GOATS" finally discovered a strange lineup: using the reload combination of Reinhardt + Chalia + DVA, without the use of output heroes, with the auxiliary combination of Brigitta, Lucio, and Zenjata, it can maximize Brigitta's ability to maximize Bregitta's ability to compete in the North American OC. This lineup was later known as "GOATS", which is also commonly known as "303" by national service players.
With the group therapy and back row protection provided by Brigitta, the accelerated group displacement provided by Lucio, and the high damage of the high-energy Chalia, coupled with the combination of a large number of healing and protection skills, the 303 lineup became the only solution to the competitive game of Overwatch for almost a whole year, so that the 2019 Overwatch League spent most of the time in a 303 vs. 303 confrontation, and any lineup with output heroes lost its power. The confrontation of the mirror lineup, the competition is the details and map understanding, although there is a high degree of viewing in the early stage, but the day after day of 303 hand-to-hand combat, it is difficult for the audience to maintain the enthusiasm of the audience, and the complaints are very loud. At the same time, for a PvP game with dozens of heroes, there are only six heroes on the field from beginning to end, which is very deformed in itself.
Classic match situation of 303 hand-to-hand combat
The same is true off the field, the 303 lineup is so simple and powerful that it is difficult for any output hero to inflict effective damage on it, and extreme protection and healing provides a great fault tolerance rate for everyone. At the same level and degree of coordination, the lineup other than 303 often collapses when facing 303. Another situation that the development team and players are not happy to see is that the 303 lineup focuses on hand-to-hand combat and size skills, and the aiming element of FPS plays a role in it almost zero, and the entire game gradually evolves in the direction of pure MOBA.
Looking back, Brigitta, as an attempt to solve the problem of assisting players to experience, was originally good, but its specific design was undoubtedly a huge and exaggerated failure. Since its launch, Brigitta has experienced more than ten consecutive weakenings in a long cycle, which is enough to prove that Brigitta is a character that should not be present, both numerically and mechanically. For a pure PvP game, the consequences of such an imbalance are terrible, and her appearance fundamentally changes the logic of overwatch confrontation, and also forces Blizzard to use a trick of the donkey: pre-emptive duties.
Superficial Bridging: Predetermined Responsibilities and Final Dead Knots
Pre-set responsibilities, that is, the mandatory rule that there must be two tanks, two outputs, and two auxiliaries in the team, the player must determine their duties before starting the game, and the whole game cannot be changed across positions. Players are often referred to as "lock positions".
In the eyes of many players, the preset "2-2-2" provides a good way to solve the problem. And as a pure free player across positions, my personal experience has really improved. The preset responsibility completely rejects the possibility of "you output a little effect, hurry up and let the position change to me". At least as an auxiliary player, you don't have to face the dilemma of no meat and milk, isolation and helplessness; as a reloaded player, you can ensure that someone shares the pressure of carrying the line for yourself; as an output player, when everyone performs their duties, the output environment will be better and you can concentrate on operation.
Some people like to lock positions, but others think that this is a situation caused by the incompetence of designers — locking responsibilities is, after all, at the expense of Overwatch's huge possibilities. Without considering the reasonableness of the lineup, let's do a simple calculation: Overwatch has a total of 32 heroes, reloaded 8, output 17, auxiliary 7. Without locking in the responsibilities, it is possible to produce C (32, 6) lineup combinations, that is, about 900,000. And after locking up the duties, only C(8,2) xC(17,2) xC(7,2) can be produced, about 80,000 lineups. That said, the preset responsibilities limit the strategic depth of Overwatch as a MOBA game to a very large extent, and it is definitely not a strategy.
The introduction of preset responsibilities is not just to solve the problem of the 303 rampage and ladder, after all, if you just want to break the 303, there are many ways to make restrictions: for example, there is a certain support rate of "1-1-1+3X" among players, that is, at least 1 person in each position can be used (although this method also faces some details, that is, who is allowed to change the responsibility). Coupled with the fact that the impregnable walls of the 303 have been broken head-on by the Shanghai Dragon's 3C tactics, this further shows that if it is only to solve the lineup problem of the professional arena, the lock position is unnecessary. Such a change, which is close to a broken boat, must be heading towards something deeper.
When the development team introduced the preset responsibility system, it once said:
The Overwatch community has been evolving with the game, getting more and more adapted to the mechanics of the game, and constantly discovering and sharing new ways of playing. Today we bring you a new preset duty system that will allow Overwatch's future games to continue to be fair and fun, while creating a team-based atmosphere that encourages players to give their all in every game.
In the current quick games and competitive matches, many important decisions come from 40 seconds before the start of the game, during which time everyone chooses their hero and adjusts according to the choices of teammates. Some players may have completely different goals and styles of play, but it is becoming increasingly common to see the team's lineup and feel nervous, stressed, disappointed, and even hostile. The preset duty system is designed to solve problems that arise in this part of the process, ultimately making the game fairer and more fun, allowing players to play with the heroes of their desired duties.
But this change, for the first time, exposes this deep problem to players and developers, and in a quantifiable form: waiting time in line.
Yes, waiting time in line. To what extent the hero design and division of duties of the development team affect the number of different player types, we do not know. But there's an indisputable fact: players really love to play output more. In terms of the number of heroes, the output hero is almost the sum of the other two types of heroes; from the perspective of waiting time in line, the queue time of the reloaded bit, the output bit and the auxiliary bit often maintains a ratio of 1:5:4, sometimes with slightly more assists and sometimes slightly more output. That is to say, in the server's queuing matching pool, reloading players has become a scarce resource on the macro level.
A typical queuing time comparison
So why is there so little proportion of reloaders? Overall, the root cause of overwatch's game experience problem lies in a very deeply hidden drawback in the design of hero duties, that is, the inequality of duty experience.
Reloaded characters often lack the ability to directly change the game at most moments, and the game experience of reloaded players is directly related to their level, and players with insufficient awareness are often difficult to cooperate with teammates, or even pay attention to the position and situation of the auxiliary, they are disconnected from the team, or ignore the opportunity to push forward: Simply put, the more you cook, the more you are beaten, the more uncomfortable you are, and the more you don't want to play. Correspondingly, the part of the reloaded player who does not eat still cannot get a good game experience - the decisive point of a team battle of equal strength is often the weakest link of the team. The small negligence of teammates, such as Anna's empty shot in the three shots when she was milking, and the early arrival of Chalia Shield, will cause all the previous operations of the reloaded player to fail, and the experience will be greatly reduced.
To take a more specific example, such as the sledgehammer in the counterpoint saw that he had the advantage of shield volume, so he took advantage of the situation to raise the shield forward and forced back the opposite position, but his own McRae was attracted by the flanking air hunting, did not continue to break the shield, chose to go to the hunting air, and spent several shots to force out the backtracking. The sledgehammer has come to a more dangerous position, the shield is consumed by the set of fire, but the position occupied is not fully utilized by its own spear, and the opposite state has been restored to completion, so it is set on fire to death.
Maybe in this common scenario, sledgehammer and McRae did nothing wrong, except that there were flaws in the team's coordination, but the direct result was that Sledgehammer died first, while McRae survived. If this result occurs several times, it is very likely to evolve into a contradiction within the team, such as teammates accusing sledgehammers of "dishes" and "don't send it", further damaging the game experience of reloaded players.
In theory, for the team confrontation that Overwatch attaches great importance to cooperation, the consequences of each operation of each person on both sides of the enemy and us will be directly or acting on the reloaded players: the black shadow of the party has failed to cause effective interference after the detour, and the pressure is high; the ability to break the shield is poor, and the pressure is high; the other party is ready to change Xiaomei at any time, and the pressure is high; the opposite Anna forbidden bottle has not been handed over, and the pressure is high...
While tank beatings are part of the game's common sense, what many overlook is that first-person FPS multiplies the forced "feeling of resignation" in comparison to traditional MOBA with an oblique 45° view. When you control a character from the first perspective to be beaten up for an entire time, the negative emotions tend to point directly at the player himself, becoming "I'm being beaten", not just "my character is being beaten".
We can't say that it's a mistake for a development team to want to add hero duty to a game where FPS is at its core, after all, it has been successful to a certain extent. But the inability to balance the experience between duties is a dead knot: the output hero can directly inflict a lot of damage to get feedback, and the milk player can also get a sense of achievement from healing and rescue, but the game of reloading the hero is basically a fight.
It turns out that the balance of 6v6 is far more difficult than 5v5, and the experience of reloading is far more difficult to adjust than imagined. The development team referred to the reload position of the traditional RPG setting and encountered a dilemma in the FPS. 6v6 has a very high theoretical ceiling, which we can see from the high-level OWL competition, the professional team after a long period of practice and research, can make the reload release a far more powerful influence than the daily game. For example, the Dallas Fuel Team's "wolf release" with Featherless as the core. However, because the reloaded hero already has a high amount of health, simply strengthening the reloaded hero in order to enhance the game experience is bound to greatly damage the game balance: in the high segment and professional arena, each point of enhancement to the hero may be multiplied, playing an overly powerful role.
This dilemma is what overwatch has long been criticized for balancing: prioritizing hero balancing based on game performance. This is also why the Doomsday Iron Fist is rampant in the low-middle segment, but it has never weakened: because in a well-coordinated match, the Iron Fist has almost no room to play. This split has also made many players and commentators bluntly say: the game and the ladder are two games, and they cannot be generalized.
This is also the anti-phagocytosis of the design concept of "team is greater than individual" mentioned at the beginning of the article, and the extremely high invisible requirements for cooperation, awareness and even operation make it difficult for a large number of ordinary players to enjoy the real fun of the game. At the time of design, the reload position was designed to be a tool that "contributed to the team" over "the player's personal experience.". After gradually improving the secondary experience, the experience of reloaded players became the last link that could not be unraveled, which directly led to a sharp decrease in the number of reloaded players.
The upcoming release of Overwatch 2 had to change the battle mode to 5v5, directly removing the position of a reloaded player. From every point of view, this change is proof of overwatch's huge rout in game design: even aside from the emotional dependence of old players on six-player games, 6V6 contains much more possibilities than 5V5, and the theoretical playability and game viewing are much higher than 5V5. Aside from the question of the number of players, there's no reason to go so far backwards in design.
Some curves to save the country may improve the experience of reloaded players: such as improving the firepower value system (I still haven't figured out the specific determination of the firepower value system after six years of playing), and increasing the winning reward for the reloaded player, but the development team has not explored much along the way. It is foreseeable that the single-reload setting of Watchman 2 will make the reloader play a more critical role on the field, and it is difficult to judge whether this setting will lead to a more enjoyable experience or a more suffocating experience.
In an experimental mode update in 2020, the design team tentatively changed the team composition, experimenting with 1 reload, 3 outputs, and 2 support, which may have strengthened Overwatch 2's determination to adopt 5v5:
Heiberg: When we introduced the 222 preset duties (i.e. 2 outputs, 2 supports, and 2 reloads), the number of output players was much higher than that of the heavy and support players. This leads to longer queue times, and one of the things we're thinking about is: If we make the lineup of preset duties closer to the actual number of players for each role, can we solve this problem? If it works, players will have less time to wait and more time to play. So we felt we should actually try it.
The development team's views on this are also polarized. Some people hate it very much, and some people are very interested in it. Most people are cautiously optimistic, and they say"yeah, it's going to be very interesting. But there are also those who strongly oppose it, arguing that "the change is too large, so that the pressure on the reloaded players is too great, and the hero will easily 'suddenly die'." ”
Does reducing one reinstallation position solve the problem? I don't know. But surrendering in the face of this problem means that the development team is completely powerless to recover the lost part of the reloaded players, and admits its defeat in Watchman 1 in disguise.
And we look back now, although there is a suspicion of over-interpretation, but the order of hero classification, to a certain extent, also hints at the attitude of the development team: at the beginning of the game's launch, the assault hero was placed at the forefront of the hero selection sequence, which means that in the development team's prediction, the assault hero is the most popular person will choose, just like the default option of the traditional RPG's class choice is generally a "warrior" character; and after the revision, whether it is the hero selection interface in the game, Or in the official narrative of the division of duties: the reloaded heroes are placed at the forefront, and the large number of output heroes is behind, although this may reflect the team position, but it is difficult to say that this does not at the same time constitute some kind of flattery for the reloaded player (although this kind of flattery is cheap).
Now the hero is sorted
As a veteran player with a game duration of 2300+ hours, who has been waiting for this "mess" for three or four years, I can only hope that Blizzard can give a satisfactory solution in OW2.
In any case, at the end of the article, I would like to borrow a line from the recent "OW2" Sogjien promotional video:
It is the honor of my life to serve Overwatch.
While I love this business with all my heart, I also understand that it is time to say goodbye.
Even the most wonderful journey has an end, but a new journey is just around the corner.
You never know where it will take you.
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