Patches are par for the course in gaming these days. While your live-service behemoths are always tinkering with the meta, keeping gameplay fresh, and fixing all the bugs those first two fixes cause, even the smallest single-player titles come with constant post-launch care these days. Day one patch is now the norm, and while games like Cyberpunk 2077 which launch in historically unacceptable states benefit greatly from devs now being able to fix things in the wild, it’s unlikely Cyberpunk would have launched at all if the studio knew it would be stuck with what it had. On the whole, patches offer a safety net that’s good to the industry, but it sometimes feels like they take away a game’s personal
It seems like Blizzard wants to protect players from their own feelings with this new system. Obsessing over decreases to your SR after every loss can really put you on tilt, especially if you were close to the next rank up, so Blizzard found a way to keep your SR hidden. Now you can grind away without worrying about your number, in theory, at le
The question is whether or not this is better. Losing double shields and excessive CC has definitely curbed some of the most oppressive comps and helped increase the pace, but there are times when Overwatch 2 esports|https://Overwatch2tactics.Com/ 2 feels like playing deathmatch instead of a tactical team game. I have seen, and have been, the one player that utterly dominates the entire enemy team, eliminating targets on site in a way that just wasn’t possible when there were two tanks on the field. It will be interesting to see how the next few new heroes fit into the meta, but I suspect they’ll be multi-function killing machines just like Kir
On payload and other defend-and-attack maps, shield-based tanks are now the best bet, leaving other picks less viable. It’s much harder to defend your team with a hook and some healing juice, but that’s no fault of tanks like Roadhog - they’re not meant to be the defenders, they’re there to draw aggro and punish lone wolves. It can still work playing offense-based tanks with the right player, but it takes a lot of skill, and that means lower-ranked matches are a headache. You have to know how to push, stay alive, and defend the team all at once, and failing that brings everyone down. Throw in a damage-focused healer and you have a constant stream of marching into the line of fire and then sitting in spectate waiting to respawn. There’s a reason team kills have become frequent enough to warrant their own challen
Patches are here to stay in gaming, and they are important for fixing huge errors, balancing live-service games, and removing online exploits being constantly abused. They also help games ship on time then get a little polish here, a little spit shine there later on. But it’s increasingly obvious that games are afraid to be imperfect, and that risks making them bor
It’s going to take awhile before we really understand what all of the changes in Overwatch 2 add up to. Even as someone with more than 600 hours played, I’m still trying to figure out what the transition to 5v5 actually means. Right away it was clear that Overwatch 2 is a much faster game. Fewer shields and abilities that CC means more movement, more big plays, and more snowballs. Skilled players have a much better chance of carrying games now, which means heroes with low TTK are even more valuable than ever before. This is the sense I got right away, but what solidified this belief was the design of the three new characters. Sojourn, Junker Queen, and especially Kiriko represent a commitment Overwatch 2 has to independence and personal performance. I’m still undecided on whether that will be better or worse for the game in the long run, but it’s clear Blizzard has rebuilt the game with a focus on the individual over the t
"Remember how fun it was to grind out loot boxes for holiday events?" says Reddit user Lord-Canti. "Like when the Christmas event was going on you'd see everyone running around showing off their new Christmas skins and emotes? It was great but now you just get a measly amount of credits for doing annoying weekly challenges. Overwatch 2 feels so unrewarding to pl
In the run-up to the Resident Evil 4 remake, fans have been sharing their favourite Easter Eggs online. The game was full of strange little quirks, both accidental and deliberate. After the mine cart section, there’s a skull which, when interacted with, will give you piles and piles of money. Some claim these are the takings from the enemies slain in the aforementioned cart level, others that the money was there regardless. I’m not sure if it will be back in the remake, but I’m leaning towards ‘no’ - it just seems a bit too silly for games these days to keep
The biggest annoyance for many players is the fact that the only way to earn currency without paying is to complete weekly challenges. One of which involves getting ten team kills - which is actually reduced from the original