Takeaways from Overwatch Exhibition Match 2
A group of lucky players were able to show off some of their Monitoring 2 New Features Amidst the Drunken Action Monitoring League Grand Final match, in which the Shanghai Dragons won a landslide victory over reigning Atlanta.
Ten players previously eliminated in the playoffs were able to team up and play an exhibition game for league viewers. They battled over one of the sequel’s new modes, Push, in which an adorable robot moves a barricade towards a point on the map while players defend it.
The match included tons of information about the cards in Monitoring 2, updated hero abilities and how the pros will be using all of those shiny new features in season five of the Monitoring League is launching a first version of the game.
If that was too much to take in all at once, we’ve compiled some of the most important points fans and fans of the competition can take away from the exhibition match.
Massive environmental improvements
Numerous Monitoring 2 Last year’s previews focused on the improved beauty and interactivity of the game’s new maps, but the exhibition match showed us the most functional and competitive improvements the developers have made.
The pros fought over Rome, a vast Push map full of hallways, stairs, and long lines of sight. While the map is beautiful to look at, one thing that stood out from a competitive standpoint was the significant lack of choke points that are almost ubiquitous in Monitoringcurrent iteration of.
Think of maps like Hanamura and some points of King’s Row and Havana, for example. In some places, there is only one defined way for a team to attack and advance, such as Hanamura Entrance Gates. At Monitoring 2in Rome, none of these points seemed to exist. Caster Matt “Mr. X” Morello noted during the casting that there is “no such thing as a tough offensive or defensive team.”
As players encouraged TWO, the mode’s robotic companion, to push its barricades through winding streets, they apparently got into a fight everywhere. Players emerged from the tunnels to trade blows on the stairwells or split up and rolled through a set of arcades to cut through the enemy team. It is clear from the images we have seen that the era of fortified and heinous choke points seems to be over.
More understandable user interface and gameplay
While Monitoring Seems intuitive to those who have been around for years, some parts of the game can be downright confusing for new players. Various additions to the game’s user interface (UI), along with new maps and sound cues, should allow players to take Monitoring 2 faster.
On the Push map, progress can be tracked using a bar at the top of the screen, much like in the base Monitoring. This tracker, however, clearly shows which direction the âpayloadâ is being pushed in and who is in the lead. The control points are evenly spaced instead of being placed in random places on the map, which makes the mode more intuitive.
We’ve been looking a lot at the individual UI screens of players who have updated images and notifications. If a player is healed or damage is increased by Mercy, for example, an icon will show their status and position relative to the receiving player. Elimination notifications are smaller in the center of the screen for less impact on gameplay.
The sound design is also designed for a more user-friendly experience. When a teammate is eliminated, a chime will now sound, an effect taken directly from arcade elimination modes and base PvE events Monitoring. This allows you to tell, without even looking at the kill flow, how quickly the fight can be lost. It’s a small change that will help new players immensely.
Heavy damage fights
âTo me, I felt like every character was a DPS,â Los Angeles Gladiators tank Indy âSPACEâ Halpern said during the Watchpoint pre-show. After watching the exhibition match, this assessment appears to be correct.
Every hero, from carriers to tanks, seemed to dive straight into the fight in Monitoring 2. At the base Monitoring, many heroes tend to stay behind for fear of being eliminated; in this iteration, players like Washington Justice’s Jung “Closer” Won-sik have turned Mercy into a devastating dispenser of healing and death. Even the devious Sombras always found themselves on the payload of fighting instead of carefully trying to eliminate supports in the backlines.
The fights also went more cohesively and chaotically, at least in the Push mode we’ve seen. âWe were just going there, reappearance after reappearance,â SPACE said. “[We had] nonstop battles.
Agreement not included
When mere mortals and devs showcased PvP modes during a February livestream, some of the new hero revamps seemed balanced and fair to everyone involved. Now that the pros have tried out some heroes, it’s immediately obvious that a heavy tune needs to be done before Monitoring The league resumes in April.
SPACE and his tank opponent, Kim “Mag” Tae-sung of the Justice, have pushed Reinhardt’s new abilities to the limit. Double fire strikes allowed them to shoot players across the map, and Reinhardt’s ability to lead the charge turned them into unstoppable freight trains.
Even game director Aaron Keller noticed it and said that âthe tanks were even more efficient than I expectedâ during half-time.
Similar issues seemed to exist with DPS heroes. Gladiators’ Kevin “Kevster” Persson, a talented Sombra player in the base game, has demolished teams with his new EMP Ultimate. At one point, Kevster dropped his ultimate and targeted MAG as Reinhardt, which was then reduced in less than a second. Obviously, this is not ideal for the future of the Monitoring League.
Luckily for the pros (and the rest of us waiting for the updates we can get), the developers have plenty of time to keep reworking the heroes and honing their abilities. No release date was mentioned during the Monitoring 2 Exhibition Match, but Keller has confirmed that all 32 base game heroes will be available to players in April 2022.