Starym

Overwatch Reaches 20 Million Players

Sign in to follow this  

8 posts in this topic

Nb8zMld.jpg

The game continues to grow and hit higher and higher user milestones

 

Well, it seems Titan's cancellation turned out well for Blizzard after all. While it wasn't the next huge MMO everyone and their grandparents play, it's fall did bring us Overwatch and Overwatch is very much here to stay. In case you still doubted the game's potential longevity (and inevitable sequels), a little  announcement got lost in all the Halloween rumbling yesterday, as Blizzard also announced that the game had over 20 million registered players!

"We also want to share the news that Overwatch has crossed a new milestone—20 million players—making this special holiday treat all the sweeter," Blizzard said in a press release, according to PvPlive.

In this era of free to play that's a huge deal as OW is still a 40$ title, or even 60$ if you're on the consoles, so getting these kinds of numbers is even more impressive. Now, some of the 20 million are playing the game in PC bangs and similar lan cafes, so it might not be exactly 20 million units sold, but it's still impressive nonetheless. But the bigger news here is that the game is still growing, with it having started at 7 million in its first week and reached 15 million 2 months ago.

So why should we specifically care for this sales trend? Well, it also means that we'll be seeing plenty of content for the game to come, as it has a healthy and growing community around it. Add to that the lootbox system also being a steady income and you can be sure Overwatch will be sticking around for a long, long time.

  • Like 2

Share this post


Link to post
Share on other sites

I think Overwatch lacks hero variety, compared to a game like Heroes of the Storm (which isn't even successful compared to OW), the rate which they are releasing new heroes is very slow.

Since it's now a money-maker they should really add heroes on a regular basis. I mean right now the comps are like 2 healers (usually Lucio + Zen) 2 tanks (Rein is a must pick and then it's either Zarya or Roadhog) and we really don't see much variety on damage dealing heroes either! (It's either DIE DIE DIE or High noon)

I wanna see more AoE Healers like Lucio (I mean it's getting boring, he's the only choice), more heroes that excel at certain aspects of the game, A sniper that isn't tier 4 on all power rankings.

Come on Blizzard! Chop Chop!  

Edited by mnime

Share this post


Link to post
Share on other sites

Overwatch may be releasing them very slowly but they do it in a very creative and fun way like the Ana hints and the Sombra "leaks".

Share this post


Link to post
Share on other sites
9 hours ago, KingMe said:

20 million already, that's crazy! One day I'll play this game. :/

HOW ARE YOU NOT ALREADY?

Share this post


Link to post
Share on other sites
12 hours ago, mnime said:

I think Overwatch lacks hero variety, compared to a game like Heroes of the Storm (which isn't even successful compared to OW), the rate which they are releasing new heroes is very slow.

Since it's now a money-maker they should really add heroes on a regular basis. I mean right now the comps are like 2 healers (usually Lucio + Zen) 2 tanks (Rein is a must pick and then it's either Zarya or Roadhog) and we really don't see much variety on damage dealing heroes either! (It's either DIE DIE DIE or High noon)

I wanna see more AoE Healers like Lucio (I mean it's getting boring, he's the only choice), more heroes that excel at certain aspects of the game, A sniper that isn't tier 4 on all power rankings.

Come on Blizzard! Chop Chop!  

Funnily enough, this changes a lot as skill levels vary, as well as map comps.

For Support, every hero can work. Zen is amazing vs. tank heavy comps, Mercy is excellent if you have the ability to hide for her ress, Lucio is always a solid pick, Symm is spectacular on Hybrids, as well as some point maps. Ana is incredible vs. any comp running Pharah, as well as having crazy synergy with so many heroes. 

For tank, Zarya is the only tank that is a "must have". The other tank spots (depending on 2, 3, and 4-tank comps) are always open depending on the enemy. Roadhog, Rein and Winston are destroyed by Reaper/Zen combos, but they all have heroes they counter. D.Va can be counterpicked by Zarya or Mei. Mei actually nails any tank other than Zarya tbh.

It might be different at lower rank levels, but I'd say I see every tank and support played in competitive atm, at least in my games. The problem with adding another AoE healer is that Lucio will outshine them still. They won't see play because of Lucio. 

  • Like 1

Share this post


Link to post
Share on other sites
23 hours ago, Blainie said:

might be different at lower rank levels, but I'd say I see every tank and support played in competitive atm, at least in my games. The problem with adding another AoE healer is that Lucio will outshine them still. They won't see play because of Lucio. 

Not sure about the higher ranks cause I'm playing in plat right now, and recently I haven't followed any eSports, so you might be right, but I'm guessing variety only happens with premades. For example Symmetra is very squishy and not mobile at all, without coordination she can't do much. I've only seen 1 good symmetra, she had 58 hours of play on symm and played really good, hats off to you girl! 

And still... 4, 5 heroes for each role, you don't have a lot of choice.

But about another AoE healer, I think if they create a hero that excels at a certain aspect of the game, they can beat lucio. Like, I do love resto druids, so a tree hero that goes stationary like bastion, gains a lot of hp or defense in this stance and heals like hell can do the trick. It might not be good for attack but for defense it could be really hard to counter.

I mean they have geniuses there in Blizzard HQ, my suggestion might be totally crap :D but they can do it.

Don't get me wrong, this game is in my top 3 favorites and I really like it, but I think on this project they are approaching their goals too cautiously. It worked guys! fire the content engine :p

 

Edited by mnime

Share this post


Link to post
Share on other sites
On 10/14/2016 at 1:00 PM, mnime said:

But about another AoE healer, I think if they create a hero that excels at a certain aspect of the game, they can beat lucio. Like, I do love resto druids, so a tree hero that goes stationary like bastion, gains a lot of hp or defense in this stance and heals like hell can do the trick. It might not be good for attack but for defense it could be really hard to counter.

Interesting idea, for sure. I can't wait to see if they can pull it off :p

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym

       
      The Overwatch League has arrived and it's a huge hit, which is perhaps unsurprising, as the game itself now boasts over 35 million players. The 12 matches of the first week in "the world's first major global city-based professional esports league" had the 10 million viewers number spread over Twitch, MLG and a number of Chinese streaming services such as NetEase CC, Panda TV and ZhanQi TV, according to the announcement by Activision. The week peaked at 437,000 concurrent viewers (for the Dallas Fuel vs. Seoul Dynasty matchup), with opening day seeing an average of 408,000 viewers per minute and the whole thing ending up averaging 280,000 per minute (and these numbers only featured Twitch and MLG stats).

      Blizzard also mentioned that these figures were of unique devices tuning in to the action, so the actual viewership numbers were probably even higher. We also found out that Blizzard's LA arena was sold out for the entire week, as fans gathered to watch the matches together.
      With the regular season running through June and the playoffs coming in July, it seems Blizzard have another fan-favorite esports viewing experience on their hands, but subsequent weeks will show whether it can hold up to this massive start.
      To go with the news, here are some highlights from this first week of the competition:
      And if you're craving more, here are some clips PCGamer has rounded up as well.
      You can also check out the current standings and more on the official site, and you can read our own Mournflakes' analysis of week one right here as well.
      Sources: gamesindustry.biz, PCGamer, VG247.
    • By Zadina

      Over 100 new cosmetic items will be added to the game with next week's patch and they will be progressively revealed over the next 6 days.
      We already know that the Blizzard World patch, which will contain the new hybrid map and several collectible stuff, will be released on January 23. For the next six days, all the new cosmetic items will be revealed day-by-day leading up to the patch's release.
      Today's reveal are the new sprays:
      We've already previewed the upcoming Legendary Skins for Doomfist, Mei, Orisa, Reinhardt, Roadhog, Torbjorn, Widowmaker and Zarya that were revealed at BlizzCon.
      You can also check this page on the official site to view the new players icons. Keep going back to that page or to the official Overwatch Twitter account for the next six days to see all the new cosmetics!
    • By Starym

       
      As mentioned in a December PTR update, Overwatch Heroes are getting their movement tweaked. Today, Principal Designer Geoff Goodman took to the forums to explain and illustrate these changes in detail!
      The update focuses on incline and acceleration: movement on inclines was inconsistent both in terms of direction and sped, while the acceleration aspect of the changes is related to air jumps and sharp turns. Check out the full explanation with added examples below.
      Geoff Goodman (source)
      Hi everyone,
      We wanted to take some time to explain the recent movement changes in depth (with examples). Hopefully this will help everyone better understand what changed, and what did not.
      Incline Changes:
      There were two persistent issues with movement on inclines that we wanted to clean up.
      First, while moving diagonally on inclines you would end up being slightly strafed left or right even if you were only attempting to move forward. This can be a subtle source of aiming issues for many people, and now the player will properly move forward in this situation.
      Second, movement up and down inclines had inconsistent speed as compared to the ground. Running both up and down an incline would be faster than walking on flat ground. However faster movement (e.g. McCree’s Combat Roll) would be slower when going up and down inclines. Having consistent character movement speed is important for many reasons, the biggest of which is it allows you to be able to reliably know how to aim your hitscan shots or lead your projectile fire.
      Acceleration changes:
      The characters in Overwatch have a fixed acceleration (how fast they can change their movement velocity) depending on if they are in the air or on the ground. Previously, this amount would get reduced if you were attempting to change your direction by 90 degrees or less, and was more pronounced if you were going faster than normal (e.g. Winston’s Jump Pack or Doomfist’s Rocket Punch). One of the consequences of this was that if you were in the air travelling forward and wanted to move directly right, you could reach full speed to the right faster if you accelerated backwards to a full stop and then moved to the right, as opposed to simply pressing to the right. Having to do a non-intuitive movement to reach your desired direction as fast as possible is less than ideal, so we made a change to allow you to more consistently use the air acceleration you already had to reach the direction you'd like to be moving in.
      The new acceleration can feel like momentum is no longer conserved like before, but the forward velocity is just more efficiently being converted into sideways velocity. The direction is changing faster but your overall speed isn’t being slowed down.
      Examples:
      If you're flying as Pharah, you can now just press forward and you will properly accelerate moving forward, instead of having to counter accelerate to stop sideways drift.
      If you’re leaping as Winston, you can more effectively redirect your velocity around corners. Prior to this rework it was possible to achieve similar mid-air turns by always facing your current velocity while strafing, but this was also unintuitive.
      You can now press forward and right directional inputs after a Winston leap and you will actually move some to the right, whereas previously you would have to only hold right if you wanted to get any acceleration to the right.
      It does mean getting used to the new strafing power. No longer do you have to hold strafe for a long time to get a small adjustment to your movement, you can simply short hold or tap it as needed, and pressing forward with a left or right command will do smaller adjustments than if pressing left or right alone.
      This does not substantially affect movement when trying to change movement direction by >90 degrees.
      Additionally, left and right strafing on the ground and air will be the same along with attempting to accelerate against a knockback will be the same.
      We’re keeping an eye on these changes to make sure everything is working correctly. Any feedback would be appreciated, and would be especially helpful with any screenshots or videos.
    • By Mournflakes

      The second week of Overwatch League begins tomorrow, but it's important to analyse last week's winning strategies and the strength of various compositions. We've done exactly that with a list of facts and composition points from Overwatch League Week 1.
      Only 5 Heroes Surpassed 10 Hours of Playtime in the Week 1 Matches
      Of the 26 heroes available to play in Overwatch, more than 80% saw less than 6 hours of league match time. In fact, the five most used heroes in Overwatch League’s first week accounted for 80 hours of in-game use, while the 21 other heroes combined accounted for under 40 hours of match time use. This means 5 specific heroes were played more than two times the total amount of the 21other characters in Overwatch League’s inaugural week. The top 5 are as follows:
      Mercy - 18h 50m
      D.Va - 17h 33m
      Winston - 15h 24m
      Zenyatta - 14h 55m
      Tracer - 12h 58m
      After Tracer, a major drop off of in character usage is seen. Tracer has double the match time of that of the sixth most utilized hero, Genji, who came in at 5h 37m.
      This tells us a couple of things. First, it tells us that Mercy is clearly the top priority pick, and is a non-negotiable standard for almost all compositions. Her ability to resurrect teammates mixed with her survivability cannot be passed up in professional play.
      Second, it tells us there is a strong meta composition in the pro scene. D.Va follows closely behind Mercy, with only an hour and 20 minutes short of Mercy’s usage. We then have Winston, Zenyatta, and Tracer coming after that. Most of these heroes point to one major composition, dive comp, and that is a lot of what we saw last week. However, one hero sticks out like a sore thumb, and that’s Zenyatta. This leads us to our second lesson.
      Zenyatta Is the Focal Point of Successful Overwatch League Play
      Zenyatta’s placement as the fourth most used hero in Overwatch League play may come as a surprise for many players. However, the data shows that he was utilized much more than other supports (who are not Mercy). In fact, Zenyatta was used five times more than the next most used support, Lucio, who saw 2h 52m of gameplay.
      So why Zenyatta? He can’t escape dive compositions, he can’t run from flankers, and his healing output is weaker than other support heroes. However, data reveals that while Zenyatta had a negative win rate over the course of the whole week, he had the best win rate of all supports, 1.7% higher than the next support, Mercy. Data also shows that when Zenyatta was on one team, and the other team was not running a Zenyatta, his win rate increased to 53%, 9% higher than the next hero under similar “one team use” circumstances.
      How can this be considered a dive composition when Zenyatta is utilized so heavily? I would argue that while the primary composition is “dive-esque,” the necessity of Zenyatta changes that composition. Lucio would be the pick of choice in a “pure” dive comp, but Zenyatta is chosen instead. So what would I call this composition?
      “Synergy Comp”
      Why? Because each of these heroes is heavily dependant on the others to get things done. None of these heroes really makes a huge impact on their own (aside from Mercy.) However, when team members synergize, focus on single targets, and work as a unit, the composition is unstoppable. Zenyatta’s orbs prove that “Syn Comp” is here to stay unless patches change the composition dynamics mid-season. Zen’s discord orb is the one ability that makes him stand above the rest of the supports (barring Mercy,) and is key to Syn comp’s viability. Focusing targets while utilizing discord orbs is what often makes Zen the shot caller of the team. In many ways, teams who protect and function off of their Zen are the team’s who will come out with the win.
      In fact, almost every Overwatch League team composition that had more than 10 fights, and had a team fight win rate of over 50%, utilized Zenyatta in some way. This proves that a composition that utilizes Zenyatta will have the best odds of winning.
      The only outlier to this statistic is a composition of Hanzo, Widow, Roadhog, Bastion, Orisa, and Mercy, which had 20 minutes of use on the first point of Junkertown, with a 75% team fight win rate. Dallas Fuel, New York Excelsior, and Los Angeles Valiant used this composition. This composition happened to have the highest win rate of all team comps that were used for over 10 fights. Which leads us to the last point.
      Maps and Specific Checkpoints Will Determine Team Comps
      As mentioned above, a double sniper, Roadhog offtank, Orisa maintank, Bastion, and Mercy composition had the most successful team fight win rate of the week at 75% (of all compositions that fought more than 10 fights.) I believe that this composition was used on only the first point of Junkertown. With only one member of the composition (Mercy) coming from the top 5 most used characters of the hero pool, this group of heroes proves that thinking outside of the box and playing the map can have huge payoffs. Of the 24 team fights that this composition faced, it won 18 of them. This data shows that team compositions can be heavily dependent on map layouts and perform extremely well. I am excited to see what non-meta Overwatch League team compositions will be used to throw enemies off-guard and utilize the surroundings of the current objective. Adaptability is a core of Overwatch gameplay and will be the difference between champions and losers.
      Which of these statistics shocked you the most? What non-meta compositions do you think we will see in this week of Overwatch League? Respond with your thoughts below!
    • By Zadina

      The new hybrid map will be available next week.
      Blizzard World will indeed open its doors before the end of January, as Jeff Kaplan had reassured. The map will be added to live servers on January 23 in the US and January 24 in Europe.
      Placeholder for tweet 953431688477945857 Jeff has promised that the Blizzard World patch will bring collectible stuff for all heroes! Lastly, it has been hinted that balance changes may follow in the near future after Blizzard World's release. And don't forget: there's a new hero being on the works and he/she/it will apparently change the meta!