Created by Dab, Revised by CactusPuppy (Images provided by Zenofy Media)
OW2 PvP Developer Livestream Summary and changes implemented in the preset:
- Overwatch 2 is going to be 5v5 instead of 6v6.
- Rein has 2 firestrikes, cancelable and easy curve charge
- D.Va has 4 seconds of matrix again with faster refill
- Zarya has 2 bubbles stored on a shared cooldown between friendly/personal
- Winston has a new tesla cannon zap on alternate fire
- Mei endothermic blaster no longer freezes people
- Overhealth is a new HP mechanic that consolidates barrier/decaying hp
- Role passives
- TANK - less knockback and feed less ult charge
- DAMAGE - faster movement speed
- SUPPORT - passive healing regen
Adjustment to features should be done within the workshop settings tab of the project
39 Comments
mei’s slowing on freeze wasnt increased, it stayed the same so you can remove her extra freeze slow
Will this get updated?
hey it’s me again, just wanted to let you know that mercys regeneration passive stacks with the support regen passive so her regeneration should be toggled enabled
can i play this??
Yep! Just import the settings into a fresh custom game and play as much as youd like!
Do i still need to buy the game? cause i am new to this and i dont know how this work my friend just recommend to play this game
Hello there, I see after you helped make overwatch 2 upgrades deathmatch and team Deathmatch gamemode with lemon aid then, you just made overwatch 2 patch notes gamemode, very cool!
Does this code work on all platforms or only PC?
Workshop import codes work on all platforms!
Thank you!!
Currently for lobby settings, it is defaulted to "Yes" for "Allow players who are in queue." This isn't necessarily any bug, but I do think it would be much more playable if players weren't constantly leaving likely due to being in it during a queue.
Implemented in latest revision, thankyou!
Hey! I was wondering if this brig passive heals + healer passive is in ow2 or there are some fixes. I was trying it out and it felt like brig was imortal. If that is not the case maybe it should be a great fix. Thanks
Originally the preset had brig disabled entirely so its impossible to know if she shares the same passive healing or not, however currently the preset is set to apply the passive to ALL supports
Since Winston's secondary shot doesn't work exactly like in the live I decided to modify it so that it could better resemble the secondary shot presented in the live.
Change:
Example of the use of secondary fire in the live game:
https://www.youtube.com/watch?v=YzZsZfiWbbc&ab_channel=PlayOverwatchPlayOverwatchValid%C3%A9.
Code where all changes have been made:
8TTWC
Ps: the code is known to be tested on training partner, not on robot (it doesn't inflict damage on training robot).
So nice of you! Ive added your implementation of the zap into the preset now, only thing I changed was modifying the way you've implemented the cooldown so players can opt to put one in should they deem it necessary in their own playtesting.
There's a bug where the UI and beam for Winston's right click is missing if you switch teams mid game
Also tank ult generation should be 50 at default since it showed 50% ult reduction on the stream (see this timestamp https://www.youtube.com/watch?v=uXtPqDMp8EU&t=4291s [1:11:31])
I would also recommend adding a cooldown counter to Firestrike and Zarya Bubbles.
Also regarding Winston's right click, you should prolly reduce the visual beam length of Winston right click if possible; the beam length makes the range look very misleading imo.
Also Winston shouldn't be able to left click whilst charging the right click and there's a small delay after the right click before you left click (maybe 0.25s but not sure). Also right click should be disabled whilst in primal form.
I'm curious if you're also going to implement the other changes too, including: Rein power steering for charge, temporary shields always decaying (most prevalent in Ball) and movement acceleration.
Keep up the good work!
-UI bug when swapping team has been added to the backlog
-Tank ult gen has now been changed down to 50
-Firestrike/Zarya bubbles now also have a cooldown timer beside them
-Winstons beam length is directly attached to the range set in the workshop settings (by default its 500) so it can be reduced to whatever range youd like
-Right click has been disabled during ult/primal/reloads/left click now
As for the other changes, the rein powersteering should be ready to go soon, I need to spend more time researching the "Overhealth" mechanic to tune it just right and movement acceleration is something I dont wanna touch for a long time, its very difficult to implement smoothly
Thanks for the feedback!!
hey dab i found a problem that can simply be fixed. In the rule which is labeled “Rein 550 HP” actually doesn’t give him 550 hp, just 500 hp. also when you switch off rein and go to like zarya for example, it would put her hp to 550. so, with something i always do, you can do this to fix it. i’ll reply to my comment for the rule
event: Ongoing each player
team: all
player: all
Conditions:
Has Spawned(Event Player) == True
Hero Of(Event Player) == Hero(Reinhardt)
Actions:
Set Max Health(Event Player, 75)
Wait(0.016, Ignore Condition)
Add Health Pool To Player(Event Player, Health, 75, True, True)
Add Health Pool To Player(Event Player, Armor, 100, True, True)
Action: Wait Until
Continue Condition: Or
Value: Not
Value: Has Spawned
Entity: Event Player
Value: Compare
Value: Hero
Hero: Reinhardt
: !=
Value: Hero Of
Player: Event Player
Timeout: Number
Number: 99999
Set Max Health(Event Player, 100)
Remove All Health Pools From Player(Event Player)
this allows the ability to switch off reinhardt without having to mess up any other characters stats and when you switch back to rein he wont be messed up either.
Massive thanks, I missed that one <3
Here are some bugs that I noticed when playing it.
Mei freeze effect persists longer than it should (ei. across deaths and rounds)
I believe it should only be active when you are getting hit by the beam or blizzard, then reset to normal speed after.
support passive should only be active when not taking damage
Updated to include an adjustable delay to support health regen in revision 1.2.0
Fixed the mei bug in the latest revision, re-import to see the changes
It may not be possible to change those in workshop, I don't know bc I don't code in workshop.
Hello Dab. Why do you recommend for some characters to be unpickable?
Due to the fact that the devs seemed to want to remove a lot of cc abilities from the game, in their showcase they had a list of heroes that wouldn't be played, in order to get a closer experience to what they show, I recommend that these heroes be unpickable, however youre free to turn them back on should you still want them anyway.
I personally disagree, because it's true that they're going to remove a lot of CC but why remove a character altogether. Why not just remove the CC ability or give it a huge cooldown. I think that would be a good idea because I think that in order to move from Overwatch 1 to Overwatch 2 we need to graduate as much as possible from Overwatch 1 and apply the changes from Overwatch 2 that we know. Example: take MCCREE and leave it in the game but remove the grenade or change it to a 20 - 30 second cooldown.
The workshop is meant to reflect the changes they showed on stream, so it makes sense to implement only the changes they made to get the most accurate experience. You can enable the heroes and tinker with the cooldowns anyway so it's not that big a deal
The solution of deactivating the hero solves the problem of removing the CC, but if you completely overprime the heroes you don't risk creating another problem (removing their gameplay)? While if we overprime the CC ability (the problem at the source) we solve the problem without completely removing the gameplay of some heroes (is that Orisa needs his halt to be able to play?).
hey dab, i have an issue with this code.
i dont have friends to play it with and when i use bots they all just show the hero not chosen icon when you press tab and they don’t appear in the game (besides reaper). is there a way you could fix this issue?
You can try put the heroes in their appropriate slots, so if you put a tank bot in slot 1, dps bot in 2,3 and support bot in 4,5 that should permit them to work
cant access that account so i’m on this one, yes it worked thank you! however there’s one bug i found, sometimes your hero will move really slow even when mei doesn’t use her primary on you
Yep, was a mei persistent slow effect that wasnt being removed, should be fixed in the latest revision, re-import to see the changes
Hello Dab!
i see one thing on Mei >> https://youtu.be/uXtPqDMp8EU?t=4996
the M2 shoot on OW2 apparently should be like 0.5~0.3s faster than ow1
I don’t know if I’m right or not, but it’s always good to warn you ^^
you cannot edit fire rate in the workshop
ty for the reply ^^
Thanks for making this! KarQ pulled me in to make some tweaks to your mode to reflect some things they showed in the PVP livestream, and they're in the import code 01YDM if you want to pull them into your code.
Namely, the disabled heroes setting is now respected, Winston can now hold his secondary for up to 1 second, Rein actually has 550 HP, Mei's primary damage is actually increased separately from the icicle and everything else, and a bug where not cancelling charge would result in the next charge being cancelled instantly got fixed.
Changes have been added in revision 1.1.0