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Showing posts from January, 2021

Overwatch Damage Chart

Just a quick reference to Overwatch's damage and how a hero's damage compares with and without reloading.  Why does this make a difference?  Some heroes such as Junkrat are said to have high shield break but are actually #8 in DPS when accounting for reload.  Another example is that Ashe and mercy have the same DPS with their primary fire.  Ashe's reload lowers her consistent DPS quite considerably but the greatest difference is Doomfist.  Doomfist has burst damage comparable to reaper but because of his long reload it appears closer a support. Name Role DPS w/ Reload DPS w/o Reload Difference Bastion Sentry DPS 405 500 -95 reaper DPS 204 280 -76 Hanzo DPS 167 167 0 symmetra (Max) DPS 159 181 -22 tracer DPS 152 240 -88 Dva Tank 147 147 0 zarya (Max) Tank 129 170 -41 Junkrat DPS 126 185 -59 roadhog Tank 120 176 -56 Bastion Recon DPS 119 160 -41 soldier DPS 118 173 -55 Baptiste Support 117 124 -7 sigma Tank 73 73 0 Echo DPS 112 155 -43 torbjorn M2 DPS 110 156 -46 orisa Tank 1

on the trend of gaming

I've had the skeleton of this post written for a while, never got the chance to finish it.  What inspired me to finalize it was this podcast  by Artosis.  Artosis is half of the greatest esport commentator duo out there.  There's a lot of talk about what to do with the RTS genre, specifically because so many devs, designers, and managers split of from Blizzard to form Frost Giant studios to make the next generation of RTS gaming.  More can be found in this podcast with Artosis and the Frost Giant team. In the first video Artosis said a couple of reasons why he believes other games are more popular and one of the reasons was "it's easier".  This threw another commentator into a small fit and while I agree with Artosis, there are better ways to put it.  I'm going to expand on why the latest games are trending towards casual, team based play and the primary reasons behind it. A note about this post, I know all of the ideas I'm covering can be expanded on and