Does not sound to bad. But it will take a LONG time until this name settels. I just hope they are not banning people who still call him mccree
It’s completely understandable that it’s going to take some time to adjust to Cassidy’s new moniker.
Personally, I’ve actually had to stop myself from calling him Cassidy or Cole when playing my comp games on live lately. So if you heard a Tank start saying “Cas…erm…Cree” over VC in the last few weeks…
Thank you for responding to my post and letting us know on the Change. Do you think you will do youtube posts like Jeff use to do?
Probably not me myself, I think it’s better to have the devs delivering those kinds of updates, but yes we’d like to get back to posting more consistent updates.
So it was a cole-ective decision?
Take my like and go think about what you just did.
So is the story retconned so that the name was always Cole, or is it that McCree changed his name for some story reason?
He assumed his true identity with this announcement.
Was there a game, a voting contest, a role of the dice or spin the wheel?
Nothing quite so complicated.
Names were able to be submitted by the entirety of the team, expectations around community thoughts were communicated, the narrative team and Team 4 leads narrowed it down to a few candidates. After that we had to check with Legal, regional teams (for any unintended cultural significances), and other business partners within the organization.
I guess it’s a play on words with Ashe also. Ash and coal.
Now I have to ask if this was intentional.
i would have named him after a real outlaw like johnny ringo but that would probably create problems with peeps too
Cassidy is a pretty well established outlaw name
Agreed - it’s got alliteration and has a nice sound, plus it’s a good cowboy reference (Butch Cassidy/Hopalong Cassidy).
This was literally my first reaction when I heard the name internally.
So will the hero gallery say cole or Cassidy or both?
Meet Cole Cassidy. Rides into Overwatch October 26. https://t.co/CT6PmaNXNs
Somehow I don’t think we are getting anymore tonight.
I’m still reading
Okay then, how about I give this a whirl.
While I do certainly appreciate your creativity and intent, this is the least useful kind of feedback.
I addressed this in another thread, so I’ll let my previous words do their work;Once more ow forums are ignored in favor of reddit
Once more ow forums are ignored in favor of reddit
This is actually the least useful kind of feedback for almost any development process. Jumping straight to the solution without having a thorough understanding of the root cause of friction minimizes the role of designers and can often lead to “fixes” that don’t take in the full width and breadth of a given area of frustration.
We do love to see player inspired designs and ideas. We tend to contextualize them in the same way we do fanart or cosplay.
Sharing your own personal experience with the topic is always the most useful feedback we can receive. Tell us what’s causing friction, how it’s affecting your play experience, how it makes you feel.
We can pull numbers until we’re red in the face. Anecdotal feedback about player experience provides said numbers with context that’s impossible to quantify.
Would you be able to share this with the devs and ask them if they think it’s fair to punish Junk players who are skilled enough to consistently hit these shots?
I’ll add this to the summary we’ll send along tomorrow.
So everyone knows, the community team is monitoring and reading your immediate feedback to the new Experimental Card.
For those who have already taken the time to jump in and test the changes for yourself, thank you very much. I understand how these changes could cause a lot of critical conversation.
If I could ask one personal favor; avoiding hyperbole and invectives when sharing your experiences helps us community folks get to the meat of your feedback much quicker. It also makes it far more likely that we can respond to your thoughts with developer insight.
Let’s work together to make sure your experience is clearly communicated to the devs.
A new patch is now live on PC, Xbox, PlayStation, and Nintendo Switch. Read below to learn more about the latest changes.
Developer Note: The Overload change allows Torbjörn to use Overload a bit more aggressively, instead of purely saving it for defense. When combined with the Rivet Gun change, Torbjörn will be able to dish out more damage more frequently, especially at close range.
Initial slower damage ramping speed duration reduced from 0.8s to 0.5s
Can now be used while in the air
Developer Note: This change to Deadeye allows its faster damage ramping to happen earlier, allowing it to be threatening to enemies more quickly than before. This change will help strengthen an ability that is often considered fairly weak compared to other heroes’ ultimates. Combat Roll being able to be used in the air is a nice quality of life change, but it is also a potentially powerful change when fighting against heroes with big vertical knockbacks such as Doomfist and Wrecking Ball.
Developer Note: This change allows Moira to get more power out of both of her Orbs, rather than them often using just a portion of their total potential before flying away from their targets.
Impact damage increased from 40 to 90
Explosion damage reduced from 80 to 60
Added falloff to the impact damage
Between 15 to 25m, impact damage reduced to 20% (18)
Knockback amount reduced slightly
Developer Note: The main goal of these changes is to increase Junkrat’s overall potential power, especially at close ranges, while weakening his long-range spam potential. Direct hits within 15 meters will now do massive damage, while area damage and long-range direct hit damage will be much lower than before.
"Spooky fun” Overwatch concept artists Daryl Tan and Morten Skaalvik unravel the design process behind this year… https://t.co/cOQXVSBjmc