<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[Overwatch&#8217;s most interesting trait can be its hardest to get used&nbsp;to]]></title><type><![CDATA[link]]></type><html><![CDATA[<div><img src='https://cdn2.vox-cdn.com/thumbor/Ri1F3GhICSPqLda3CqAk1ZNy7bE=/0x0:1600x900/640x360/cdn0.vox-cdn.com/uploads/chorus_image/image/49685171/overwatch-ed.0.0.jpg' style='max-width:600px;' /></p>
<div><img src="http://ift.tt/1sPI4va" title="Overwatch's most interesting trait can be its hardest to get used to | Polygon"></p>
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<p class="m-entry__intro"><i>Overwatch</i> is, in broad terms, a hero-based first-person shooter. You pick your hero, you play the round and you attempt to use each character&#8217;s abilities to their fullest. But <i><a href="http://ift.tt/1uICmKC" class="sbn-auto-link">Overwatch&#8217;s</a></i> most interesting wrinkle is also the hardest to get used to: You can switch characters at any time.</p>
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<p>This is part of the reason the game isn&#8217;t free-to-play, according to Blizzard. &#8220;We really made the decision on the business model based on what we thought was right for the gameplay,&#8221; <a href="http://ift.tt/1RF5QzW">game director Jeff Kaplan told Polygon at Blizzcon last year</a>. &#8220;If you&#8217;ve played a lot of <i>Overwatch,</i> you know that hero-switching [mid-match] is a core part of it — it&#8217;s a really fun dynamic part. The difference maker between &#8230; <i>Overwatch</i> and other games is the fluidity in the team compositions and matching what the other team&#8217;s doing.&#8221;</p>
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<p><a href="http://ift.tt/1XO120B" target="_blank">I used this quote in another opinion piece</a> yesterday about how that decision made it harder to convince my friends to pick up the game so I&#8217;d have a crew to play with, but a day after the game&#8217;s release it&#8217;s clear that learning how and when to switch characters is the difference between being a good player and a great one. And a lot of people online didn&#8217;t learn that lesson from the beta.</p>
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<h3>Why this is challenging</h3>
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<p>We&#8217;ve been trained by games like <i><a href="http://ift.tt/1mSkpzv" class="sbn-auto-link">League of Legends</a> </i>to compose a team with a variety of characters and then stick to those roles. It&#8217;s tempting to think of <i>Overwatch</i> in the same way, and in fact my friends and I found ourselves discussing which heroes we&#8217;d play at the beginning of the match, and then either feeling locked to those characters during the round or switching without communicating the intent our actions.</p>
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<p>Both of these things will lead to failure against a more agile team that&#8217;s effectively communicating.</p>
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<p>Think of <i>Overwatch</i> heroes less as characters in a MOBA, and more like weapons in a first-person shooter. You don&#8217;t grab the rocket launcher at the beginning of a round of <i>Doom</i> and then stay locked to it throughout the entire battle, you change weapons based on a quickly evolving situation. Characters in <em>Overwatch</em> are <em>weapons</em>. When the circumstances change, you change your response to it.</p>
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<p>I had to keep repeating this to myself during the first night of my play after the game unlocked. Each character isn&#8217;t a hero, it&#8217;s a weapon. You change weapons during a battle. You change weapons <i>constantly</i>. You tell your team when you&#8217;re doing so, and even work together to come up with short-lived gimmicks that can overwhelm and confuse the other team. It&#8217;s easy to fluster your opponents when, for a minute or two, every person on your team switches to Genji and uses the character&#8217;s enhanced mobility to simply avoid the other team that worried about composing itself of well-rounded characters.</p>
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<p>The game will even warn your team that it&#8217;s missing certain classes before the round begins, but you can ignore this. If you need more offensive characters, add them. Communicate this when you do it.</p>
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<p><a href="http://ift.tt/1OJDMtm" target="_blank">Read Polygon&#8217;s character guide</a> and pay attention to when and why you should switch characters. &#8220;Genji &#8230; can reflect all of Bastion&#8217;s bullets back at him for a swift kill — if your team is getting taken out by a Bastion, your first instinct should be to switch to Genji and run at him head-on with Deflect,&#8221; Bastion&#8217;s listing states.</p>
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<p>&#8220;Also note that you can use Sprint indefinitely, making Soldier: 76 a great option to switch to for last-minute objective or Payload saves when the timer is low,&#8221; Solder 76&#8217;s listing states.</p>
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<p>I felt like I had constantly read about why it&#8217;s important to switch characters during the beta, and now that I&#8217;m playing more organized games against other well-organized teams I&#8217;m realizing that character switching is 100 percent mandatory to get ahead. You don&#8217;t have the luxury of forgetting you can switch characters during the course of a battle, and if you don&#8217;t do so intelligently you&#8217;re going to lose. If you learn to organize and communicate when and how you switch with your team you&#8217;ll have a huge advantage during play.</p>
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<p>Switch. Switch. Switch.</p>
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<p class="m-entry__opinion-explained">
      The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, Polygon as an organization.
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<p><em>Source: <a style="text-decoration:none;" href="http://ift.tt/1UdgQqy">Polygon &#8211;  Full</a></em></div>
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