Overwatch Design: Hazard
It's been a while.
Now that the 6v6 test is slowly winding down (a month and a bit of solid testing and queue times is more than I expected to get in, honestly) and the Dev team is looking toward the next iterations (Moth Meta Classic and Min 1/Max 3, both of which are going to be less ideal versions of the format), I thought it prudent to go into another deep dive about the most recent hero release, and lemme just say-
This fuckin' guy.
There is a lot to like about Hazard; predictable mobility (A Winston jump + fair Doomfist rocket punch) , limited kit application (Bone Spurs + Not-ridiculous Dmg Reduction), space making (all of the above) and with some quirky weaknesses (Wall climb's odd slow down at the tail end is perfect for sleeps/knifes/walling). Overall, a really strong foundation with few/fixable adjustment zones.
And then there's the God. Damn. Wall.
Look, I enjoy Tank. It's been my main since jump, back when I mistakenly thought Mei's Wall was as good as a barrier and kept blocking my team off from being killed and allowingtheenemytohealbehindmywallandcontesttheobjectiveforfree-
(I was a Reinhardt main and didn't know it yet)
So it stands to reason I'm going to be a bit more harsh about my Tank critiques in design. Albeit, the recent slew of Tank releases has also been a bit concerning across the board, but that's another discussion- especially given most of Hazard's kit is very solid with plenty of potential.
But I cannot stress enough how bad it is to provide a front line presence, who is going to be spending the majority of their time not glancing back at their teammates to see what they are doing?
A totem mechanic with collision.
There is a very very very good reason why Mei is not a Tank.
Because if you thought getting walled off from shooting the enemy was bad, having your sightline artificially blocked so you can't heal, help, move, or adjust due to the same is worse. Significantly more so when it's your own teammate (even if unintentionally 99% of the time) doing it.
Where you go, I can't follow
"Drop the Wall!"
Totems are mechanics that can be deployed to produce various effects in the game. Some examples:
Baptiste's Immortality Field
Illari's Pylon
Soldier's Biotic Field (technically)
Symmetra's Teleporter/Turrets
Barriers
Most of these function quite well, with some allowing for destruction, and thus, interactivity between heroes. Totems play an important role in design, allowing for the detachment of some of a Hero's kit potential, into a separate component; an avatar representative of some of their potency, at the cost of a more simplified (and counterable) interaction or-
Totems can be destroyed, blocked, avoided, or misplaced depending heavily on player interaction and input
But when a Totem possesses collision, the stakes increase to a rather significant degree; there is no longer room for error, as the totem's very existence represents both resistance and obstacle to everyone in the match.
This isn't to say Collision Totems can't be done well?
Mei's Ice Block, for instance, is a fairly balanced and well executed example. The context here is that Mei converts herself into the Totem, removing the potential for the rest of her kit in favour of achieving a more resilient state. That transformation comes at such a significant cost, that the scenarios in which it is useful are isolated, even niche. This gives the ability Texture in a way many other mechanics in the game can't hope to achieve.
And Mei's Ice Block can still severely hamper her own teammates.
Collision Totems need to be handled carefully and the why of it all comes down to a sticky topic where Player Input (or Skill if you want the gameplay translation) is concerned: Precision.
A player's ability to be precise is a huge measure of Player Input, allowing for fantastic gameplay moments, highlights, and unmistakable expressions anyone can recognize-
-but when mechanics like Collision Totems are highly dependent on precision to achieve even nominal success?
You've gone and created a situation in which even just learning the hero, is going to frustrate players. Learning is, by nature, imprecise and the road to minimizing how detrimental your gameplay is on your teammates is going to build an unnecessary level of frustration onto the hero.
There's a reason people referred to Mei as Satan in Overwatch 1.
Broad MMR is filled with people learning; not just the hero they are playing, but heroes they are playing against, and with as well. To climb in ranks, MMR, or just Player Input, you will make a lot of mistakes.
In a game like Overwatch, with a boatload of variance at every level, that learning could take (has taken for many of us) years.
Hazard's Wall represents, not just a Collision Totem, in the same sense as Mei's own Ice Wall, but a super-amped up version of it that multiplies the frustration for all.
I really hate that Mole Hill
It isn't as big as Mei Wall. It isn't as imposing as Mei Wall. It isn't as confusing as Mei Wall (multiple pillars each with their own health pools but no distinct visual effect to represent this before being damaged)-
-but hooooo boy howdy does it do a lot more than Mei Wall ever could!
Persistant knockback on contact
Burst Damage on contact
Anti Mobility on contact (no wall climb)
Omni-placement (not land-locked)
And that's in addition to the standard blockading effects of a Mei Wall. As a Totem, Jagged Wall provides far more impact when on the battlefield against enemies, to the point it can be considered as useful and engaging as a Torb turret, which is to say-
Jagged Wall's effects are broad enough in application that it must be considered in every teamfight at the same level of detriment as powerfully automated totems like Immortality Field and Turrets
Trying to operate outside of that paradigm, makes it very difficult to navigate a teamfight (especially from a Divey Tank with mobility to boot) given it can appear very suddenly to ruin plans, engagements, and retreats.
But that...was sort of the design goal. It's frustrating playing Tank and having an inanimate object counter large portions of your kit, but we've got experience with that. It's a familiar frustration at least.
It's when the Hazard is out ahead or mixing it up with the enemy (as one does when Tanking) and you are attempting any of the following as his teammate:
Healing (him or your fellow teammates diving with him)
Supporting (discords, immo fields, suzus, life grips, etc.)
Tanking (6v6 format makes duo with him a significant gamble)
Finishing off low enemies
Sniping
Trying to navigate narrow corridors or tight confines
Free movement/Mobility in a teamfight
That "appear very suddenly to ruin plans, engagements, and retreats" becomes an unacceptable level of frustration in the design.
A Collision Totem appears, decreeing that the engagement has now changed and/or ended, not because the Hazard was purposefully trying to end it, but because the Wall appeared and blocked off LoS for any number of the possibilities listed above.
Wall takes the agency of your teammates and puts it as a secondary priority to a Tank who cannot afford to look around and take into account the dozens of ways in which his teammates might be trying to leverage their own mechanics, kits, and Roles, to achieve success.
A Hazard is more likely (and well within expectation) to Wall himself off from an enemy trying to kill him when he's low, than rely on the healing from his teammates. It just so happens to, inadvertently, interfere with many of the other possible plans his teammates might have had for engagement purposes.
And, to reiterate, this is less of a problem (but still one) the higher in 'Skill' or Rank one gets, but learning takes time and mistakes happen while you learn, which is a far far closer experience to the vast majority of the Overwatch Playerbase. The fact it's going to cost your teammates their own opportunities too is what makes it bad design.
So what can be done?
Honestly, removing the Wall entirely could yield some really positive results.
I know it's a unique mechanic for the Tank Role (even if not for the game itself), but the isolated potential wrapped up in that Totem could be repurposed towards large portions of his kit, expanding both his mobility, engagement potential, and Texture to make him an ideal Tank.
Without Wall, there's room to increase Violent Leap's versatility, both in the initial Leap as well as the Slash (both of which are separate activations). Increasing his ability to change directions or linger in the air between the two stages of the ability, could significantly refine his engagement potential, while allowing for a stronger knockback the longer he lingers between each stage (and maintaining the counter element of it) or activating Spike Guard briefly to absorb enemy CDs/Burst hits before the slash.
His Wall Climb as well, would benefit from a versatility and potency boost; losing the wall means losing the awkward use of climbing it to reach higher ground...which feels like a waste of the ability where other Tanks with similar mobility can achieve most high grounds just fine off a single CD.
Allowing him to perch on vertical surfaces, or gain further height at the cost of climbing slower, or even resetting the first stage of his Violent Leap at the apex of the climb would all be beneficial to his gameplay.
Give his Spike Guard knockback, for isolation and space-making potential. Heck, allow Spike Guard to add temporary increased Knockback for up to 2s if it damages an enemy.
Give his Ultimate a little extra root time.
Allow Bonespurs to persist on the field for upto 1-2s (this....might be too much for the engine to take, but the idea is still solid theory).
All of it is plausible and clarifies his uniqueness as a Tank-
-if you just. Get Rid. Of the Damned. Wall.
Overall, it's superfluous to the rest of his kit, with very little kit cohesion and can be removed without impacting the rest of his gameplay much at all. It's a bit of bloat that is very easily snipped off in favour of cleaner, adjustable changes that make his gameplay more unique.
And you also get rid of the overly frustrating elements that were never meant to go on a Tank to begin with.













