"overpowered" by those who've played the demo -- had no luck advancing. The turrets went to work on his shield, and Symmetra's charged shot felt highly effective against it, breaking it down almost as quickly as it went up.
My instinct tells me the defense has an incredible advantage in Overwatch, but my logical brain reminds me it's entirely because none of us really knew what we were doing. A fortified defense probably is impenetrable when everyone is charging it head on, but charging it head on is not the intended method. That also makes it difficult to gauge Blizzard's claim of the game being "less lethal" and allowing characters to have more uptime, more interactivity. If death is supposed to come more slowly in Overwatch, I couldn't tell. When we died, we died hard and fast with hardly any time to react to the situation. Of course that would happen, though. We were sticking our faces into a freaking turret. Widowmaker's sniper rifle didn't help.
While Overwatch's emphasis on hero mobility felt cool, it also felt awkward. Having previously played military shooters, or futuristic military shooters, I often tapped Shift out of habit to sprint. Overwatch has no sprint. Any character with a movement ability most likely has it bound to Shift. What resulted was my poor Pharah banging her head because I tried to sprint indoors and, instead, jetpacked myself into a ceiling. The movement abilities are cool, but utilizing them properly will take some practice and an adjustment period to rewrite that old muscle memory.
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