Ingenious ideas to fix flawed Overwatch Priority Pass system

Published: 29/Dec/2020 23:49 Updated: 29/Dec/2020 23:57

by Bill Cooney


Overwatch’s new Priority Pass system hasn’t really worked out as anyone intended, but players have plenty of ideas for how to improve the new feature.

When Priority Pass was first announced by Blizzard, it seemed like a good idea to decrease queue times for DPS which are the longest in the game.

Instead, when it came out, it actually led to an increase in queue times, since everyone and their grandma was using the passes at what seemed like the same time, causing wait times to spike.

Oni Genji Overwatch skin
Long queue times for DPS are pretty standard in Overwatch, even with Priority Passes.

Basically, it takes about 2-3 hours of playtime to rack up the maximum of 40 passes, give or take. Once you have them, they don’t expire either, so you can queue up for quicker DPS times anytime you feel like it.

This might seem convenient, but having no expiration date, along with the high cap on the number of passes you can have and how easy they are to obtain, could all contribute to the problems the system is facing.

One Reddit user named ExtraterritorialFrog came up with three suggestions that seem like they might work focused on each of these areas — namely reducing the maximum amount of passes, lowering the reward per match, and having them decay after a week similar to high-level Competitive rankings.

Players at different Skill Ratings report various amounts of success with the system, and Blizzard has promised to keep making changes to get things right, which could even include some of the ones listed here.

Even though Blizzard and even Jeff himself have said they’re working on fixes for the problems that immediately arose as the Priority Pass came out, there’s still no telling exactly when they’ll happen, not mention what exactly they’re going to try and “fix.”

We would wager that they’re definitely taking a look at all of the suggestions above though, and then some. The Priority Pass system isn’t a terrible one, but it’s clear it still needs a little bit of work to get it working as intended.


Valorant’s new Agent Yoru has a serious bug with his teleport ability

Published: 16/Jan/2021 21:00

by Alan Bernal


Agent 14 has made a huge impact on Valorant in the early phase of Episode 2, but players are finding that his Gatecrash can actually deal damage to Yoru if they take the rift tether from high altitudes.

The Japanese dimensional rift walker was made for deep infiltration and essentially breaking through the frontlines via covert play or creativity with his sneaky ability kit. Unfortunately, some are finding that a strange interaction with his default E, Gatecrash, could spell doom for Yoru.

After placing the rift tether, you can reactivate the ability to teleport to that location. Essentially, Reddit user ‘AzdarLP’ saw that the game will count your falling damage based on how you entered the rift.

Meaning, if you jump before teleporting to a lower altitude on the map, the game will register the appropriate fall damage as you ‘land’ on the other side of the tether.

You get fall damage if you jump before using Yoru’s Gatecrash (this doesn’t happen if you don’t jump before using it) from VALORANT

In application, AzdarLP showed how it looks like when going from Split’s B Heaven into site. They let the Gatecrash rift tether move near the pillar of the site then jumped before reactivating the ability.

Upon landing, they had shaved off 20 HP from the short fall. That doesn’t seem to be an intended consequence of Yoru’s ability, as some theorized what could be going on behind the curtain.

“I’m not sure if anyone’s noticed, but the way his TP [teleport] works is it literally drags [Yoru’s character] model down, or to wherever his TP is,” user ‘Launchers’ said. “Sometimes, when on his team, you can see his model flying through the map lol.”

yoru valorant agent
Riot Games
A bug has been found with Yoru’s Gatecrasher ability.

The Valorant community is hoping this is the result of a bug, but we’ve seen a similar interaction with Omen’s Shrouded Step before where players would similarly take damage as they jump while teleporting to a lower lever.

Dexerto tested out the bug in the Firing Range, and at the right distance, you can easily get chunked down to 1 HP or worse as a result of the interaction.

It’ll be interesting to see if Riot patches out the apparent glitch since Yoru, in particular, is an incredibly agile Agent, this bug can deter from fast or creative play styles that early adopters have been showing.