Nix Du

OW2 Fan Patch 2 – Maximilien Hero Design

January 27, 2026 Nix Du 4:33 am This is a continuously updated series where I study OW2 live stats and community voices to write impactful designs. Maximilien Support · 250 health Hero identity: Flex Support | Shotcaller | Mind Games Key mechanics: Bounty| Secret Ace | Decoy | Damage Transfer The House (Weapon) Primary Fire Smart pistol with red dot scope. Damage: 35-17.5 Falloff range: 20-35m Rate of fire: 3 shots/s Projectile speed: hitscan Projectile radius: 0.1m Notes: The weapon’s gun play is clicky, clean and controlled, with modest audio and tactile recoil animation, but no actual recoil. “Predictable.”(On crit elimination) “You should have folded.”(On elimination) Bounty Shot – Alt Fire Take aim to release a shot that applies Bounty on hit, healing anyone who damages them. Cooldown: 6s Damage: 60-30, plus 40 over 4s Falloff Range: 30-45m Projectile speed: 125m/s Projectile radius: 0.2m Bounty uptime: 6s Bounty lifesteal rate: 25% Notes: Bounty’s healing charges Max’s ultimate. “Bleed the pot.”(To self/target) “Claim your cuts from them.”(To Allies) Joint Stake (E) Select an ally to echo healing received and partially transfer damage taken, going both ways. Cooldown: 0s Healing echo rate: 33% (generate extra) Damage transfer rate: 33% (deducted from ally) Out of sight uptime: 3s Damage transfer stops when the transfer target is below 33% health. Notes: Echoed healing charges Max’s ultimate. “Our interests aligns.” ”We share the stake now.” False Tell (Shift) Dash and release an identical decoy at the opposite direction. The decoy performs weaker attacks and heals you when it takes damage. Cooldown: 12s Dash distance: 8m Decoy release distance: 8m (opposite direction) Decoy max uptime: 5s Decoy healing rate: 50% of its damage taken Decoy damage output: -75% Notes: Decoy looks identical to Max from enemy POV, using Kiriko’s clone tech in Stadium. Decoy can’t be healed, revived, or targeted by buffs. When decoy is active, ally beams fade when attached to Max, similar to Sombra in stealth. Healing from decoy doesn’t charge Max’s ultimate. “Watch Closely…” ”Read the wrong hand, didn’t you?”(On decoy death) Ace in Play (Ultimate) Secretly mark self or an ally as an Ace. The Ace instantly revives on death with increased speed and damage, applying Bounty to all who eliminated them. Casting time: 0.3s Deploy time: 1s Ace uptime: 10s Ace health on revive: up to 350 Ace damage/speed boost rate: 30% Ace damage/speed boost duration: 5s Bounty uptime: 6s Notes: Enemies can hear the ult voiceline on deployed, but don’t know who is the Ace. Ace only revives once and can’t revive from environmental deaths. Ace uptime countdown displayed above Ace’s health bar and below Max’s crosshair. “An ace is on the table. Play wisely.” (On deploy, to enemies) “You are my Ace. Fear nothing!” (On deploy, to Ace&self) ”Ace deployed.” (On deploy, to allies) “YOU MISPLAYED.” (On revive, to enemies) “Shall we continue?” (On revive, to Ace)   The Heart (Minor perk) Using False Tell restores your health up to 50%. The Diamond (Minor perk) Bounty Shot can crit enemies. The Club (Major perk) Joint Stake heals both sides by at least 5% max health per second. The Spade (Major perk) You can do friendly damage to your Ace ally and False Tell decoy. January 27, 2026 Nix Du 4:33 am Recent Posts Lastest OW2 Fan Patch 2 – Maximilien Hero Design OW2 Fan Patch 1 – Vendetta/Doomfist rework Tale of Time is at GDC Playbooth!

OW2 Fan Patch 1 – Vendetta/Doomfist rework

January 13, 2026 admin 1:25 am This is a continuously updated series where I study OW2 live stats and community voices to write impactful balance changes. Vendetta Problem Compared to her (imperfect) predecessor – DPS Doomfist, Vendetta has improved her error tolerance, poking, telegraphing, and, of course, the frustration to fight against her. However, she still has the problems below: Over reliance on snowballing Pre-fight poking harms mid-fight sustain  Busy VFX and audio Changes The two changes below gives Vendetta a unique resource management system. She needs to alternate between Projectiles and Block to maintain a balance, improving her poking ability under ranged fire and penalizing perma-blocking. When flanking/spawncamping, Vendetta also needs to decide: Should I strike with a half-full meter, or should I throw a projectile to drain it first, at the cost of being heard? Warding Stance Energy meter is now divided into 5 equal sections and refills only up to to 40% Mitigating damage now fills energy meter instead Vendetta loses Warding Stance, Projected Edge, and Onslaught for 3 seconds when energy reaches 100% Projected Edge Cost reduced from 30% to 20% (1 section) Damage reduced from 70 to 60 Palatine Fang (Weapon) Each strike’s audio signaling volume doesn’t reflect their impacts accurately enough. Normal swings now makes less sound Overhead slash now makes a wind-up sound, similar to Junker Queen’s Carnage Minor Perk “Relentless” – Removed Already over-reliant on snowballed brawling, Vendetta needs an option to deal with longer maps and slower fights. Minor Perk “Bottomless Malice” – New This perk offers the option of more range and less block when a fight begins. “Energy meter automatically refills up to 80% instead of 40%.” Major Perk “Swift Vengeance” – Removed This perk is very situational, and Vendetta has little control over how it works. Minor Perk “Gut Punch” – New Vendetta’s Quick Melee attacks can be weaved into her swings smoothly, but so far there’s little reason to do so.   “Quick Melee after Palatine Fang’s side swing deals 60 damage over 5 seconds.” This perk unlocks new combos, hitting/approaching key health thresholds: swing+melee+dash (215 total) swing+swing+melee+dash (260 total) swing+swing+melee+overhead (260 upfront, 320 total) Doomfist Problem Doomfist is a unique tank hero with high skill expression, great carry potential, and a loyal core playerbase who enjoys his mobility and versatility. As of January 2026, Doomfist has the highest tank win rate in Bronze, and steadily gets less and less win rate as ranks go up; he has become a noob stomper, one reason why DPS Doomfist was so despised in Overwatch 1. This is largely due to: Slam engagement is weak post universal health buff Disrupt playstyle is unviable due to long downtime Over-reliance on empowered punch and Power Matrix Low error tolerance compared to other dive tanks Goals Lower skill floor and raise skill ceiling Reduce frustration against empowered punch Re-enable slam engage and disrupt playstyle Introduce a reliable Power Matrix alternative Improve consistency against more heroes Changes Rocket Punch Doomfist’s empowered punch is currently his main play-maker and is frustrating to play against. Informing enemies of its threat creates an alarming expectation and reduces frustration. Empowered punch now makes distinct sounds on acquiring, casting, and hitting Empowered punch now displays a decay countdown timer Meteor Strike Doomfist’s ultimate removes himself from the battle, which works against a tank’s purpose. This QoL change gives Doomfist’s team indirect shotcalling value during ult. Inner circle indicator is now visible to allies. Movement speed boost increased from 400% to 600% under alternate camera angle (RMB). Minor perk “Survival of the fittest” – Removed The perk rewards a winning fight more than a losing one. Already a momentum-demanding tank, Doomfist needs a minor perk that offers subtle but real value in various situations, including the unfavorable ones. Major perk “Aftershock” – Moved to minor Aftershock as a major perk was hard to balance between “unfun to use” and “unfun to play against”, and performs unnecessarily well against a few heroes. On the other hand, Slam hasn’t been a good hard-engage ability since the universal health increase, for its damage is still 50.This change increases Doom’s perfect combo damage from 235 to 247.5, encouraging players to Slam precisely and consciously. Seismic Slam crits on targets within 5 meters, dealing 25% more damage and applying 25% slow for 2 seconds. Major perk Idea 1: “Successor’s Momentum” Instead of buffing his default strategy, this new perk revitalizes his alternative disruptor playstyle, encouraging players to chain abilities not for damage dump, but for better angles, advanced punches, and hybrid movements. Cancelling an ability with another one reduces both cooldowns by 20%. Idea 2: “Freeform Uppercut” Yes, I know, but hear me out.It’s very hard for a perk to compete with Power Matrix. It’s not just a CC protection, but also responsive toy to play with.Uppercut is reworked to a dodge ability instead of a killing move. It feels different and enables more movement varieties. “Press reload to punch enemies upwards, dealing 40 damage.” Cooldown: 10 seconds Damage reduced from 50 to 40 AOE range reduced from 5 to 4 meters Travel distance reduced from 10 to 8 meters Knockback distance reduced from 10 to 8 meters No longer freezes horizontal movement Now interits a part of Doomfist’s current horizontal momentum January 13, 2026 admin 1:25 am Recent Posts Lastest Overwatch 2 Fan Patch 1 – Doomfist/Vendetta Rework Tale of Time is at GDC Playbooth! Tale of Time – V0.0.4

Tale of Time is at GDC Playbooth!

This is crazy. We got a playbooth at GDC 2025 and managed to showcase Tale of Time to game devs, gamers, non-gamers, and even some people I look up to. The playtest results are surprisingly positive — over 80% of players finished the 15-minute demo, and everyone who was stuck at the final level stuck around until they figured out the solution. This means our tutorial and diff ramping is great. Granted we only showcased the game for 2 days, but still a lot of valuable feedbacks are collected. Most popular feedbacks: The first level didn’t communicate the exact functionality of the portals well enough Boundaries of portals and reflectors isn’t defined well enough Need to highlight the reflectors with a hologram even when it’s hidden in another layer Add a remote control option to the beam emitter (lantern) RMB on portals (combining portals) is kind of useless with only 2 portals around the player

Tale of Time – V0.0.4

We are picking back up Tale of Bagua! It’s renamed to Tale of Time to fit the theme better. It’s also due to the fact that most of our players don’t even know what Bagua is. The game is getting a complete overhaul since Mar 2025. Here are what’s different: Complete level rework, 5 new levels Puzzle mechanic rework, introduces light beams, reflectors, weed grass, and destructible walls. Narrative revamp, added NPC and dialogue system. Visual rework, the game looks like runescape now. (In a good way, I hope.) Complete playable loop, including level selection and debug tool Go to the “Game Details” page to see the new look. Steam is not updated yet, but you can download the build from Itch.io. Have fun!  Ps. more is on the way!! New Trailer!

Tale of Bagua is on Chinese American Game Dev Summit!

The three devs of Tale of Bagua, Alex Wang, Cecil Boey and I, had the honor of speaking at the Chinese & American Game Dev Summit in Los Angeles. We briefly talked about the inspirations of the project, how the demo was developed in 48 hours, and how we overcame restrictions of Unity 3D engine. We also shared the next step of the game — yes, we are picking this project back up! Tale of Bagua will get a new name soon, as well as 5-6 extra demo levels, a visual rework, mechanic rework, narrative revamp, and more. Stay tuned!!!!!!

Tale of Bagua – V0.0.2

Part Changes? Status Length   1 Chapter, 5 levels Mechanics Added QOL feature Core + QOL Visuals Improved Acceptable UI Improved Acceptable Narratives   lacking Audio   lacking Playable loop   Yes, basic Previous Next

Tale of Bagua – V0.0.1

Part Changes? Status Length 1 Chapter, 5 levels Mechanics Core Visuals Greatly Improved Acceptable UI Improved lacking Narratives lacking Audio Reduced lacking Playable loop Yes, basic

Designing 5 Levels… To Be Played At Once. Overlapped. (GGJ2023)

Introduction Tale of Bagua is a 4D puzzle game developed by a team of three, in which the player overlays portals to access different times in the past. Portal effects are multiplied in the overlapped area, creating a kaleidoscope of historical events. Its idea was sparked on Global Game Jam 2023 and its demo was designed from scratch in 16 hours. Level Design: Making intricated puzzles with 5 overlapping mazes Now that the core mechanics are done, how to make this “switch world, pass obstacle” trick complex and fun? As a Level Designer, these are the directions I’m going for: More switches and deeper switches. To collect the heirloom in each level, a player needs to switch multiple times. The deepest ones go across multiple levels. More walking and no sitting-still solution. The player has to explore the entirety of a new level before, on top of switching worlds, in order to get the heirloom. And these are the solutions I applied: 3 shared spaces with neighboring levels. A level should share at least 3 spaces with the previous and following levels. These 2 sets of shares spaces should avoid overlapping. No shared space with 4 levels in a row. For example, level 1-4 can’t share the same vacant space. Avoid large vacant spaces. Use long alleyways and small spots. Each level has a distinct color pallet. The deeper a level is, the simpler and more monotonic its visuals are. Level 2, the first level involving a portal, has 6 shared spaces between 2 layers. The player has to switch 3+ times. Layer 1 (2023, Present) Layer 2 (2015, Wild fire) Layer 3 (1959, Great Leap Forward)) Layer 4 (1511, Ming Dynasty) Layer 5 (2073BC, Pre-Xia Dynasty) Previous Next What went well Mechanic Design-wise, we fully achieved what we wanted to have in the game.Level Design and difficulty-wise, we created intricate puzzles that took our players over 30 minutes to complete. For a 16-hour project, it’s more than enough.Our focus on whiteboxing paid us back with an almost bugless prototype.The concept and narrative fit extremely well with the Game Jam’s theme “roots”, telling a story of a Chinese kid who uses his family heirloom “Ba Gua Mirror” to travel back in time, searching for his ancestors. What went wrong As a producer, I focused too much on playability and didn’t manage the 3D art tasks effectively enough, leading to many last-minute visual problems.As a level designer, I went all in to design the most sophisticated puzzles and didn’t care about making a tutorial. This results in the new players not knowing the basics.It’s almost impossible to see anything when the player is at the final level. It’s an actual kaleidoscope with 20+ sections. Only one of them shows level 5, and you need to peek through that tiny hole to find your way.The ending of the narrative is rushed and didn’t reveal the plot well enough. What next We want to make a whole series of games with this mechanic because of how brilliant and refreshing it is. Here’s what we will do. Mechanic Design Make the portals easier to control. More UI elements to indicate the layering. Add responsive animations. Add a fullscreen option that expands selected portals to cover the whole screen, so that you won’t be peeking through a tiny slit when you’re 5 levels deep. Add conversations and other narratively beneficial things to increase story density. Add mini puzzles to increase overall variety. Level Design Playtest multiple times to re-adjust the difficulty curve. Add a tutorial level. Make the first chapter easier, at about 15 minutes avg playing time. When everything is set, we are ready to make chapter two. Visuals Bake each level individually. Optimize assets and palettes. Make sure every part of a level is equally recognizable on first glance. Narratives Add more motives to the main character’s actions. Explain more about the heirlooms: what is a Ba Gua mirror? How is it related to Ying Yang and Chinese history? Why can it bring us back in time? Summary Tale of Bagua is a success for 16 hours of work in a 2-day game jam. We want to push the idea further by finishing other aspects. Our short-term goal: make one interesting, polished, and visually stunning chapter to pitch our game for potential investments. Game Detail Play in browser

Tale of Bagua – V0.0.0 (GGJ demo)

The first version of Tale of Bagua, created during GGJ 2023. Length 1 Chapter, 5 Levels Mechanics Core Visuals Basic UI Lacking Narratives Lacking Audio Basic Playable loop Yes Features Dimension crossing Each of the bagua mirror can create a dimension which reveals the past. The player can walk in and out of these dimensions. The landscape now and the past is vastly different, each having their own obstacles. By covering a obstacle in the present with a Ba Gua mirror, the player can bypass obstacles by hopping back and forth in between dimensions. Sample video Portal stacking Since only one Ba Gua dimension can be moved at a time, the player always travel to either one layer before or after. So even when an objective 512 years ago is theoretically over lapping with the player’s position in present, they still need to reach it step by step. Sample video