You won't be able to sustain your team through a fight just by healing them - instead, you need to weave in full-charge primary fire to end the fight faster. Just know that your healing resources with your secondary fire are very limited. Piero Herrera, one of the hero designers who worked on Illari, told me, "The main pillar of the design was that we wanted to create an attack-centric support … lots of aiming mechanics." The healing pylon makes it easier to pull away from your team without depriving them of resources. That was deliberate, according to the developers. Illari brings a very different play style than our last new hero, Lifeweaver, with his "wait and react" defensive style. Illari was designed to reward players who enjoy aim-based heroes. Adding achievements or unlockable cosmetics like titles and player icons would go a long way toward keeping players engaged with the game mode. While it can be fun to hear how Reinhardt responds to situations compared to Winston, I'm not sure that will be enough to keep most players coming back. The biggest concern for me is replayability: When I asked the developers what elements they put in the game to encourage players to keep playing these story missions, they pointed to different dialogue combinations depending on which heroes you chose. All three had moments that felt genuinely cool, but if you're primarily here for the gameplay instead of the story, these missions might not be worth the $15 cost of entry. The second story mission, set in Sojourn's home town of Toronto, felt noticeably more engaging from both a story and gameplay perspective, while the other two felt more like extended versions of the Archive PVE events. The opening and closing cut scenes are great content for lore-obsessed fans like me who've been waiting years for a proper Overwatch story, but the gameplay itself largely felt repetitive outside of a few sequences.
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