5v5 v 6v6 reality

This was a comment from another thread that I’m borrowing because it was entirely overlooked, credit to Risky

Here’s the reality on this:

  • 5v5 is substantially better for DPS players, because it dramatically lowers their queue times and gives them more carry potential.
  • 5v5 is better for support players, because it somewhat lowers their queue times and gives them the opportunity to be more aggressive with their abilities (which is fun!), because there’s one less tank to heal.

So the argument is really just about whether 5v5 is so much worse for tanks that it outweighs it being better for the other two roles. And the massive problem that argument runs into is that we know people did not like tank in 6v6 because we know people didn’t want to play it. In fact, that’s the precise reason the game went to 5v5—so few people wanted to play tank that it was creating intractable problems with queue times. People who say this was just an issue that could’ve been fixed with better balance and/or tank hero reworks are honestly just uninformed regarding how games with the holy trinity (tank, DPS, support) end up working. There’s a lot of games with that role system in place, and it’s very consistently the case that very few people want to play the tank role. It’s just not a role that appeals to as many people as the other roles do. This was not an Overwatch-specific issue, but rather an issue inherent to having a game with these three roles. The vast majority of people simply don’t like playing the tank role in video games.

So 6v6 left us with an inherently intractable issue where role queue was asking for an equal number of players on each role, even though one of the roles would always be massively less popular. That creates an enormous queue-time problem that poses an existential problem for the game (people stop playing a game where they have to wait in 10-15 minute queues). They tried to deal with this with the ticket system, to try to incentivize people to play tank. It didn’t do much. Changing to 5v5 was the only sustainable way to fix the queue-time issue. On top of that, they buffed the tanks to incentivize people to play tank more too, since people like playing powerful stuff. When all combined, this has largely resolved the queue-time issue. That is a massive success! And with queue times being so much more balanced, it suggests that overall people are having more fun on tank now and therefore queuing for it more (even taking into account that obviously there’s half as many spots the fill—the queue time imbalance has decreased even more than we’d expect just from that).

The downside of fixing the queue-time issue this way is that, with only one tank, that tank has more responsibility and is more likely to face counterswaps (since tanks are the most powerful heroes in the game, so they are the most natural heroes to swap to counter, and if there’s only one of them, then all those swaps will go to counter that one player). As an initial matter, queue times being so much more balanced does suggest that this isn’t enough to make tanking less fun for people overall than it was in OW1. The queue time imbalance is so much smaller than before that even with one fewer tank we can reasonably infer that people are more likely to queue tank than they were in OW1. And that makes sense, because tanks are more powerful now, and powerful heroes are fun.

It’s also the case that people who like playing lots of tanks aren’t really harmed by lots of counterswapping, since they’re fine with swapping. The tank players most harmed by it are ones with a very limited tank pool, where being countered has a really dramatically negative effect on their experience as a tank. I myself am one of those people. But that’s a small subset of the player base, and even that set of people still has some mitigation by being able to be more powerful due to the tank buffs for 5v5.

Then there’s the “tank synergy” issue. That’s largely a mirage, to be honest. The reality of 6v6 is that tank synergy was rare, because 6v6 screwed up queue times so much that huge portions of players queuing for tank were actually DPS players wanting a shorter queue who would just lock Hog or maybe Ball and not play with their other tank at all. That was generally actively less fun than solo tanking in 5v5. The only way you could consistently get tank synergy in OW1 was to group up with another tank player and plan to play synergistic tanks together. That worked well and was fun! But you can still do that in OW2! Just group with that same person and play open queue together! Given the functionally limited application of “tank synergy” in 6v6, and the fact that the pretty niche scenario where it consistently occurred can easily be replicated in OW2, I don’t see this as persuasive.

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This is a result of the 122 RQ format, not 5V5…

:+1:

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A well written piece!

Role queue isn’t going away. It’s needed for players who want more structure in their games instead of potentially having not enough or too many of a certain role. It’s considered the right way to play the game, which is why OWL/professional player has always played by it since it’s introduction. So this point is moot.

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The benefit of shorter queue times can be attained with a different format under 6v6 RQ…

So it’s not a benefit exclusive to 5v5…

:sunglasses:

5v5 doesn’t lower support Q times. 6v6 support Q times were instant, often even lower than tanks. Like y’all forget that support used to be the bottleneck role not the tank in OW1.

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What format is that?

1-3-2 was a disaster and a nightmare for tanks.
1-2-3 would be a sustain nightmare.
2-2-2 was a balance and queue time nightmare.

What else is there?

I have lower queue times for support in OW2 compared to OW1, usually.

But, is this your only disagreement with the entire post? There are several paragraphs and all you mention is support queue times…

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Yeah, no. I had more fun with DPS and support in 6v6 because of a second tank to peel and defend.

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It has nothing to do with queue times. Queue times could’ve been fine in ow1, the problem is they failed to balance the game, failed to update it regularly, and then literally abandoned the game.

Plus OW2 is F2P.

At the end of the day it’s very simple. 5v5 is just worse. 6v6 had BALANCE issues, 5v5 has fundamental format issues. The problems in 5v5 cannot be fixed through balance.

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What makes you think queue times could have been fine in OW1 considering how many less dedicated tank players there are compared to Support and DPS? The math doesnt add up

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All good points. It was my least favorite thing when my other tank insta-locked Hog/DVa, because it pretty much determined for me what I had to play. And yes, queue times were crazy if I wanted to play anything other than tank, especially in high-level comp. Not sure how people have forgotten that.

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no it wasn’t‎‎‎‎‎‎‎‎‎‎‎‎‎

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The enormous queue-time problem in OW1 was not a balance issue. This is a major point I made in the post of mine that the OP quoted. Tanking is simply not a popular role in games with the tank/DPS/support trio of roles. It’s not something one can just make wave a magic balance wand at and fix. The role just doesn’t appeal to people as much.

The fact is that people not wanting to play tank was an enormous issue throughout the lifespan of OW1. Prior to role queue, people mostly just didn’t choose tanks (and to a lesser degree support). This made the gameplay substantially less good, because it’s a game designed around teams having all the roles. DPS clown fiestas are not fun, but without role queue that’s what you got the vast majority of the time (except at the very highest levels of play, with GOATS). That is the primary reason role queue was put in place (as the devs have stated repeatedly)—to ensure people actually played tank (and support), in order to make the game more fun. And that was a huge success for the game! Requiring that tank and support actually be played made the games a lot better. But that created a new issue. If you implement a role queue with all roles being equally represented in each game but one of the roles is way less popular, then you create a huge queue-time bottleneck. They tried band-aid solutions for this like the “ticket” system, but that didn’t really work. The solution to this is 5v5 with one tank. That has allowed the game to have role queue AND relatively balanced queue times. It is the best and healthiest state for the game, and there’s no realistic way to achieve that with a 2-2-2 role queue. Those arguing that there is are just relying on magic thinking that somehow unspecified balance decisions will dramatically change the unpopularity of a role that has always been unpopular in Overwatch and other games that the role exists in.

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For most people, in most places, across most ranks, this is not true. I played hundreds or thousands of matches of flex queue. A vast vast majority of them were on tank, occasionally support, and in very very very rare instances it was dps

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I played OW1 throughout its lifespan and I don’t think that’s true. We should remember that an individual person’s queue times are affected by how good they are at each role. For instance, if I’m a GM player on tank and support and a plat DPS player, I might actually have my shortest queue on DPS, because even though DPS is the more popular role, there’s just way more people in plat to match into a game. To get an accurate picture, we have to think about it more in the aggregate, rather than one person’s potentially idiosyncratic experience.

Queue-time disparities between roles is an issue I paid a lot of attention to in Overwatch 1. I didn’t just look at my queue times, but rather asked the many people I played with what their listed queue times were for each role, and paid attention to what people got when they queued for all roles. Tank was the bottleneck. Support was definitely way less oversubscribed than DPS, but tank was almost always the biggest bottleneck. And, more anecdotally, this is also what I saw before role queue. To some degree it is hard to tell what was the most undersubscribed role prior to role queue, since virtually everyone refused to play anything but DPS, but IMO it was generally harder to get a tank on your team than a support.

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That being said I do have to wonder how different it would be if they made tanks more fun for more people. Truth is, most people didn’t like orisa and thought she was boring so she got reworked. Ball is an insane hero who demands a lot of commitment to get good at, sigma I think is fun but he’s also a pretty stationary hero.

People that played that flexed tank mostly played like hog or zarya. Rein was mostly the team reliant shield guy, Winston is kinda the same, and dva is pretty demanding as well.

Would tanking be an issue if they had tanks like queen or doomfist? Reworked orisa to have the fun to hit spear? Reduced some of the cc or made it so chain cc is less powerful? I prefer 5v5, but also I do think 6v6 could’ve been fixed with enough effort and making tank heroes people actually want to play.

Because we saw overall even queue times around October 2020 when the game was actually fun and balanced.

Supports didn’t have good queues at the start of ow2. would ya look at that they made the role more fun to play and now it’s the most popular role in the game.

Tank felt god awful because of the amount of CC that existed PLUS god awful tank metas that held the game hostage.

Again… balance issue. Not a format issue.

If you make the role fun, people will play it.

Support / healer isn’t a popular role in video games either. Doesn’t matter though, it’s the most popular role in ow2 because blizzard made the role FUN.

OW1 horrid queue times was a product of horrid balancing, not updating the game, abandoning the game, AND it wasn’t f2p like it is now.

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The “reality” is that blizzard did the playerbase a great disservice by removing OW1 entirely. It was immensely anti-consumer to remove OW1 and force everyone into OW2. The people who prefer 6v6 were left with no option, and people actually defend this garbage.

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Okay, so are you saying you want 6v6 but without it being a 2-2-2 role queue? Or are you saying you think it should be 6v6 without role queue? Because the devs actually tried both, and they were worse.

We spent years with the game not having role queue, and it was definitely worse, since most games were just people only picking DPS heroes. Role queue eliminating that was the best change Blizzard ever made to Overwatch (along with hero limits).

The devs also tried 6v6 with a 1 tank; 3 DPS; 2 support role queue, that would more accurately represent the demand to play the roles. It was introduced as an experimental card back in OW1, and people hated it. The consensus was basically that there was just too much damage.

So if not having role queue is worse, and having a 132 role queue is worse, then how are you envisioning 6v6 being done with a different format that is somehow better than 122 5v5 role queue?

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We never really saw even queue times. I played Overwatch quite a lot in that exact timeframe, and at no time did I ever feel like it was worth my time to queue for DPS unless I was in a stack with tank players, because the queue times were always awful. And friends of mine would actively want to duo with me because I was willing to play tank (or support).

People talking about supports briefly being the queue-time bottleneck the start of OW2 are ignoring the fact that that’s with one tank slot to fill. There still likely were less people queuing for tank than support, even then. There just were twice as many support slots to fill. Furthermore, tank basically had three new heroes at the start of OW2 (Junkerqueen, completely reworked Orisa, and completely reworked Doomfist). And that’s not even mentioning that other tanks got substantially changed for OW2 more than the heroes in other roles did (for instance, Zarya’s bubbles were changed a lot, Reinhardt received significant changes, Winston got his secondary fire, etc.). Tank very plainly had the most new heroes and changes in OW2. Obviously, in the short term, new heroes and major hero changes will shift around queue times, because people will temporarily flock to stuff that is new. That does not mean there was an actually sustainable increase in the demand for tank. And it certainly doesn’t mean there was ever a time when as many people were queuing for tank as the other roles.

Again, you can say it is a “balance issue,” but the reality is that we’ve never seen a sustained period where tank was a desired role in OW, nor do we see that in like any other game that has the tank/DPS/support trio of roles. The tank role in video games just inherently doesn’t appeal to people as much as the DPS role or, to a lesser extent, the support role.

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