I see people hating on the possibility of having the 6vs6 back, as it was in OW1.
I for one am totally for the 6vs6, having an inexperienced tank in a match vs a regular is a make or break currently with the 5vs5.
In OW1 I found it very cool that you had a main tank that as soon as shields where about to break or near death you could switch off positions with the 2nd tank and alternate back and forth. The game felt more like a team game than it currently is.
If you got a hammond or a doom in your team in 5ās itās even more weird, you barely see your tank and as a DPS you canāt find safety in a strong shielded blob in front of you taking the pounding like a trooper.
I think it will start to feel more like a team game if there are more players involved.
I still the ultimate solution will be varying team size by game mode. Flashpoint and Push were obviously designed around 6v6. Conversely Clash works better with a more frantically paced 5v5.
they werenāt though, its just obvious that these modes would work best in 6v6 because thats how all of the game mechanics and heroes were designed for, these modes were explicity designed with 5v5 ow2 in mind but they just show that this team fail to make 5v5 work every time, in almost every single aspect the game just works best in 6v6 even though the dev team wants to gaslight innocent people to think they made the switch for āāgame philosophy and design purposesāā
Idk for the last 2-3 years of overwatch you didnāt really see this anyway. It must be bias on my part but the vast majority of my games were sig hog istg. The hog was off doing whatever and so was the sig
Why? Because playing tank and being a ātrooperā for your team wasnāt really that fun when it means flash bang shield bash whipshot sleep and antinade coming your way. same reason tank is not really that fun right now.
End result you have both modes coexist together. Dividing up the player base isnāt the best idea this game already has too many modes anyways. Making this a big argument for or against it is very pointless
People have forgotten how bad tank diff felt in 6v6. Imagine being the better main tank, and your offtank is so bad that you lose to the enemy tanks even though youāre way better than them.
The amount of tank toxicity in 6v6 was actually insane. Itās not a good role for partners. Even worse is when you get two off tanks or two main tanks on the same team and neither knows how to play the other role.
Yeah according to the 6 v 6 custom game mode devs, echo is a huge problem with the workshop coding. Her coding is not good and easily breaks the game apparently.
And instead of bap windows, 2 juno orbits instead.
In 6 v 6, a lot of these ult visuals will need a significant toning down.
Hilarious part is that visual clutter wasnāt a problem until 5v5. A lot of minor changes they made actually affected how easily the gameās visuals feel cluttered ever since the first beta for OW2.
Sadly donāt see that being something theyāll ever look into dealing with as plenty of new abilities look more and more like homogeneous blobs. That said, I donāt think itāll really be any more of a problem than it is now.
I am going to select tank and hope someone decides to help me, if they do not, I will be the chump locked on tank. Yeah, no.
I just had an open queue game today where I was Reinhardt and nobody picked a second tank. I went DPS until our Tracer swapped to Dva. And then they went back to Tracer, so I got off Reinhardt and onto Solider 76. I do not want to solo tank with a nerfed version of my hero for queue dodgers that aināt going to support me. Aināt no way!
If I tested this mode (which I wonāt), it would be as DPS only. I am not going to be forced to tank against my will.
as a flanker i canāt agree, shield tanks are mostly behind me while ball doom etc engage with me and we work together.
its alot harder working around a ram, mauga, Reinhardt.
i get 0 benefits of the barrier. and solo dives arenāt that team Oriented.
People acts like 6v6 was never a thing, and that didnāt existed for the whole ow 1 time period. 6v6 open queue was fine especially if matched with experienced players, and infact I never and ever had problems. And it will even better with the simple min 1 rule, so all those who talk just to bash it, canāt say anything. About balancing and the visual clutter itās all down to the balancing to the team. For sure, we will finally gets those Big DPS down to what they were, and more in line with their role, and makes them killable. Idk how people still play role lock with boss tanks, itās maybe the worse and ugly iteration of the game, and are already 2 years and more that is going on.
I have no idea what the developers or player base will go for but if for some reason they happen to allow for both 5v5 and 6v6, then for the 5v5, I am interested in the limit 2. I feel like I would ultimately like some flexibility with choosing between roles.
I will probably put more time into 6v6 once that comes out to gauge how the current state of the tanks would feel in that mode but again I am interested in flex queues.
Most games will probably end up as 3-2-1 anyway, and so I think complaints about that will arise which would mean the developers just end up with 222 to deal with that.
Partly because I donāt want to further split the player base between Role Queue and Open Queue and 5v5 or 6v6. I hope they pick one or at least compromise in the middle. In my opinion I think itāll be more fun and healthier for the game in terms of queue times and determining a more clearer direction for balance by not have too many modes.
Iām also curious to see what options Kingmaker will provide. If itās something basic like just adjusting health, I might not care about that. Iām not expecting much from it.