6 v 6 Had No Issues At All

Yeah no.
Synergy is a combination that becomes more effective by the proper use of the abilities of the heroes, like Pharah+Mercy for example. Like I said, that didn’t happen really outside the 2 examples provided.

Obviously if you have 2 tanks, you can use 1 to cover the other lack of X or CDs but thats not synergy really, its just strategy/tactics/positioning + timing.

Now with the 5v5 reasons:

Its not insane nor it is tied directly to OWL: Its for new players.
If you are going F2P and people find a game hard to read / get into, they are most likely to NOT join the game at all. Its just marketing 101.

Everything is wrong with that lol.
This is an FPS with some RPG elements, not a MOBA that happens to be played in First Person. Every time the Devs had the slightest sense/hint of the game going in that direction, they DRASTICALLY acted to change it.

5v5 didn’t really introduce other problems, its just faster and less forgiving and some people don’t like it / refuse to adapt. You could say passives are an issue … but not really, is the balance mainly, but sure.

I think too many people look back at 6v6 with rose tinted glasses and definitely with near zero perspective of the actual “real” game being played. Sure, 6v6 played in OWL or by T500 looks amazing, one might say slightly better than 5v5 but … outside that rank/window? Good lord spam fest with max coordination of 2v2v2 team members.

Its like those getting ultra triggered and raging about Double Sniper “meta” … which was not a meta at all really and below GM it was laughable.

in a lot of ways, for tanks especially, it is the primary issue

hero balance was never good in overwatch 1, but there werent these black and white rock-paper-scissors matchups that are currently plaguing the game

Nah, Sigma didn’t need a rework. They simply needed to target Kinetic Grasp when going for nerfs, but the devs went the opposite route and actually buffed Kinetic Grasp, making it harder to rush or dive Sigma.

Overwatch should have never gone to role queue. They implemented role queue to ‘fix’ goats when they could have just reworked brig to not have AOE healing.

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Well I actually prefer a slower rythm. 6V6 was definitely less chaotic than now and you had time to think of strategy and chill a bit during the game.
It wasn’t boring at all for me but that’s just personal taste I think

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Everything you just mentioned there had 1 root cause. Brigitte.

this was the answer. this is all it shouldve taken

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Same. Honestly, it really only gets boring when overall sustain is too high, not just barrier sustain.

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RQ also introduced the problem of the matchmaker being put into an impossible situation where it has to not only create lobbies of players of the same skill level, but to do that quickly enough to avoid overly long queues. Not even halving the number of tanks required per game has solved that so far.

RQ feels to me like a case of “the operation was a success but the patient died”.

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That’s fair. It’s all subjective.

I always play with the mentality of this is my chill time, so don’t waste it not having fun.

My rank for each role are quick varied. I find the higher you climb, the quicker the tempo. I don’t have the mechanics for it sadly, but games are so much more fun for me when it’s fast paced.

Yeah youre right but I can’t find a word for it, it’s either mutually beneficial or sharing the load.

If it was a fps I don’t think dps players would play it, firstly a large majority of dps hero’s are not hitscan cookie cutter fps stereotypes and secondly I don’t think dps players would have reason to play ow over traditional fps games.

Hmm yes this is a very important point, any game with the holy trinity of tank/ dps/ healers depend a substantial amount on tanks slowing down the game. Ow2 changed this philosophy into making tanks irrelevant in winning the game, so had to be molded to help speed it up which is counter to their own existence.

Yeah it should only be tanks who look back as if they’ve lost something, unfortunately I feel the other 2 roles have adapted too far and are unwilling to see that their new ideas on their gameplay loop and in game goals are the problem.

I can’t necessarily remember the old problems, supports did what they were supposed to do as well as dps. All I can remember are how annoying chokes were and 2cp.

This was fun putting on my dev shoes for the day, thanks

So… it shouldn’t be a surprise to anyone that Overwatch has a MMO style trinity going on in it.

6v6’s problem was that the empowerment corner of the triangle was absolute garbage. Offensive empowerment (Lucio speed, Zen discord, Ana Nano) was balanced around OWL so it wasn’t amazing anywhere else with less coordination and Widow, Hanzo, and Ana’s anti nade made defensive empowerment (healing) terrible pretty much anywhere. This lead to the meta see sawing between all out murder and all out control with exactly zero middle gound. The one exception to that was the few times/ranks where Mercy was strong because of Resurrect. Then the game was actually healthy and the meta wasn’t crazy stacked in any direction.

Now, 5v5 was one route to fixing this. Removing a tank (control specialist) theoretically would leave the game in a permanent all out offense meta, then rework a lot of the roster to function in that environment. Could have worked. Didn’t work because they didn’t do enough of that second part. Also a game like that arguably isn’t Overwatch anymore.

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double shield was a huge problem and it could easily become triple shield with the sym barrier ult

OW1 was available on those platforms already so I dont think so.

It had a barrier problem because the devs who have retired decided to release Sigma whose Experimental Barrier had 1500hp and regenerated 150hps. That barrier now is 700hp and regens at 80hps. His release was the stupidest thing in the entire history of OW as Sigma 1.0 was the strongest iteration of a hero to ever hit live servers and pretty much destroyed the game for about 1-1,5 years

But towards the end of OW1 when balance was really finite and all sorts of comps were viable (as top500 often played even Rein/Zarya comps despite Ball/D.va being the best meta comp) the game didn’t have any of these problems. If all the new heroes were put in a 6v6 environment that OW1 had with Sombra+Hog soft-reworks slapped on top of that and all the new maps and gamemodes: The game would be legit doing great

Nobody knows why they’re being so obtuse about 5v5 when it’s costing them millions. If I was an investor I’d be demanding heads for the atrociousity that is ruining the franchise as 5v5 is not a format that the game can sustain, as it is fundamentally flawed with the entire baseline design of the game. Whoever thought of it should’ve been fired a good while ago

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You forgot his balls had more range and delivered more damage lol.
Only kinetick grasp was weaker than now.

Yes but I’m sure they overhauled the engine or something, I know for a fact the screen tearing and other issues appear on the Xbox one OG with 5v5 so hard to imagine another two players using abilities.

As for the switch never played but it must struggle to hit 30fps currently with the little bit of power it has compared to Series X and PS5.

Oh for sure coordinating (successfully) with another Tank to claim space was awesome but … again under certain ranks, that was a lotto lol.

I don’t know where this “hitscan” underlying comparisons come from. Arena games like Quake 3, TF2 , Unreal, Halo and some more are the core FPS. I think you somehow believe that Tactical FPS (CSGO and Valorant) are representative of the whole genre but they are not.

I dont think thats it.
Roles exist in hero shooters a lot, even in Quake Champions, or Apex Legends “thick” legends are Tankier, but some of them are Supports.
In Overwatch everyone is a DPS:

  • Tanks are short range, beefy, bigger DPS
  • DPS are offensive “basic” model DDs
  • Supports are DPS that can heal and sometimes add another utility.

No prob.

I think the issue always comes from the lack of proper direction. When you give CC, Mitigation and Abilities way way way way way too much weight/relevance in comparison to positioning, timing and “gunplay” you end up with issues.

The issue was queue times due to a smaller tank player pool. That’s why they moved to 5v5.

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Nobody ever brings up the real issues here.

The reality I’ve come to realize is the game could of been done right in either format, but the balance and hero design team are too braindead to ever get it working right.

6v6 had the following problems:

  • Way too much ult spam. This was due to tanks giving same amount of ult charge as squishies and being easier to hit. In 6v6 you’d use tanks as giant ult batteries to farm charge.

  • Too much stalling at choke points. This was due to maps not having enough cover at certain spots and not having any effective alternate lanes.

  • Nobody wanted to play tank because the tank role was boring to play. The tanks were too slow and too limited. In OW 2 they started adding fun tanks and queue times went up for tanks, but a lot of that was also because they could afford to make that one tank stronger.

  • Spam characters were way too strong. It was too easy in 6v6 to pick a character like Junkrat, stand there and spam at the chokepoint. Because there’s so many bodies standing there you are almost guaranteed to hit someone. Farm riptire “fire in the hole!”. Boom! Triple kill. It was stupid, but often necessary. You needed to do that a lot of times to break all the shields.

  • As long as two characters existed with shields it was always the best strategy to pair them together unless they universally nerfed shields into the ground. This goes back to tank role being boring. Every time you picked a tank that didn’t have a shield you’d get screamed at to choose one that did.

  • Without shields in the game if you also factor in the stalling at choke points problem snipers would of completely run over the game. So you nerf shields into the ground and now you get this problem. It was more than their balance team could deal with at once.

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