6v6 had constant design issues that couldn't be fixed

It just sound like your idea of balance is tank of the month rather then higher diversity in more maps… which is the same process that lead to stale meta’s for years… when everyone can play decently its all good… when a hard meta appears the game begins to suffer

It’s still 5v5… you’re still down an entire player. And every tank is severly nerfed in their health pool.

Do not even attempt to compare the two bffr.

It is and again that’s for YOU.

YOU are the outlier. YOU are in the minority.

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No if it was there would significantly more people complaining on the daily and people abandoning the game on mass like they did in OW1. (Remember when the ques were @$%@# in OW1 becauase tank players left the role (Good times))

It’s not an issue at the moment, and many most people prefer it this way.

Their are poles for 6v6 vs 5v5. And they are leaning in favor of the latter. More the longer the game goes on.

That and well supports are supper charged, dps are more free to make plays.

And tanks are not anchored down to the picks and plays of another.

Games good M8. People like it as is.

I probably have a more complex view on balance as a formal technical concept than anybody you’ve ever talked to before.

https://reddit.com/r/Competitiveoverwatch/comments/17z5m9j/hottake_ow2s_balance_philosophy_has_some_major/

That said, it’s simplified down to the devs should make the most popular and least frustrating heroes have the highest pickrates. Since that’s how you make the overall game be less frustrating and more popular.

???

People have abandoned the tank role. It’s the entire reason (in seasons 1-8 ranked system) it would take til literally the final days of the season til the t500 for tank was all GM1’s.

It’s the reason the tank has near instantaneous queues.

It’s the reason whenever you flex queue you will get tank 9/10 times. If not 10/10 times.

Factually incorrect.

I’ve seen multiple poll’s for this very thing. They were literally all in favor of 6v6 LMAO.

Yes I get it, juggling archetypes(rush/dive/poke) allows for the game to have the illusion of freshness without introducing new artifacts that could disrupt established norms (enfeeblement orb)

and reducing variables should make it easier for people to learn the game… however it comes down to what you rather play…chess or checkers and sadly it feels like instead of trying to help new players we have to more so punish them due to smurfs/ftp shenanigans using those automated systems to rigg MM…

It comes down to, you better have a damn good reason why they shouldn’t optimize the game for larger playerbase sizes. And that reason has to be worth at least $50,000,000.

You can’t make everybody happy.
But you can maximize the amount of happy players.

I’ve been working as a game tester for ovr 20 years, which also mans i’ve worked closely with actual developers.

You on the other hand do nothing but provide everyone with hot takes and moot arguments right now.

Resizing? It’s about adding power when it’s not needed to fix an underlying issue which is what you don’t seem to full comprehend.

That does not matter whatsoever. The game has heroes with abilities, and that’s what matter. Each hero has a unique kit with abilities that either support, or do damage.

It’s a fantasy hero shooter, in a MOBA format.

Why on earth would i care what Phil Spencer have to say? He didn’t design this game.

The game is in fact a fantasy hero shooter with more elements from a MOBA than i care to count. Stop coping so hard, yeah?

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Iv’e only seen that in like recent months.

And you know that’s like mauga/season 9 rework. People are unhappy with reworked game moment. Which is not surprising a lot nerfed heroes. changes to break points yada.

Thiers also a chunk of the player base that doesn’t care either way.

and were like 35 to 55 split. with 10% going the either.

But not in mass like they did in OW1.

it was so bad gold rank ques were like 10~20 minutes.

top 500 is also weird rank that’s always starved for players that not surprising.

Okay, name me 3 hero shooters that came out before Overwatch.

If that viewpoint was a player first perspective sure…

but every action blizzard has taken over the last few years is not towards a better player experience, but higher volume to get into the shop to spend money which is a business first view… and if business interests are that deep in the creative process we are gonna have a rude awakening in a year.

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Must not be playing much Tank then. The role is more miserable than it’s ever been. Sure, comps like Goats, Dive, and Double Shield weren’t fun, but they weren’t torture either.

I do I que all que, and play like about 2/5 my games as tank.

Orisa d.va JQ winston are all doing well at the moment.

IT. DOESN’T. MATTER.

Balance is balance, regardless of game. Every single online competitive game require balance, and this game is not balanced whatsover, because of the power creep they introduced. That is why they struggle more with balancing the game because that’s how power creep work.

In order for them to deal with the power creep and balance the game, they would need to revert every single nerf/buff done within the game to the point where they may as well start working on a separate Overwatch title and just slap a 3 at the end of it.

TF2 is another hero shooter, just sayin’.

I’ll just quote the wiki instead.

Hero shooters are a variation of multiplayer first- or third-person shooters, where players form into two or more teams and select from pre-designed “hero” characters that each possess distinctive attributes, skills, weapons, and other passive and active abilities. Hero shooters strongly encourage teamwork between players on a team, guiding players to select effective combinations of hero characters and coordinate the use of hero abilities during a match.

If you still can’t wrap your head around this, then there really is no point in continuing debating with you any further.

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Well, look at Season 9 and ignore the Tank part.

For the most part, it’s the most popular characters being strong, with a big focus on fun, and making the game more accessible to new players.

Videos: On why Season 9 happened

Eh well part of the game design is their to create direct imalancing, as most heroes have match ups their better/worse at.

And that is by design. Exactly like how Tf2 does it.

Okay, give me a formal definition for Balance.

And which professional gameplay designer where that definition comes from.

By that definition I am actually qualified to give you a answer to that if you want.

That is my job title,

That and well programmer, software designer, and more depending on the job title or degree you want to go off of.

Lol wrong person, you would actually count.

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