6v6 Review from a GM Flex Player

100% more enjoyable than 5v5 for a myriad of reasons. After yesterday’s games, all I could think about in my last 2 hours at work was Overwatch. As someone who has been super frustrated with the state of 5v5 since S9 especially, this test couldn’t be more welcome!

The Good:

I have my second tank! I’ve finally been enjoying playing tank again! With the new additions to the tank roster, there is so much more team composition variety. Some of them are overtuned, but more on that later. Counterswapping still exists of course, but the outcome of a match is no longer dictated by your hero selection in spawn. Tanks having less HP means there is more of a window to outplay an unfavorable matchup. This doesn’t even account for the fact you have a second tank to help you out, and split enemy attention and resources. Less cooldowns are being used on me when I play tank.

DPS feels incredible. It seems on first glance that one would have less space to do things, but having 6 targets to potentially pressure, rather than 4 in 5v5, goes a long way. It doesn’t feel like playing DBD when tanks can actually be meaningfully interacted with. Besides this, abilities like Suzu and Grip feel far less oppressive as their uses actually need thought put into them. You don’t feel like you’re being constantly cheated out of kills every single fight.

Support gameplay actually doesn’t feel all that different to me. The main difference I find is that I consistently have a tank or DPS to peel for me if I need it. I still have ample opportunity to deal damage, and team fights depend far less on shoving heals up your tanks’ behinds than balanced usage between everyone on your team. It’s so much more exciting than 5v5!

The Bad:

This section will mostly talk about balance. While there are some glaringly overtuned heroes, it isn’t as bad as I initially thought it would be. Nothing really feels weak — there are just a few outliers who are a little bit too strong. If I was to write a list of heroes that could use nerfs they would be as follows:

Hazard

While he doesn’t really function well in 5v5, he feels great in 6v6. His playstyle can actually be enabled by other tanks, which makes him very fun to play in this format. However, he is ridiculously hard to kill if you know what you’re doing.
Reduce his damage reduction with Spike Guard, or reduce his armor a little, and he would probably be perfect. Perhaps a slight reduction in boops from Jagged Wall.

Rammatra

Reduce how much HP he gets from using Nemesis a little, and that’s all. He is overall not all that much stronger than other tanks, but this would help bring him in line. I don’t die on this guy.

Wrecking Ball

This guy is pretty tanky, and neccessitates counters, even in 6v6. His HP can be reduced if they give him some counterplay against CC. Make Adaptive Shields grant CC immunity for a short duration, and the tradeoff would be fair.

Sojourn

She is already overtuned in 5v5. Being able to build rail even more easily, while actually dealing meaningful damage on tank, puts her over the edge. I would reduce her charge per shot.

Lifeweaver

This guy got a lot of buffs. If he’s being played, your kills are dropping drastically. He is a very poorly designed support in the first place, so he still needs a rework to inject some skill expression which would also allow for fine tuning.

Juno and Lucio

Just reduce how much speed boost is granted. Not by nerfing cooldowns, but by nerfing the percentage of speed granted. Everything is mobile, and with two tanks, these two can be absolutely suffocating to play against.

The Ugly

The DPS passive. This is here to keep sustain down, but sometimes it just feels like you’ll blow up randomly when playing tank with lower HP, even through healing. I acknowledge that burst healing is overtuned, but the DPS passive to keep it down is just a bandaid fix. Remove the passive, and nerf burst healing.

S9 HP and projectile size changes should not be present. Not in 6v6, and not in 5v5. It still disproportionately benefits hitscan over projectile, and screws up DPS balance, breakpoints, and tank survivability.

All in all, I haven’t had this much fun in OW2 on any role since OW1. I will be religiously playing this every day I can until it goes away. This needs to be a permanent format.

15 Likes

you gm’s love to troll others who are not as skilled as you…

1 Like

What do you mean lol

Maybe I’m too used to playing solo at this point, but so far it hasn’t felt like my co tank has been very helpful. I either destroy the enemy team with no help from the co tank or I die in situations where if I was 5v5 dva I’d be getting 2-3 kills. It’s frustrating to have my potential halved just to have someone function as a distraction. At least no one is playing the lame counter swap game. I also definitely feel like the healing is just much less since there are two tanks. I am able to off angle but then I just tickle them and they ignore me. I am able to peel but then my co tank can’t hold the front line.

I’m not really in favor of either I think. 5v5 has higher highs and lower lows I would say. They just need to remove the strat to have 3 people hard counter the tank and 5v5 would be probably be fine. 6v6 seems to offer more consistent gameplay though and there is less pressure on you to perform. 6v6 could use the tank passive. Dva has been mega nerfed. Even though this was how she was in ow1, it feels so bad cause I’m used to current dva. DM just doesn’t last long enough to save anyone it feels.

2 Likes

After playing solo q, and also in a group…I absolutely LOVE 6v6. I was against going 5v5 in the OW2 beta and even more against it as time went on. I always wanted 6v6 back (along with 2cp before flashpoints and all the other new modes kinda sucked).

Now that it’s back it feels overall SO GOOD. I was an avid tank player in ow1 (loved me some ow1 roadhog), but since ow2 tank has felt so bad to play. I didn’t and still don’t enjoy it in a 5v5 setting. Bringing back 6v6 has just made me remember how much fun EVERY role is. In ow2 i just q dps/support, but in 6v6 im back to queueing all roles - and all roles actually means ALL roles! it doesn’t mean tank only.

I hope blizz does something to keep this, maybe make a few changes and balance things out a little more but most of all the feedback i’ve seen toward 6v6 has been positive.

5 Likes

gm’s always troll players who dont have the same skills as them i see it all the time in unranked and they even boast about being high skilled

I think you’re confusing GM players with the top 500 lucioball player that’s a career diamond.

2 Likes

I don’t know what you mean. I share most of their opinions on what’s op and the suggestions on how to adjust them in a reasonable fashion, some of which i had already thought about myself.
My peak is plat 5.

1 Like

Excellent take, op; thanks for this well thought out and detailed post.

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Winning against is not trolling, love

Why would you not be proud of being the top 1% of something?

Jealousy is a dangerous thing for some people around here

1 Like

Its good. Tanks aren’t as unkillable and oppressive as 5v5 so counter swap doesn’t give massive free value and dps and support have more agency to counter the tank even if they’re alone.

Also the last point, even if the enemy blows all their cd’s to kill you (slep, flashed, trapped, hooked and cooked) you have another initatior on your team that can take advantage of that.

1 Like

Jealousy is always a dangerous thing!

Because being the top 1% of sitting at home with no life is not something to be proud of? lol

https://www.youtube.com/watch?v=ZNeva4uNf4Q - how do you kill that which has no life

head shotting a tank and having them actually take damage feels great too

If you can’t be good at games without having a life, that’s a you problem tbh

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I agree with this. Additionally, remove the out of combat self-healing passive (and return it to just Mercy).