Clash mode and the first-capper's curse

For some reason, being the first to cap in Clash maps seems to be a major downside
From my experience now, it seems like 4/5 times whichever team caps first in this mode ends up losing. I call it the first-capper’s curse just from how commonly I’ve noticed it. Often you’ll even see the team who got it push all the way to the enemy spawn point straight up, and then the curse kicks in and the enemy steal the momentum all the way.

I’m assuming its something about the design of the maps, the placement of the spawns and the rhythm of the respawns. I hope other people have noticed this pattern, and wonder what can be done to fix it

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I have an idea… Why not throw the first point so that they cap it and lose the game?

:+1:

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That’s the point though, its ridiculous that its a disadvantage at all and you’re inclined to do it. Shouldn’t be the case.

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In Trash, I mean Clash, whenever my team manages to push the enemy back to their 3rd point spawn, I start getting scared. But when I see my dumb af teammates uselessly waste their ults trying to cap 3rd point, welp, thats when I start praying. Were done for.

How have people still not gotten the memo to not over commit to 3rd point on attack? Even on defense ults arent necessary to cap 3rd.

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What was that? You want me to solo blade their Reinhardt before their team regroups? On it!

:+1:

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I think it would be better to give an immediate victory if you catch last point.

I think it’s the snowball getting stopped hard effect. I’ve found a lot of success taking first and second points and then not even trying for the third point and just holding the losing team in their chokes. It’s easier to do on Hanaoko than Throne though.

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IMO Blizzard tried a little too hard to ‘prevent steamrolls’ with Clash and third point is too hard to capture and win outright. Sometimes a team should capture the final point but at the moment, it’s practically impossible.

Having said that, Clash is balanced - it’s impossible for it to be unbalanced. It’s a symmetrical gamemode. Any strategy available to you is also available to the enemy. If you lost, it’s because the enemy made better use of the available strategies, even if the strategies happen to be flawed.

There’s no such thing as the ‘first cap curse’ in my experience.

I’ve been in clash games where my team has capped first and we’ve won.
I’ve been in clash games where the enemy team has capped first and we’ve lost.

Hell, just yesterday I was in a clash game on the Temple of Anubis map, and the enemy team capped the first point, then the second point. While our team managed to keep them from capping the final point every time they made a push for it. We couldn’t push them off the second point, so they won easily.

Can’t say I agree with this. I’ve been on teams that have captured, either partially or completely, the third point right next to the enemy spawn. It’s much harder because you’re essentially spawn camping at that point, and the enemy team has the advantage of being right next to their spawn point while your team has to run a decent amount to get back to the team if they die. But good team play can secure that point.

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I’ve done it too.

But it’s usually when the enemy has had someone leave or throw.

Usually if you get to the point of capping 2/3 of A/E the game is already over. There’s really no point in stringing it out over another few minutes.

Yeah, once you’ve captured 2/3 the game is pretty much over and you’ll win unless your team gets giant heads from the ego and the enemy team manages a sweep. Which I’ve seen happen too, both with my team doing the sweep and the enemy team sweeping my team.

What’s the word for when you think something is going on but it turns out that’s not what’s actually happening

Cause I suspect that it applies here. We remember the cases where one team flips the script, but when you go look at things you realize that usually that’s not the case

It’s not capping the first point that is the problem.
It’s that the map type is designed with a core flaw. The team that is winning and gets the first two points, now has a giant disadvantage because the losing team has a huge spawn advantage. The losing team gets an advantage for free and it’s such a big advantage, that they typically just get a free point.
If the winning team wants to try and take last point, they will have to expend a lot of ultimates and even then, you can still easily lose that fight. To top it off, if you try to take the last point and lose, the losing team now has momentum and most likely will take the following point, so they went from being down 0-2 to even 2-2, not because of their skill, but because the game made it up for them even though they were losing.

It’s anti-competitive. The team that is losing shouldn’t get a giant bone thrown to them just because they are losing. if they didn’t get this huge advantage, they would most likely lose the game… which is probably why it’s designed this way. They sacrificed competitive fairness in lieu of making it so that games on this map wouldn’t last 2 minutes when one team is stomping the other team.

But imagine doing this in some other competitive activity. Oh, one of the basketball teams is losing, lets lower their hoop a ton and make the winning team’s hoop higher.

While it is a garbage game mode, there is only an advantage to winning the first cap and being up a point. Tho the game mode as a whole babies the losing team by giving them free points if they are pushed to their spawn point, as it essentially turns into 2cp spawns. Where the losing team spawns right there, and attackers have to spend 30s walking back.

Imo, by far the mode where the weaker team has the highest chance of still winning compared to other modes.

It’s because the team that loses first points ends up with way more fights in which they have defender’s advantage.

The game mode simply doesn’t work competitively and feels bad in casual play for the exact same reason: it’s intentionally designed to be unfair so as to help hide the skill discrepancies. Last 2 years of MM changes did nothing but try to hide the problem and the new game modes after Push have been a part of this problem.

It’s that damn Curse of Ra on the Egyptian maps

Confirmation bias. Yeah, good call.

This fr. My very best teams on Clash have self control. Sometimes we just sit on that second capped point and wait for the enemy to take their spawn point and walk forward again, esp in cases of low ult economy and difficult matchups. Patience is key for Clash, which explains why a lot of the playerbase can’t vibe with it lol.

I really like Clash. It’s become my favorite map type after Payload. :orange_heart:

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I don’t think that’s quite the word I’m looking for…that would be more like - I think X happens …X happens…yup it happens

I mean more like “X happens all the time”…except it’s not backed up by anything and doesn’t reflect reality……like flat earth theory…confirmation bias is a byproduct of it cause they need to feel validated

Generalization? Don’t mind me butting in, I love tip of the tongue guessing games.

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