This post is really just coming down proving most of the reasons why 6v6 is “bad” wrong, since foundationaly they are completely irrational.
[And the reason being, is just to make the ground even, and the vs situation more fair.]
First,
- 6v6 caused long queue times
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- this is just straight up wrong, first of all 6v6 didn’t cause queue times to be long,
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- the root cause of 6v6 having long queue times had nothing to do with the 6v6 format
What caused queue times to be long?
- several factors
- you got your 50 DPS roaster vs 5 Tanks to choose from
- you got your extended metas and slow balance changes and tanks usually ended up with long lasting favoured combos and metas (if you’re a DPS main you didn’t notice much, because DPS received more frequent changes)
- you got the content drought that dried out and extended the meta of tanks even longer
- you got the RoleQueue which is partial culprit but not entire one like some people like to accuse it is
- and finally, you have the overall playerbase, less players means less players, the ratio doesn’t matter
- you couldn’t find games just because there weren’t enough tank players, but because there weren’t enough tank players in general → you queue as a Platinum player, but whoops not just missing tank players, nobody was queueing support at that time either, or they’re in game, or they closed OW, what do you get? long Q time, no players (it wasn’t just tank)
- 6v6 had bad balance
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- oh really?
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- well first piece of cheap argument, lies in the simple fact that if the 6v6 format was truly this troublesome, the game wouldn’t last 6+ years in this format
Or why claim 5v5 as a superior format?
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- when 5v5 rolled out apart from initial reworks of tanks also required:
- several other reworks
- more frequent balance changes
- weird balance changes like the hitbox and HP changes
- changes how armor works
- everyone got a support passive
- DPS passive
- And there’s probably at least one I’m missing.
The amount of radical changes 5v5 required, are more frequent than changes required in 6v6, 6v6 went on for 6+ years and never really had any radical changes to be this frequent.
- [Insert specific meta] was a problem
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- 6v6 had a fair share of metas
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- some of them persisted due to the fact of slow balance
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- some were more or less fun
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- meta is somewhat necessary, and it’s shifting
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- just like you can’t constantly tweak everything
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- you have to observe the changes and see what they do to the game as a whole
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- not just meta but interactions, and then you gotta let have less popular heroes occasionally to be bit more powerful, it’s only fair if everyone gets a piece of cake
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- If you make changes to the meta too fast you might keep the game fresh, but you also suffer from possible radical changes
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- Because several small changes can make the end result more radical, problematic, and less fun in the end.
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5v5 has more frequent and occasionally has radical changes, but what did that bring?
- well it sure brings something new more frequently
- but how often do you really see that new
- New patch is out, what are people complaining about, Orisa
- 3 Seasons later, who are people complaining about? Still Orisa
- Sombra gets reworked, nobody likes her
- Few patches and seasons later, Sombra is still moderately hated character
Let’s dig deeper into this format game, what’s the difference in sustained meta in 5v5?
- Everyone knows this, everyone heared of this:
- Counterwatch
- The idea of every decision or Hero choice dependent on a sole reason to counter the enemy tank?
What about Heroes? Any more/less popular picks?
- well as we can see, it is mostly a same picture, not much has shifted in terms of Hero popularity
- the only difference is some less versitile heroes started to catch more dust
- “Reaper, who’s playing reaper, raise your hands, noone?”
- That’s understandable, because overall shorter range characters have became much less enjoyable, in a games with much more frequently opened line of fire onto everyone, a simple range advantage is enough to make the shorter range character have less fun.
- And then you have the tanks, which sometimes are fine, other times it’s throwing not playing XYZ character(s), how fun
- 6v6 was unfixable and had issues
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- I don’t mean to play the no-u game, so I will just put it in this first bullet point, and observe that 5v5 seems unfixable and it seems to still have milder or larger issues… (what issues? well you can already catch a feel of those issues in my previous bullet points)
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- Second thing I have to stress, is that queue times aren’t qualified as an issue, it it was a symptom of various problems, bad calls, imbalances, states and overall feels of the game.
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- Queue times even after the implementation of RoleQueue, initially were not as good, but stabilized after few weeks or months
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- But let’s actually talk about issues, so 6v6… issues, my bias has hard time thinking of any, but let’s see:
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- Double barrier?
- Oh yeah, the problem where impenetrable fortress sustained itself with the use of Barriers and Defensive abilities chained and lasting while the cooldown already started resetting the ability?
- Right, obviously the only fix to this is to remove one tank right?
- Or… how about, we just reduce the effectiveness or cooldowns of those abilities?
- Broken barriers shouldn’t mean reset, longer cooldowns would mean after broken, the tanks would still have to respect that their barrier is still charging or something
- Or weaker barriers, you like cycling cooldowns? Great, but nobody likes not being able to do anything because you spam spells,
- So you’d simply weaken the barriers, bringing the need to effectively use the barriers instead of set and forget type of gameplay
- Or do cooldowns or both, bringing more skill into the barrier department, tanks have to think twice before randomly setting down a barrier, are more challenged to utilize natural cover or whatever to bring out the most out of that barrier
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- GOATS?
- An already half-solved format thanks to Role-Queue
- This format resembled similarities of a Double Shield meta
- But instead of a fortress, you were a moving fortress
- So the partial fix to GOATS, would be the same fix against Double Shield - talk about efficiency…
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- People complaining constantly on Forums?
- Well as I see it, people are still complaining
- And not just about various things, but re-occurring topics
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- Tanks weren’t having fun?
- Tanks were having fun
- And when they weren’t, it wasn’t necessarily because of the format
- Tanks are actually having less fun now, all this pressure on them to hold the frontline, accompanied by frequent use of counterswapping to be more effective against that specific tank Hero? doesn’t sound like much fun to me
There’s several more of these misconceptions that unlawfully make 6v6 sound bad…
And I’ll see if I’m going to expand more points, just to show you a clear picture of the whole 6v6 format, and not some fabricated exaggeration, or something that’s irrelevant to the 6v6’s structure.
Peace.
Point 1
- 6v6 has nothing to do with queue times, I’ve seen shorter Q times for DPS in role queue than you have now on average
- fact of the matter is, it all simply comes down to enjoynment of the role, and the ratio of players
- another fact of the matter is, there’s a significantly worse ratio now, because not every tank player likes the 5v5 format
- queue times mainly tanked because of player ratio → which is affected by long-term reputation of enjoyment of the role → which is affected by various criteria but mainly balance state and changes
- all of that had nothing to do with 6v6
- simply because:
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- if you go to 5v5, and still have ridiculously skewed ratio → if you still have discrepancy in the fun level of the roles → and if the balance is just not as enjoyable or worse
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- → the result is long queue times for DPS and Support, but now we’re 5v5
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- → so it’s not a format problem, and you can’t blame it
Point2
- 6v6 is and was arguably more enjoyable by tank players
- current 5v5 tanks that went ahead and joined/tried the custom 6v6 games with special balance greatly enjoy(ed) playing 6v6
- the addition/revert to 6v6 would indeed impact queue times, but those queue times most likely would later stabilize, and the initial impact most likely wouldn’t be as big as people believe it will be