5v5 happened because of queue times. The Devs have outright told us this multiple times yet you guys always seem to ignore it.
No one, from literally the start of Overwatch 1, queued for tank. Even in GM I would have tons of games where no one would want to tank and then weâd have 5 DPS and me on Mercy, or if we were lucky maybe a singular Hog or Dva or something.
This is not an Overwatch specific issue. In pretty much any game that has the holy trinity role system (tanks, healers, damage), tanks are ALWAYS the least popular role with the other roles have much longer queues, especially DPS. Not many people want to play the punching bag for everyone else. They want to go be the ones making plays while the other guy is soaking up all the damage and CC. Itâs just human psychology.
The goal of 5v5 from the get go was to help reduce queue times for everyone else by eliminating the need for the matchmaker to find 2 entire players, 2 tanks at that, the hardest role to fill. And it has succeeded in that regard.
The issue is the balance has been handled poorly since the first beta and supports got overbuffed because people werenât used to the new pace of the game (which was how the first few years of OW1 played, but supports were too used to the slowed down last few years of OW1). And then as a result the Devs kept buffing tanks every patch and everything has gotten out of control with damage and healing both feeling too high.
This upcoming patch that raises everyones health and increases bullet/projectile sizes makes the game more consistent across the board. Damage will land more often, but bigger HP pools and the new DPS passive applying a healing debuff will make it so you donât feel like you go from full HP to 10 HP to full HP every few seconds in combat.
5v5 removed a tank from the team. Thatâs about 600 HP and multiple defense tools outright gone. No second shield, no Winston bubble AND defense matrix on your team, no Rein shield AND Zarya bubbles anymore, etc. This patch seems to be trying to address that by distributing that health/defensiveness back to the whole team through the HP changes.
It also gives them more room to play with balance tuning knobs. When the baseline HP for heroes is 200, any HP increase has a drastic effect on their balance. The Devs have said multiple times that +25 and -25 HP increases to squishes has the biggest effect on their winrates.
Raising everyone up to 250 HP means in the future they can make these little HP changes to individual heroes without it being such a drastic balance change. If Kiriko and Mercy are too survivable next patch, for example, they could nerf them down to 225 HP. 250 to 225 will feel less drastic than 200 to 175 does currently because it will effect less damage breakpoints.
The new DPS passive healing debuff is also a nice new tuning knob that could honestly get applied to all roles in the future as it allows the Devs to ensure healing in combat isnât too high while not flat nerfing healing so that itâs miserable to heal up people (mainly tanks) outside of combat. The role wide self regen also helps the latter part.
Everyone has been complaining that the Devs didnât ârework the game/heroes enough for 5v5â and now that theyâre trying to do that, yâall are complaining without us even having tested it yet.
If when it goes live itâs bad and feels horrible we can criticize it. Then we wait and see if they make adjustments from our feedback. Hopefully it can get to a decent place relatively quickly. I think people will find that they enjoy the slower pace of the game and damage/healing being made more consistent and less burst-y and feast or famine. I think the pace of teamfights will feel a lot more like OW1.