A creative team composition needs synergy between the heroes, either directly (like pharmercy or Orisa/hog) and/or strategic synergy like we seen in OWL in multi DPS comps, otherwise It’s just some random heroes put together.
Strategic synergy requires the most team work and coordination.
Does any thought goes in the process of building a multi DPS comp on ladder? No
Are they building intentionally a synergistic DPS heavy comp? No
Do they have the teamwork and coordination to actually play a DPS heavy comp? No
Is it just death match most of the time? Yes
Let’s answer these questions. Thought, coordination, synergy, teamplay?
Not really. We’re on Numbani defence, for example. We’re defending. I go Baptiste.
Tanks, Hammond and Roadhog.
DPS, Genji and McCree.
Other support, Brigitte.
How do we set up? I take high ground at the back overlooking the point. Genji goes to spawn camp, McCree is waiting by the middle entrance front, Hammond is on top of the coach. Roadhog is actually on point.
What happens. Genji gets killed instantly. Hammond Pile Drives thé approaching team on the street attackers come down, dies, complains of a lack of healing, McCree is dead moments later. Myself and Hog hold the point long enough for Genji to get back and die again, but it’s 6v3 as Hammond arrives, low health, everything on cooldown, point gone.
This type of thing continues as Genji and Hammond trickle, rush, die, until the cart reaches B.
222 isn’t solving anything. As a utility dps main (sym, mei, sombra, torb) my best games % are 3-4 dps. When I’m playing mercy I also want 3+ dps (range shooters I can right click and escape quickly to high ground with). And the number of times our forced 222 has been completely rolled by multi-dps comps because they overloaded our ability mechanically. 222 is for casuals who don’t want to be spawncamped by genji/widow/tracer/doomfist comps, and maybe pro players (because they’d otherwise run 3dps or 3/3 like the already do).
2-2-2 doesn’t offer any structure or support to make up for a lack of it either.
Heroes are literally too diverse in design.
2-2-2 or not, you can still frequently land yourself with an absolute omnishambles of a composition.
What are the figures of possibilities for creativity of 2-2-2 and not 2-2-2? Both run into the millions, and the overwhelming majority of either are an utter mess.
What you just described there is a ‘synergistic’ team composition, not necessarily a creative one. In algorithmic game theory we actually have a notion of ‘creativity’ that has much to do with how narrow/broad the search space is. More options generally means more creativity. Fewer options is just restrictive and constrained. Finding the correct solution in a field of few options isn’t creative. Exploring many solutions in a sea of many many possibilities, is.
Go back and learn the definition of creativity and take it verbatim. Saying forced-222 lowers creativity is a fact, because math. Its not some myth you can debunk just because you bring up synergy. When advocates of non-222 talk about creativity, we mean quite literally creativity. In this case, more options to choose from and come to terms with.
When their is already no creative teamcomp then there is no creativity to lower.
The basis for working composition is synergy, this is how the game is designed
You’re forgetting the notion of counterplay. It’s not just about your team having a perfectly synergised bunker composition, when the enemy team show up with Pharmercy and Sombra; or teleport a Deathball into your blind spot and you have to relocate.
Same here. I literally main all kinds of utility dps. Not your ‘cant go wrong frag out big dmg/elims carry dps’, but the weird flex stuff like mei/sombra/sym/torb which helps round things out based on the situation.
How am I going to earn my keep in a 2-slot meta where I have to compete with the value-per-second added of 2-snipers or dive metas or just bizarre aoe/splash overload comps. My utility was best used to augment 2dps as a 3rd dps/utility pick. Now my teams just won’t do enough dps-like things.
Oh and theres also the whole quick contest stuff that was definitely ‘synergistic’ (since the notion of creativity seems lost in this thread). No more swapping to mei/hammond/brig/lucio/etc. for hard stalling. Nope. Get owned waddling back in overtime without any clutch swaps. How many games will be won/lost that way? Enough to warrant significant sr shifts and probably needing a ladder purge/reset.
When the enemy team is countering my Orisa hard, that often means they’re vulnerable to Sombra (The opposite of Orisa), whom i also happen to main. If the enemy has a ton of mobility and CC (i.e. Doomfist/Tracer/Genji/etc. constantly breaking through) making even the CC resistant Orisa have a hard time, switching to Sombra has them flying right into my hack.
Any argument of what you’re not able to do in a 222 locked ruleset is de facto something you won’t have to deal with from the other team. 222 ushers a consistent experience that should get better now that characters can be balanced within their role rather than to answer some kind of gimmick composition.
For three years I ranted about how the game is about synergy of abilities rather than the damage vs not-dying arms race. While yanks just dismissed me in voice chat, everybody’s pikachu faced whenever a foreign team dazzles the scene using synergy.
Community had three years to show off this creativity they clamor about; nothing. But three years of aped meta from pros that stifled the experience. I had no choice but to change my mind and welcome 222 regulation because in practice, team building is a joke.