1-2-2 is great for a more consistent game experience but it does not justify the insane queue times and loss of creativity. 5V5 is better but it is not good enough.
I would argue the only problematic heroes by design are tanks. They have dramatically larger hitboxes as well as health-pools than DPS/Supports which makes them inherently impossible to balance relative to them. This is out of necessity. The devs can’t shrink the size of tanks, they need to be big to perform their role and for aesthetic reasons which all necessitates the much larger health-pools.
DPS/Support do not have this issue because they all have a very similar size health-pool and hitboxes, so in this case it is something that can be fixed and balanced by the devs.
So why don’t we just have a 1-tank limit and open queue? Alternatively, a tank queue and a flex queue, to guarantee a tank player.
Unlike pure open queue, games would/should still be balanced (if the devs do their jobs) while largely fixing queue time and increasing the options/creativity in the game.
There would have to be many changes, supports would have to be made less indispensable. Teams should be able to heal regardless of having a healer. Maybe with a universal health-regen in some form and many supports would also probably have their damage or utility buffed to make them less purely healing focused.
Ultimately, the game would become less restricting, more open to wacky team comps and have a much shorter queue time. It would hopefully be a throwback to release Overwatch but a more balanced one before everyone learnt that games were essentially unwinnable without picking the “right” heroes.
Like I said, it shouldn’t be much of a problem if the devs actually accounted for that.
Supports should be made to be supports, Not healbots. Damage boosts, damage reduction, displacement etc.
There are many ways to support a team without simply healing. They should still heal but it shouldnt be indispensable. A team should still be able to function without it.
A lot of supports should be able to operate or at least compete against DPS. It doesn’t have to be purely damaged based though. Look at Mercy, she can supplement her team by using damage boost. Does that mean she is a DPS?
One day, the devs are gonna listen to all yalls cries for more dr abilities and on that day remember i was the one that said. We don’t need more dr abilities in this game.
The way I see it, here’s a spectrum of FPS Mechanics to MOBA Mechanics. And you can see why I think “Oh that makes it literally COD” is kinda…absurdly wrong.
CounterStrike
Unreal Tournament
Call of Duty
Valorant
Apex Legends
Rainbow 6 Siege
TitanFall 2
Halo Infinite
Splitgate
Hawken
Dirty Bomb
Team Fortress 2
Starsiege: TRIBES
Overwatch 2 <--------------
Overwatch 2017
Paladins
Overwatch 2022 <--------------
Bleeding Edge
PlanetSide 2
Battle Born
HyperUniverse
Awesomenauts
League of Legends
DotA2
World of Warcraft PVP
And the primary customers that Overwatch 2 PVP is going after are these players. i.e. “Shooter Game Players”.
Either way, the idea that Overwatch is more of a strict FPS game than Valorant is …yeah…
Like TF2 is more of an FPS than Overwatch
Apex is more of an FPS than TF2
Valorant is more of an FPS than Apex.
Call of Duty is more of an FPS than Valorant.
But somehow if they give Supports a bit more firepower, it’s basically CounterStrike?