Devs Should Experiment with 2CP Again

I feel like 2cp could have stayed if there was a flank route around the main first chokes. If they implemented that now every map would be fine - even paris

Absolutely not.

There is a reason why heroes like Torb and Sym were always stronger on defensive scenarios like defense maps and KotH.

The best example is when people cite the shield gen Tracer thing… which was simply not a realistic scenario because Tracer would often exist way outside of any safe Shield Gen range.

There were specific maps that had unusual layout and allowed Shield Gen offensive usage, but that was pretty much a rarity.

Tempo Rezzing is what I am talking about. Its power was used specifically to deny the enemy a winning teamfight condition (numerical advantage on teammate death).

But Tempo Rezzing was far more valuable on the defense side of 2CP because of how important was to deny the enemy a winning teamfight. The offense side needed way stronger teamfight power, and Mercy was probably the worst teamfight support even back then because, again, her power was focused on swinging and resetting microfights.

My point remains that defense in 2CP was supposed to be more about denying the offense team a winning teamfight than outright winning every teamfight.

I think hybrid is the perfect reason why we should not. The simple fact that the point is lost after you loose one fight, after you won the last 5, just feels terrible for the defender first point, while the second point is a stallfest.

The spawns of the 2CP maps would need to be completly reworked and the point would need to take much longer to cap and dont loose progress anymore. Kind of like how in KotH the timer goes up, but only for the attacker, when no one is on the point.

So it COULD be done, but I dont think the devs will redo 2CP and are locked in, to make every 2CP map, a clash map…

Eh, no both sucked on king of the hill (as in control)

Any map / point with large amount of flanks or open air tends to allow the enemy ways to get around their set-up. and jsut ignore or destroy such without them going off.

The points they were good on were places where their was one big choke everyone had to walk through and were forced to play through their turrets and projectiles directly.

So first point hanamura/hollywood/ and anubis primarily. Then just fall apart after the fact. Because large chunks of kit just lose power when not in that exact scenario.

Remember sym still needs to win a fight or two to set up her TP/shield gen, and torb needed to kills to keep his armor packs up.

I mean, yes and no. It’s not something specifically only defense benefited from. And more times then not it was better on attack as a way to continue a push post sniper shots.

So no, ults are not up all the time. Most engagements with a character will be without it in play. Even tho that does have value, it’s not “were her focused” was.

If your not killing the enemy team theirs really nothing keeping them from gaining ult charge, and doing such also keeping them from winning as you put it.

And you have a lot options to do that consistently, simply stalling or attempting to play just to deny value. Will eventually just burn your resources and have the enemy walk over you regarddless. As you have to invest your own tools to do that.