long prolonged fights can be evidence of suboptimal play, that is true.
But I offer that in many games, top ai engines play for weird lategame tie-breaks, in what humans might describe as turtling. bait_depth=12 succeed.true() into force pawnmismatch at depth=64. Which is why engine A tiebreaks engine B after 3000 playouts, gaining +4 elo to hit 3415. Believe me in my years of game complexity and AI i’ve seen it all.
So typically, this top gameplay involves caution and mistake minimization, which also draws out the team fight (because of backwards induction). The equivalent in OW, alpha.watch bots turtling around unable to complete the fight because of risk/regret minmaxing. It’s boredom and uneventful, until a slight economy advantage (literally down to a frame or 1sec diff), compounds itself into a forced line and win.
This happened in WoW, where much of the endgame pvp came down to mana management, and they had to implement “dampening” as a workaround.
The problem is that if you design the game for normies to have long, drawn out fights, through a series of confirm/deny buttons, then the top AI (and players) might find equilibria that are even longer and more sustained.
You might also promote more of these all-in, many-onto-one burst combos, because massive cd stacking the only way to break the deadlock. That ends up with everyone copy/pasting the best-known branch of the game tree, meaning u get 1 viable meta at a time instead of several. And it’s usually a 1shot burst macro that u try and fail and wait to try again until success. You train one thing, swap, train another thing, swap back. Very moba-like, not very shooter like.
For laddering, longer ttk teamfights leads to more impatience, less solo/duo agency, and as mentioned less of the map is ever visited or respected. Too much of this mistake buffering via tanks/heals leads to attenuated expression, less micro impact, and more emphasis on standard macro. It’s also less creative, because you’re never seeing these 3v2+1v1+1v2 breakaway conditions, always a 5v5 or 4v4+that widow duel.
For OW2, they should be looking to curb the value of reset, group up, all-in, moba, sustain, punish, turtle, repeat. They should try and get back to hero-shooter roots, where side-flanks matter, taking duels or holding off areas of the map matters, handling urself in an arena/tdm environment matters, multiple 1shot angles and respecting geometry is a thing, and maintaining high k/d per resource matters.