Ever since I joined Overwatch 2 back in October of 2022, I’ve had a fog in my brain, in terms of trying to fit in with the atmosphere of the game’s identity.
Fortunately, I’ve adapted well enough to reach Diamond rank in my play of skill.
Being a single/individual skill player myself, it took me a while, a long while, to understand how team-centered this game really can be.
Which sounds like an exaggeration, considering Overwatch 1 was composed of 6v6 player format, and objectively harder to pull off a game with a solo performance plan in mind. It just wasn’t possible since the team-centered aspect was amplified tenfold.
In terms of Overwatch 2’s identity, however, I’ll go as far to say that it’s still not adequate to say solo skill is majorly relevant on prevailing; given how team-fight revolving a match can be, how imperative it is to group up and to capitalize punishing an enemy’s bad positioning, and the overall intricacy to note the entire team’s health, and knowing the flow of both superorganisms in a match.
One weak link, one underperformer, is all it takes for a team to succumb to the other, especially if both teams are of approximate equal skill; more-so if the other team is of higher skill.
On the other side of the coin, one carrier, one excellent performer, will not be enough to counter the higher-skilled team, simply because the game’s nature denies that.
That’s why you have angry, toxic players raging at their teams, coming to the forums to vent at the lack of balance and matchmaking structures. No one that absolutely knows they can carry a team wants to stick around for a lost cause, mostly because these types of players know it is impossible in this game.
That’s also one of the reasons why QP is a cesspool; there’s no determination to label the difference between casual play, trying to win/experimenting new techniques, and mess around/leave anytime I want play.
This is why you have some people leaving games in Competitive and QP in unision, because there’s no incentive for players in Competitive to say: “I can carry this match given the circumstances/my team isn’t performing well”, and in QP, “I’m seeing a lot of my teammates leaving, making this match obsolete, but I still want to try my best to carry and turn it around”.
There’s simply no freedom of expression to stamp yourself as the most killed player, for the incredible most part.
On the other hand, you could go Tracer, Ashe, Hanzo, Widow, Cassidy, or any other hero with sweep potential; but at what cost? A huge one.
Team fighting has always been prevalent in Overwatch, but that is a big portion of why players feel disillusioned with Competitive, and the overall stigma that their teams are blank, aside from the putrid Matchmaking.
The phrases “It’s a team game.” “You shouldn’t be able to solo carry.”, are completely destructive for players with incredible amounts of skill, and that know they could win/flip matches if their skill was highlighted and rewared in action, even if their teammates are obsolete, and maintencance of the modes being completely sunken.
“Narrow teams” through solo play in s9 should more prevalently cure this. Otherwise, this game isn’t very inclusive in skill expression, and the conformity to strive exclusively as a team player is enforced more and more, ironically given how the amount of character and skill potential a lot of characters in Overwatch have.