I am done with tanking till 6v6

That was the worst part about it, because we all knew what was going to happen. People were going to speedrun all the achievements and rewards and then it was going to be dead in the water.

Meaning that people who were late to getting them, ended up getting no actual players and had to try and do the hardest stuff, with bots who get stuck and don’t cooperate.

i just want to play OverWatch again and not be miserable :sob:

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Counterpickig was always a core part of Overwatch and was healthy for the game. It wasn’t until OW2 that it became a problem. Almost like the current format doesn’t work

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I know we all have different experiences with this game so I won’t say you’re wrong, but I find that the majority of games from gold to masters (the only ranks I’ve played in on my main) definitely recover better from a bad dps than a bad tank.

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5v5 is actually closer to the games core mechanic but you guys dont actually wanna play overwatch

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The original Overwatch was already a bad game, and it never was a good game to begin with. The majority of people are just tired of Triple A devs being hacks, and Overwatch at least has style, which is enough for most bored gamers to enjoy.

Unfortunately for Blizzard, a bad game with a good paint job is still a bad game.

Let’s talk core game design.
6v6 games with a roster of 20+ characters to choose from was stupid in MOBA gaming, and it’s stupid here.
Team Size directly correlates to how important each team member is. If 1 player dies in a 2v2, that’s half your team; in a 10v10, that’s only a tenth. This importance puts extra pressure on players to perform optimally, which segways into the next part about team size:
Specialization Vs Generalization.
The ability to excel in many situations will always win out over specializing in a specific role, so long as the team sizes are small. When every player counts, you need to be able to quickly adapt to the situation, which is impossible if you’ve gimped yourself by picking a hyper-specific character.
(That’s why everybody hated Hanzo, btw)
Meanwhile, larger team sizes afford enough of a buffer for players to specialize, which often makes teams even more effective when done properly.

Overwatch… completely and utterly fails to understand these concepts, and that incompetence bleeds into player frustration.
The fact that Overwatch had problems with [The Meta™] even before the reboot should’ve been a red flag. You could not play a casual game without forcing yourself to abide by what is optimal instead of fun, or you would be banned due to excessive reports.

This problem isn’t even exclusive to Overwatch.
6v6 TF2 is straight up an inferior game for the exact same reasons, despite its classes being far more flexible. The only reason it’s even remotely respected is because the base game is 12v12, so only competitive players have to deal with the flaws of 6v6.

One of the only games I’ve seen that get low team sizes right is CS:GO, and that’s solely because nobody is tied to a specific class. Yes, the weapons can influence how you play the game, but you’re not restricted to them in the slightest. It’s just you, your team, and your enemy.
The other game I’ve seen pull this off well was the now defunct Magicka Wizard Wars. Every player had access to eight magical elements they could mix together for various effects and dueling with your magic was purely a test of skill, because you had access to the exact same tools as everyone else.

Everything regarding Blizzard’s inability to “balance” the game, or their lies about PvE… it means nothing.
Overwatch itself was doomed to suck from the moment Blizzard chose 6v6, and they killed any hope for the game when they made it 5v5.
Overwatch SHOULD have been a massive 10v10 brawl at the smallest. It’d be a mess, but it’d also force the Special Effects department to not just vomit neon colors everywhere and call it a job well done.

Come join us in Open queue, the only place where you can have fun playing tank (tank duos like Mauga+Dva, Rein+Zarya, Ram+Orisa go hard in this mode)

No but seriously, I only played tank in role queue in season 6, got to GM3, realized playing counterwatch is a miserable experience and never touched tank in role queue again; Open queue is the real tank mode for me.

(Although I can see why a lot of players don’t like the mode, 4-5 dps comps in low ranks and no room for DPS in higher ranks must be annoying for some).

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Not at all, when you have hog especially doing this https://youtu.be/jn0Rzhb4CXM even bronze players will just call you a coper lmao. Now it’s just call of duty press right click, and you are unkillable 0 strategy.

Counter picking in OW1 was a heavy aspect of the game. People fooled themselves into thinking it was okay. If people thought they blew up 1v5 they extremely blew up 1v6. All of the feast/famine designs in OW1 were awful for the game.

People think having another tank will make things easier for them. I had so many games in OW1 where I had no tank ever help me and instead work against us all the time. Which is absolutely no different from OW2. If people simply don’t help you, nothing will fix that.

The problem for OW2 is that supports/dps are supposed to offload pressure from the tank, but they frequently do not. People expect a tank to offload them, and they won’t. Another tank is just another player who doesn’t have to decide to help you at all.

The feast/famine designs of OW1 were a problem for years until we started addressing core issues in OW1. Roadhog is not longer getting the 1shot combo as free or easily. He’s not getting punished as hard. Sombra doesn’t feel as useless on a team or unpunishable. Doomfist feels fair to fight against and less annoying when hit.

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Yeah, so that’s why when you’re watching your shield get blasted away, you don’t keep walking forward

Dang, that looks like so much freaking fun ngl. Also I wish they kept the trees by first point.

This is practically an adage in UX design because it’s often observed in user research. People perceive there is a problem (“they are not having a fun time”) and because people don’t like problems with no solutions, they are quick to diagnose what the problem is (5v5, support do too much healing, support don’t do enough healing, this or that hero is BROKEN, etc) and it’s solution (bring back 6v6, buff DPS damage, nerf support damage, DELETE this or that hero) despite not having any expertise in the intricacies of game design.

That’s why good user researchers don’t take what people say at face value about what the problem/solution is, instead they ask a lot of questions, kind of like a therapist would, to really discover pain points and spot patterns and trends in user responses.

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Continuing to watch y’all warp and erode the meaning of the word “unskilled” and any of its synonyms.

As if being able to successfully counterpick doesn’t inherently require having enough skill to play a variety of heroes WELL. :roll_eyes:

Successfully counterpick ???
Counterpicking SHOULD NOT BE IN THE GAME

It is baffling to me that we have reached a point in OW’s history where people are comfortable enough with defending the idea that certain characters should be able to completely disable other characters’ ability to do anything.

Playing overwatch should not be reduced down to a glorified version of rock paper scissors, though considering the direction the devs have taken this game in for the past 2 years, I’d be amazed if we ever saw any effort put into actually addressing the counterpicking problem.

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just pick JQ or sigma and then win!

You’ve apparently never seen a rush comp.

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It originally wasnt. As a tank, you used to have another tank who could offset your weaknesses. You no longer have that. Playing a tank is a nightmare now.

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And you seem to have latched onto a bad habit

Reaching.

You’re assuming things about me individually when we are not discussing that.

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So do you or do you not practice what you preach?

Either answer is a bad thing mind you