(1) Go back to 2-2-2 to make Counter-Picking less of an issue, make it less likely for a DPS/Support to be killed at the very start of a fight, and make C9ing the objective less likely.
(2) Rework Doomfist, Orisa, Roadhog, Hazard, and 2-2-2 play test Wrecking Ball to provide some kind of team protection so they can play both offensively and defensively. Both Doomfist and Hazard’s blocks should include a barrier, Orisa should be OW1 Orisa, Roadhog should have a resource meter TaB that leaves inhalant around him, Wrecking Ball should ideally have an Enfeeble Pulse ability that reduces the damage output of effected enemies (this would fit his play-style best so he doesn’t have to run back to his team with shield health remaining to transfer).
(3) Remove DPS Passive because it makes it so if a DPS isn’t shooting a target being healed, it becomes noticeably more difficult to kill the target, and some DPS are more effective at applying the DPS Passive than others.
(4) Nerf both healing and damage across the board so focus fire doesn’t instant kill Tanks.
(5) Introduce a minimum % damage reduction to Armor so burst damage isn’t too effective against Armor compared to all the lower damage per projectile weapons. Could also make Armor receive 10% less healing than normal health to prevent Armor Health from constantly being topped up.
(6) Nerf AD Strafing to make hitting shots closer to the same accuracy whether AD Strafing is being used or not.
(7) Reduce the general head-shot multiplier to make fights less likely to be 1-sided and reduce massive burst damage scenarios.
(8) Nerf Environmental Eliminations by making them much harder to pull off. Death pits need to be farther away from main routes and objectives.
(9) Make ultimate abilities harder to interrupt by making it so only Tanks have CC that interrupts. There should also be a higher minimum interrupt-CC ability cooldown, like 7 or 8 seconds at the lowest so there is enough of a window to not have your ult interrupted.
(10) Change abilities to be less polarizing in their effect against other game mechanics; such as making all Anti-Heal -65%, down from -100%.
Well sure, nerf healing then if healing becomes too strong.
The DPS Passive causes more 1-sided matches because your DPS might not be shooting the thing that needs to be killed, and the other team’s DPS might be. Some DPS heroes are also more effective at applying the DPS Passive than others.
Getting 1 or more of your teammates effectively 1-shot by an Environmental Elimination is a massive swing in the fight that makes it much more likely for your team to lose.
Same thing when an ultimate is interrupted, that is a massive swing in the fight because of all that lost value, so it needs to be more difficult to interrupt ultimates.
If you think about it, most to all of my points reduce 1-sided matches.
i think some of the cause for stomps are something you cant fix
like being outplayed by a wrecking ball, pharah, junkrat, reaper, tracer, or venture
its tough to really find the skill brackets for these players since hero swapping exists, and also people play better/worse with and against certain team compositions and maps
some take healbotting for granted and get rolled when not being pocketed 24/7, others just are used to people not even shooting at them so when they get challenged, they fall over
How could this be done? It’s upto the players if they’re on the objective or not.
All of them can turn around and punish a flanker at a moment’s notice. And orisa absorbs enemy fire and ults with javelin spin.
That’s not how it works.
If the passive was removed, it would always be more difficult to kill anyone.
Unless you mean “replace the dps pasdive with actual healing nerfs” which would work.
This was the case, until the devs rolled back to the ow1 system.
They made bullets bigger in season 9 to do this. Which kind of ruined the flow of the game for a lot of people since strafing stopped working as it used to.
Most heroes have 2x. Some have 1.5 like sojourn and illari. Widow has 2.5x i think.
Learn to not stand next to the well. We all had to learn it, now it’s your turn to work on your awareness.
They already are. You can’t stun hog out of his ult anymore for example.
In 5v5 as a solo Tank, if I use my Dva Boosters to aggro onto an enemy in Overtime, I leave the objective and the match ends because no one is contesting it. Having another Tank to contest the objective would help fix that.
Doomfist, Orisa, and Roadhog are entirely selfish Tank designs because they cannot block damage for their team outside of body blocking, which is not an effective way to reliably block damage for the team. Anyone who says they Tank by being threatening is literally saying DPS heroes are Tanks.
Sure, a Tank can be threatening in a certain range, but that shouldn’t be their whole design. They need to be able to Tank damage for their team besides just trying to very inconsistently body block.
I’m talking about a combination of OW1 and OW2 Armor. Basically how Armor works right now, but like a 15% or 20% minimum damage reduction against burst damage.
The bigger bullet sizes are so negligible compared to how effective AD Strafing is.
Not possible in a lot of situations. There are literally death pits directly next to objectives and main travel routes.
Tons of heroes can still have their ult interrupted easily. Like whenever Illari ults, me as Sombra can literally Hack to cancel it for free, same for Sigma ult, etc.
The only real way to stop stomps from happening: make the human players stop playing like human players. Turn every player into a bot, thats the solution OP is really looking for.
They shld keep maken bad choicess so ppl leave for other games that are less irratating to play. Its the best thing blizz can do at this point. Ow1 is never comen back 6v6 will but not og ow1.
What is this garbage? You trying to write up some patch notes you want?
The ONLY thing that will stop 1-Sided Stomps is Blizzard will have to stop monkeying with the numbers in the background. Stop trying to “find a winnable/losable match up”. Just literally find 10 random people within a similar skill bracket, and let them fight it out. The good ones will rise to the top, and the others will fall or stay where they’re at naturally.
But with how it’s coded to say “you’re supposed to win this one, but lose the next one, and this one should be even, and here’s your points for passing/failing/drawing” you’ll never be in a system where anything EVER feels fair.
That’s because your teammates chose to play heroes with little to no point presence.
If they’re all long range heroes or snipers, you have to play accordingly.
A second tank doesn’t actively give your teammates gamesense or teamwork capabilities.
I actively peel with orisa for my teammates. A person harassing a suppirt, javelin in the face. A bastion opening a volley on the team, javelin spin. A genji ulting your team, javelin spin him away and stun with javelin toss. He’s dead before he recovers.
Hog has a hard stun and displacement on a 6 second cooldown to deny almost every ability in the game and 2 shot any squishy (1shot most of them)
Doomfist can cover immense distance. He might be in the enemy backline, but he can be back in yours in a second if needed. Stunning whoever is there.
His blocking for the team is him being threatening enough to draw fire while he’s hopping around and through the enemies.
Yes it is. Keep your eyes and ears open, don’t run onto the nepal sanctum point without checking if there’s a lucio hiding behind the stairs. Stay away from the well and lighthouse doors. Learn new routes or check for enemies more actively.
The ilios well is the only place i’ve been booped into recently, and even that is like 2 in the last 30 matches on ilios.
They’re hazards that people can take advantage of if their enemies aren’t paying attention.
You can counter this with map knowledge.
And dva, sigma and orisa can eat the illari ult. Ana can sleep the illari and sigma, orisa, sigma, hog and doom can stun most people out of their ults too.
It’s counterplay that you need to be aware of.
Which is why people must have awareness to know where their counters are. Awareness and gamesense are important skills in ow.
One sided stomps are an educational problem. Not a game balancing issue. The game does a poor job of teaching its players how to play the game. There may be many players on one or both teams who struggle to grasp how to play it.