Ok so I was genuinely so happy to see that Competitive will be removing Clash the game mode is just truly crap.
My major problem really is that Push and Flashpoint are also terrible game modes, I just prefer them to Clash.
When we look at Overwatch 2 development the game modes introduced are all bad. There isn’t one new game mode which when I queue up I genuinely think sweet this mode is class.
Now I personally prefer hybrid, it’s assault and escort so I think uses both skill sets. I like assault, especially because even if you hard lose the first you can definitely win 2 in a row and adapt.
But the new game modes just suck and I genuinely believe nobody gets a Push/Flashpoint map and goes ‘yay my favourite mode/map’
Does anyone actually have these as a favourite game type? Genuinely interested, because I’d be happy if Overwatch 2 scrapped them all and went back to the drawing board.
People say removing Clash is taking away content. Well my idea of content is good stuff you enjoy, I’d genuinely rather have less modes and enjoy all games than be subjected to walking simulator.
Seriously. Even New Queen’s Street. If I get Suravasa or New Junk City, I just sigh and count the minutes until it’s over. Even if we win, it still feels bad because of how awful that mode is by nature.
Flashpoint is literally Control without the mid round breaks. If you hate Control then I can understand hating Flashpoint. If you do not then you are basically going “I hate things that are different” which again I understand because I, and I recognize this is not a good quality, have a tendency to immediately dislike anything new that I get that is not from my regular style. It takes me awhile to give it a fair chance though eventually I manage to do so and often I love whatever I was given.
Yes and no, the core is fine. It’s back and forth control point. Were your not just stuck in one place like 2cp.
Buuuuuuuuuuuuuuuuuuuuuuut.
Their is issues were games just steam role forward, which is why they pulled it out of rotation. So their probably working on systems to counteract the momentum.
Push is fine. I maintain the biggest issue with Flashpoint is that there are only 2 maps - both of them feel stale. This also applies to Clash, but Clash has other gameplay issues.
IMO in Clash, it’s way too easy for respawns to become “desynchronised” from the flow of the game (point capture progress and movement through the map) where one team is forced to stagger onto the point over and over again until they lose. The devs know this, so they deliberately slowed the point-unlock and capture times down significantly. But this just had the side-effect of making it feel worse all the time and didn’t fix the desynchronisation issue.
Sorry, I meant that they pulled it from the competitive mode, and I also think it’s bad for separate reasons. The way I worded it definitely makes it sound like I’m saying it’s bad because they pulled it from competitive.
I found that the further you pushed to the enemy spawn, the more advantage they would have. And they would capture a point that was heavily in their advantage, and it would award them the same point that you would’ve gotten for capturing it at a disadvantage.
The alternative would have been an absolute steamroll, or a complete waste of time if you try to defend the point and it wouldn’t award you anything. I feel like that’s why I didn’t like
I say "found "as in my experience with it, not a fact
I’ll give my opinion on them.
Most of the issues will be based around the core concept and others will have to do with issues that the majority of the player base may have.
Clash:
It’s anti-competitive because the losing team gets a giant advantage for getting stomped on the first two points and is rewarded with a free point… for losing.
Games should not be designed this way. The only reason it seems it was designed this way was to prevent games from lasting less than 5 minutes if one team gets stomped.
The losing team would other wise just lose if they didn’t get a giant leg up with the last point.
If the winning team tries to take the last point, it’s a huge risk. They most likely will have to use a ton of ults and it still is going to be an big uphill battle that they will most likely lose.
After trying to take the last point (and especially if using ults), if they lose that fight, it’s a good chance that they will also lose the next point, because the other team now not only has momentum, are alive and can start positioning on the next point, but the winning team just expended their ults.
So going after the last point risks not only losing that point, but probably the next point as well.
Meaning that the losing team just equalized the score, despite playing worse. The game handed it to them.
It’s so bad that it’s even common practice for the winning team to just give the losing team the third point. They just get a free point… for losing.
Push:
Has a somewhat similar issue as Clash, but I would say… less extreme, but still bad enough.
The winning team pushes the bot closer to the enemy spawn. The losing team starts getting more and more of advantage for losing. Where they would have otherwise lost, they not have a chance to flip the game… simply for being outplayed by the winning team.
The bot also has another issue and that it is in order to make progress, you still have to backtrack the other teams progress first.
It would be like playing KOTH maps where Team A has capped the point to 70%. Then Team B would have to take control of the point and before they can start putting a percentage on the board for their team, they have to remove the 70% that Team A put on the point first… and then add in that one of the teams has a spawn advantage if they are losing.
Clash:
This one falls more under player skill (and one flaw at the core of the mode).
I don’t normally make arguments for skill based issues, but it’s worth noting that if 80% of the players don’t understand where to play and take fights because of how odd the map designs are, then maybe something should be improved.
After a point is captured Metal rank players don’t know if they should take fights along the way to the next point or just go to the next point and take the fight there. Teams can also get easily broken up due to where the next point pops up and where everyone spawned from. If some spawned before the last point was capped and some spawn after the last point was capped, they can be on near opposite ends of the map.
Which brings out the issue with the mode itself and that is that where the next point spawns is random.
That’s not great.
The next point could spawn right next to the team that lost the last point or right next to the team that won, either way their is an advantage give to one of the teams for no reason.
I don’t think tug of war style modes really fit with Overwatch because of how ult charge and snowballing works. Even koth has this issue and people have raised concerns about that mode for a while too. I always felt the game should mostly stick to payload, hybrid and 2CP as the primary competitve modes. Any additional modes should be made with an attack/defense phase as it’s the most fair and balanced since it’s equal for both sides.
I’ve always wanted to try and add a mode with an obj you interact with like a bomb plant or CTF mode. A CTF mode with an attack/defense phase where you capture the enemy flag and have to return it to base.