I think the issue has been that everyone wants to play dps coz they are fun to play, sometimes solutions are simple and infront of us the whole time. 1 tank, 1 healer, health regen, and 4 dps. Open queue could work as well but 1 tank and 1 healer games felt fun to me, without a single healer or tank, the game lost its charm, the game should have a preference queue system with 1st and 2nd preference to be selected of the 3 and rotate everyone equally with their preferred role no.1 most of the time if possible. I wouldnt mind playing 3 games of dps and 1 game of tank. Just a thought, ive been playig marvel and even in that games seem fine when its 1 tank and 1 healer with 4 dps.
Marvel Rivals is new and hasnât seen consistent damage/healcreep throughout its lifespan like Overwatch has. 1/4/1 wouldnât work. The single support would have to be giga-busted to keep the tank and the rest of the team alive. Theyâd probably need a giga-buffed version of Brigâs inspire passive.
Said support would need to be anti-dive, too.
It wonât work. Instead of 1 weak link you are going to have 2.
Marvel Rivals jumped straight into busted levels of numbers. To put it into perspective. DPS/Supports have 250-275hp. Very similar to OW. Luna Snow can hit up to like ~150hps single target healing with only primary fire, a seasonal passive, and a no cooldown E ability. Thatâs something that only Ana can achieve for single target healing by requiring to land a bionade for the +50% healing boost and only lasts for like 3seconds.
C&D can hit ~70/50 hps like Baptiste, but its all auto aim and instead of a 3m sphere, its an 8m sphere. You can heal allies while attacking enemies at the same time. Marvel Rivals healing output is insanely large. I remember a stupid 10min game with 60k dmg blocked between two tanks and 50k heals between two supports.
Anyway, the core issue with 1tank or 1support is that those characters are stupidly vital to a sustained push. Kill the support, you completely win the entire fight flat out. Double support is a minimum in either game to actually having a
No. The sole tank and support would be babysitting the DPS while they have all the fun.
Do you have any Idea how much tanks and supports will have to be buffed to survive against 4 DPS? Because if they arenât buffed every DPS will have to be giga nerfed, considering how whiny DPS players become when they are not the most important player in a team⌠that will not end well.
.
I have an even simpler solution⌠Give DPS a separate queue and competitive game mode solely for them, where they can pew pew to their hearts content without worrying about trivial things such as teamwork or communication
People who want to play overwatch can have 6v6 2-2-2 and people who want to play COD Pixar edition can have a competitive ladder only made up of FFA and TDM.
Everyone wins!!!
imo, none of the restricted formats work
the restrictions are entirely unnecessary and create multiple problems
no 4 flex and 2 supports would work better, itâs too much importance on 1 player
1 - 4f - 1 max 2 t/sâŚas in 4 flex/dps queues but you canât have more than 2 tanks or supports
Ie - guaranteed to have an least 1 tank and supportâŚbut youâre not playing goats and you arenât required to have 2
A middle ground between OQ and RQ
you can go 222 132 231 141 which if I had to guess would be what most people would consider the most stable/cohesive comps anyway
Just make âmin 1, max 3â a thing in 6v6 and call it a day, with tank/DPS/support power scaling how many of the role are in the team and adjust them individually.
Rivals works because its 100% open and I as a support player LOVE Rivals, because it feels that even with only 1 support I can do things. I dont like playing with 3 supports tbh. I dont even need a tank if we have some âhybridsâ like Wolverine, who can kind of act like a tank.
Not seeing much of a difference between that and OW1 pre RQ even though that one âdidnt workââŚ.and it even had âhybridâ characters as well
Just make offtank a real role and have it replace support.
In rivals most of one-shots are in ults and there are no hard counters period, because how flexible every character is. You mainly swap, because you want to and less because you have to, unless you just cant play the hero. OW has hard counters in the DNA of the game, while Rivals does not. It may look like old OW1, but its somehow not. The design of heroes is just completely different.
Hell no. I am not healing 4 crazy dps alone.
Overwatch really hasnât had power creep like people think.
Especially when the biggest gabs in healing output like moria for example were not exactly used competitively.
With many heroes like soldier / widow / cassidy actually getting nerfed going into or through out 5v5.
Most changes that did increase power were to compensate for format differences.
This would just cause everyone to harass the tank player for not staying alive and the support player for not healing. It sounds very vad
This and every other combination has been suggested and they arenât very good especially when compared to 2-2-2.
1-4-1 would instantly have issues with a simple thought experiment. The support player would have to be a heal bot being the only one on the team of 6. No one would play support.
They would have to keep Tanks built like they are right now in 5v5, which is the problem with 5v5. Counterwatch and either Tanks are Raid bosses or they are too weak and you might as well just play DPS.
I get it. Itâs trying to solve a solution for queue times, but it would cause queue times in other ways and then add on a lot of in game issues where I donât think it play out well at all.
(Emphasis mine). 99% of the problems OW has stems from the expectations that players have regarding the fact that supports should be able to keep their entire team alive. Or that tanks should be able to soak damage from the entire enemy team and stay alive.
Once you throw away those unreasonable demands, 1-4-1 or 0-6-0 or whatever composition starts to work and doesnât look ridiculous. And if you cling onto those assumptions, you get nonsense like health regeneration, burst heals to 100% in a second, massive AoE heals stacking and what have you.
OW1 at OG was fun because stuff was dying, healing was a scarce resource and you needed to use cover and strategy to not die as you wonât survive while taking damage even while being pocketed (well, then Ana arrived and things changed, but it was like that for some time). Bad plays were actually punished, skill expression was decisive for victory.
They dumbified the game now, made it FPS as in - a First Person Strategy, not Shooter, because itâs all about rotating resources and spamming the choke, not actual meaningful plays.
It would take a team of highly skilled players to pull off⌠just look at Chungdu Hunters in OWL⌠so letâs not and we did
And even then only specific heroes would work
Okay, so⌠the problem with 5v5 isnât the literal number 5. It doesnât actually matter.
Itâs that there is only one tank and that this one tank has to be balanced around that. Make it 1-10-1, the problems are the same. Worse, even, because then that one tank has to be made even stronger than now. And on top of that you want to double up the problem by introducing it to the support role, too.
So: no.