New Failed Game Modes Causing Leavers

GIVE US MAP TYPE SELECTION. I’m sick and tired of these worthless throwers that win a round and lose everything after that. THEY DON’T KNOW HOW TO PLAY ON THESE MAPS AT ALL OR CARE TO WIN

DELETE ALL CONTROL
DELETE ALL PUSH
DELETE ALL FLASHPOINT
DELETE WHATEVER OTHER GARBAGE NEW MAP IDEAS YOU HAVE

I HATE EVERY TEAM I GET FOR THEM AND I HATE EVERY SINGLE PERSON WHO DESIGNED THEM AND PUT THEM IN THIS GAME FORCING US TO PLAY THESE WASTE OF TIME TORTURE MAPS BECAUSE BLIZZARD THESE DAYS ARE WORTHLESS AND IMCOMPETENT TO PUT IN SOMETHING THAT HAS EXISTED FOR YEARS IN MULTIPLAYER FPS GAMES

1 Like

4 things people generally hate are spamming, flanking, sniping and booping.

Even if people don’t like them they are usually acceptable, but the problem arises when the devs strongly favor one or more of those by the map design.

Blizz devs always want to dictate how people play the game blatantly and this continued even in PvP games.

I haven’t played Flashpoint or Clash, but I can try to explain why I don’t like Push.

First, matches tended to be drawn out. While there was back and forth, since there was this time of having to run the robot back after your team took control of it, it felt like it was just padding time to the match without adding much to it. A lot of games felt like they were decided by the first team fight (more on that in the second point,) but still had to go to Overtime, meaning that it felt like you were stuck in a battle you know you’d lost, but were forced to slowly finish.

Second, matches felt snowbally. If you took the lead early it was easier to keep the lead since the enemy team had to undo all your progress before they could make any of their own, which meant if Team A won the first team fight and then Team B won the second one, Team A still had the advantage. It is, as far as I know, still the only game mode that gives a distinct advantage to the first team to win the team fight that no other game mode does, since if Team A wins the first team fight, it actually increases the amount of time Team B has to control the point. There was a video about it, that pointed out things like if one team manages to control the bot for 106 seconds, the other team has to control the bot for 128 seconds to take the lead, meaning they’re penalized 22 seconds because they didn’t hold it first.

Imagine a KotH map where one team has control of the point for 110 seconds and the other team has control of the point for 120 seconds. It’s clear that the 120 second team should win, right? Well consider a push map where one Team had control of the bot for 110 seconds and the other team had control of the bot for 120 seconds. Which team won? The answer, unfortunately, is it depends, since if the team that controlled the bot for 110 seconds controlled it first, then they win. While if they got it later and the team that had it for 120 seconds won the first engagements, then the 110 second team would lose.

Third, the mode had perverse incentives. At some points, it actually became a better idea to not further the objective, because that would give the opposing team a better chance to get into Overtime. If you had a lead on the enemy team but the bot was way behind you, your team could just intercept the enemy team trying to run to the bot and pick them off. If you could stop the enemy team completely until time ran out, you’d win right there. If someone slipped by to go touch point, since they still had to push it for a while you could 5v4 the enemy team and win, then just go pick off the one person on the bot. But if you were trying to play the objective? Then the whole enemy team can hit the bot at the same time, getting the chance to win an even team fight without having to worry about rushing to it to avoid overtime.

Finally, I didn’t like that the robot moved the same speed regardless of how many people were on it. With the payload, it moves with 1 person, moves faster with 2 people, and moves fastest with 3+ people. That gave your team an incentive to stick together on the payload to keep it moving faster. But with a constant speed no matter how many players are on it, a lot of teams just left one person to babysit the bot while the other 4 ran off, which was just boring for the babysitter. So either you ignored the objective after you took a big enough lead, or someone essentially just does an escort mission while the other 4 members of their team are actually playing.

To me, Push was long, snowbally, imbalanced, and had a contradictory design. As I said, I can’t comment on Flashpoint or Clash because I haven’t played them, so I have no idea why people would or wouldn’t care for them. But I got really sick of Push really early, because of the aforementioned reasons.

I do wish more maps had at least the option of flank routes. The Eichenwalde choke was always so brutal, all you had to do was watch the bridge and that door to the left and you were golden. Same with Hanamura for the first point, and to some extent Volskaya (ome heroes could take the flank if they had mobility, but if the only alternative entry route is hero specific that’s not good.) Even if the flank route isn’t great, as long as there’s at least two directions an enemy can come from it makes it a lot more interesting than “keep your camera right here and just shoot what moves.”

2 Likes

Havent played enough clash-

But push/flashpoint? Not a huge fan.

The pacing of push is horrible to me, especially at the “end” of a match. One side gets the pusbot close to the end, loses the fight. Now that team has to bring the push bot back all the way to the other side, but the other side has multiple chances to respawn- So to make any further progression, that side has to win multiple team fights. And then they lose. And then the bot has to come back… with multiple team fights along the way for them to make any further progress.

Theres big delays between either side making progress.

Flash point? The map just feels way too big. It feels like the majority of the time you respawn youre 100+ m away and take forever to get back even with mobility heroes. Any attempts for a “soft reset” basically mean you give up that point.

Dont like the pacting/flow of these modes.

Im overall undecided on clash. There seems to be some wonky pacing issues based on how far you get / how quickly you get there and how a defending team can rebound. Ive been in some situations where it feels like “winning” suddenly puts you at a disadvantage, and it can do so at a crucial moment which feels bad. But i need more experience with the mode.

3 Likes

I’d take your KOTH maps anyday. I love KOTH.

Geniuses at the development team thought it would be great to make a map based on the 5 of 30 total characters in the game that move a little faster than a snails pace

Its So fun walking back to the fight all game, missing the action the entire time

Atleast It gives you time to think about how dull this game has become and winder why im still playing it

Like why am i walking through this terrible map i guess ill go walk around my house for 2 minutes while everyone throws and just make sure i dont get leaver penalty for afk

This is why comps better

1 Like

clash is only in arcade right now??? you have to choose to play clash why would people leave when they queued for it?

No, I mean they are literally dominated by snipers. In my experience atleast, the flanking was minimal, those modes always looked like a literal chokepoint the whole game. Even if you just look at the maps from above:

Colisseo looks like an U shape hallway.
Esperança I think was named is a long range paradise.
Vancouver isnt the case I give you that.
Hanaoka is the most hallway case of a map I have ever seen.

I had a match on gibraltar where 5 people left in the assembly phase yesterday. And 2 people after.

No one left any flashpoints or push maps.

I’ve seen leavers in every mode, but less since the penalty updates.

I miss the days of Halo 3 matchmaking…

1 Like

flashpoint is just staggerwatch on crack, from my experience. the average player already has difficulty keeping with teammates, so the other modes/maps act as somewhat of a funnel.

So leave, you already made a huge deal about quitting last winter. you made the biggest deal i have ever seen anyone make about quitting ow yet you still come here and complain about the game

1 Like

haha got him bro just disregard everything he said because he said he quit ow but he didnt haha right

yep, mode select should have been added with the addition of push/FP. Also half the problem with these modes are the map designs, so bad. where is the clean designs from OW1, good god every map is so cluttered and not thought out at all. we lose 2 players and they design the maps bigger with more nonsense in them… baffling.

You are absolutely right that flashpoint and clash have been horrible with leavers

He left/didn’t like 10 times. His coping is literal joke, so yeah, i think i will disregard everything he says.

And i will always be there pointing on his mentality, until he finally leaves for good.

Dont forget to flag.

People complain about assault, now they complain about the new modes. Who woudl’ve guessed…

I also remember the days of clustered UIs with 5 submenus worded in a very small font fondly.

main issue w push and flashpoint is how ridiculously snowbally they are

losing a fight IMMEDIATELY puts you at a larger disadvantage because the enemy can gain everything
map presence, ult economy, point control, and in push’s case progress on the objective

it’s a massive uphill battle to whoever loses the first fight

and flashpoint is similar issues, but with the points being captured so quickly it allows for a lot of cheesy strats or just stalling an enemy team as much as possible, and to top all off ult economy is just too impactful, a lot of flashpoint games are won just on ults alone because even 1 guaranteed kill can secure the entire point, it’s just not fun at all and feels so frantic and miserable

1 Like