New Game Mode: 3v3 Stadium

Arena Clash: Core Gameplay and Rules
Arena Clash is a new Overwatch 2 game mode that combines the intense 3v3 elimination teamfights of small-scale arenas with Stadium mode’s upgrade system, drawing inspiration from World of Warcraft’s 3v3 Arena. Played in a third-person perspective, it pits two teams of three players against each other in a best-of-five series on compact maps like Ecopoint: Antarctica or Black Forest, emphasizing teamwork, strategy, and evolving builds. The mode offers two upgrade systems—Traditional and Endgame—and two queue types inspired by WoW Arena: Premade and Solo Shuffle.
Core Gameplay
• Team Setup: Each team drafts three heroes before the match from a balanced pool (starting with Stadium’s 22 heroes, expandable seasonally). Heroes are locked for the entire series—no swapping allowed, mirroring WoW’s class commitment. Players can respec their hero’s upgrades between rounds, choosing entirely different upgrade paths for the same hero to adapt strategies.
• Objective: Teams compete in best-of-five rounds. Each round involves direct teamfights, with optional control-point objectives to encourage engagements. The first team to win three rounds claims victory.
• Upgrade Systems:
• Traditional Mode: Players earn “Arena Cash” through eliminations, assists, and objective captures. Between rounds, spend cash on hero-specific upgrades and universal items. Upgrades are capped per round to prevent snowballing, with losing teams gaining bonus Arena Cash as a comeback mechanic, inspired by WoW’s resilience system.
• Endgame Mode: Each player receives maximum Arena Cash before every round, allowing instant access to all hero-specific upgrades and universal items. This enables full build experimentation each round, with players able to respec into entirely different upgrade paths (e.g., shifting a DPS from mobility-focused to damage-over-time). Caps prevent overpowered combos.
• Upgrade Examples:
• Tanks: Bonus armor, enhanced crowd control, or temporary damage boosts.
• DPS: Mobility spikes, damage-over-time effects, or burst damage enhancers.
• Supports: Amplified healing, multi-target utility, movement speed, shields.
• Universal Items: Temporary buffs like speed boosts or team shields.
• Third-Person View: Leverages Stadium’s camera for immersive, tactical awareness.
Queue Modes
• Premade Queue: Players form teams of 2 or 3 before queuing, allowing coordinated drafts and strategies. Premades face other premades of similar skill ratings, ensuring competitive balance. Duos are matched with a solo player to complete the trio, with matchmaking prioritizing synergy and rating parity, akin to WoW’s premade arena system.
• Solo Shuffle Queue: Inspired by WoW’s Solo Shuffle, players queue individually and are assigned to teams that rotate each round across the best-of-five series. For example, a player might be teamed with different allies in each round, facing a mix of opponents from the same pool of six players. This ensures fair matchmaking for solo players, with hero drafts occurring per round to adapt to new teammates. Ratings are based on individual performance (eliminations, objective contribution, upgrade efficiency), not team wins, rewarding personal skill.
Rules
• No Hero Swapping: Teams (or individuals in Solo Shuffle) must stick with their drafted trio for the series, though respecs allow new upgrade builds each round.
• No Health Packs: Maps are designed for pure combat, with no external healing sources.
• Best-of-Five Series: First team to win three rounds wins the match (in Solo Shuffle, individual performance determines rating gains).
• Draft Phase: Premade teams draft together pre-match; Solo Shuffle players draft per round to adapt to rotating teammates, ensuring balanced compositions.
• Competitive Integration: Seasonal ladders track player ratings for both queue types, based on performance metrics like eliminations, objective contribution, and upgrade efficiency. Premade and Solo Shuffle have separate leaderboards.
• Upgrade Limits: Traditional Mode caps cash accrual per round, while Endgame Mode caps total active upgrades. Both prevent snowballing, with new options introduced seasonally.
Arena Clash delivers high-skill, replayable 3v3 combat. Traditional Mode rewards resource management, Endgame Mode unleashes maxed-out hero potential, and Premade/Solo Shuffle queues cater to both coordinated squads and solo.

Blizzard; Please make my idea reality. Other games in the works are similar. Edit this however you want and please listen to the community.

Thanks,
Blacknasty