Why dont you like the Hacked Quick Play Quicker Play?
The real reasons. Not because you just dont like it , WHY dont you like it. And not just to say because its faster. Detailed reason.
Why dont you like the Hacked Quick Play Quicker Play?
The real reasons. Not because you just dont like it , WHY dont you like it. And not just to say because its faster. Detailed reason.
i wanna PLAY. Its just ridiculous how fast it is, There is no room for gameplay before game is ending? If u actually like this i dont think u even want to play the game
Also i like using ultimates and some games u cant even build a single ult⦠atleast give way faster ult charges also then maybe it could be fun
the game felt like a series of deathmatches rather than a team game
the general concept of quicker play was interesting but poorly executed, it felt like matches were over after you won or lost the first team fight
there was no time to make plays, use ultimates, or develop strategies, steamrolling was at an all time high
I know we already established that you arenāt even sentient several days ago. But this is getting ridiculous. You arenāt even good at trolling.
Let me put it this way:
it is like playing a chess game that stops after the 3rd move is made.
Sounds like fun right?
Iād like to experience/play the game, have back and forths. Actually gain ultimates and feel like I do something.
Iāve given it before, games arenāt balanced around how fast this is. Itās too easy to win and too easy to lose, playing defense is a straight up disadvantage due to the number of team fights each side needs to win to end the game.
Itās the same reasons why people dislike 2CP. Wins are unsatisfying and losses are extra frustrating.
Thereās also plenty of matches where you may not even get an ultimate because of how fast the matches go. What fun is that?
It makes the game into a snowball simulator.
One team fight and the game is basically over, really on flash points.
You get one fight and then the point is lost to you if you lost it.
I only like the respawn change.
The idea wqas great, but the numbers are way too high. If you lost 2 fights in KotH the round was over. In Payload, even 1 on the payload could push the cart so fast, that the teamfight was not even over on some places like Gibralta. Push was a joke. Win the first team fight? First point unlocked.
What I liked was the capture speed in all of the modes and also the reduced playtime on something like Push. It was not all bad, but they need to wrok on the numbers. Was fun for the weekend.
press play ā victory screen,
yay?
So me and a few of my friends, ranging from 2K to 7K hours played and ranks of Gold to Masters have played separately and together. We absolutely hate this gamemode. All of us started with overwatch in 2016 and have played the game somewhat actively throughout the recent years.
Letās start with the positives: the lower ranked players rather enjoyed the gamemode, saying it felt similar to total mayhem but as if they actually had a chance to play.
DPS felt more impactful for the higher ranked players. Picking the enemy DPS or Supports actually seemed to win games now.
The actual capturing for percentage to then go up being faster felt really nice, as it gave more time to set up.
Now what we didnāt like:
Depending on skill level, the faster respawns were a massive advantage, in particular on a map like Shambali Monestary.
Higher ranks it seemed like a single fight win after inital capture of a payload or control point led to the immediate win of the next point. This was especially bad on payload maps like Dorado, as pushing the payload a little bit meant you only needed to win a single fight as attacker to push to the end of that particular point. It felt really bad being on the losing end of this, as you have no chance to group up and recontest.
It often felt like the faster respawns messed up killcams and the team respawn. The latter of which led to more staggering. In this gamemode, even a single stagger can lose you the point. Not the fight, the point.
Overwatch, to us, is partially about the game never being quite lost untill overtime counts down. (we even had an instance of being the defending team and the payload getting pushed to the end AFTER overtime ran out)
I personally (masters dps/tank) enjoyed the faster pace of fights, but when playing together a plat friend was getting rolled way worse than normal (0-10 k/d, where normally this would be closer to a 3-7 or 5-9)
In conclusion: flipping points and higher impact of DPS felt really good, everything else was mixed to terrible based on rank and map. We would hate to see these Ideas put through to the actual game. āIt belongs in arcadeā two friends said.
Not very detailed, but I dislike games ending within a couple fights. Modes like flashpoint and even koth now have like 2-3 fights at most. Possibly 1-2 fights if one team caps the point mid fight. People often enough donāt even get an ult in a round of koth.
There is less time to swap your comp and come back, since 2 lost fights in a row and itās over, or the enemy is significantly further ahead. Often in payload maps you can get through to the next checkpoint in 1 fight, sometimes 2.
The changes did not increase the amount of team fights like they suggested, there are just less before the game is over. We spawn 25% faster, while the objectives are done 40-80% faster. There is a huge disparity in there.
Imo defense was already by far the worst game mode, and now attackers feel even more favoured with the speed the payload moves. And when you get to the end of the map, now it feels even harder to complete that last fight since spawns are faster, and defense spawn is right there. Almost feels like the old 2cp defense stall on B.
And with games being so short, we get to spend more time in queue. Yea there are some positives to hacked, but overall I think itās a worse experience. I think I would be fine with spawns being slightly reduced from live, not the 25% in hacked. And the objectives also being slightly faster. But not the massive 40-80% faster.
What do you mean⦠There is a TON of game play ⦠I was in a DEFEND map⦠they almost got to the end, but we held them offā¦
What GAMEPLAY do you want? Please explain.
I actually love it
Its faster, less room for mistakes
And if you have dumb team mates itās over more quickly
What do you want? An hour of back and forth ⦠Your team wipes the enemy⦠Then the enemy wipes yours ⦠back and forth ⦠while you wait to respawn for 5 mins.
This is the main advantage for me. I donāt have to linger in purgatory in a match that is clearly not going our way. Although as time goes on I care less and less about winning, so this advantage might eventually fizzle out.
But it happens ALOT ⦠I did this on DEFENSE and won - NSJC0P
Not at my computer, but I believe you guys swapped and came back. Doesnāt change my point that there is less time. Especially in something like koth that literally is over if a team wins 2 fights back to back.
People have been giving real and valid reasons.
I think it helps make the team that is in the lead to be more likely to snowball. Winning the first fight and building ult charge is extremely important for ult economy. By making objectives capture much faster, they have made it so a game can play out as such; First teamfight won, point secured, second teamfight won through use of ults, round over / objective finishes capture.
This snowball effect makes it significantly more difficult for a team that is behind come back to contest the objective. While I understand the desire to reduce down time, I think that downtime is important and can influence the outcomes of a match. I understsnd coming back after two back to back team fight losses is difficult, but it shouldnāt be as difficult as quicker play makes it. Back and forth over the objective is fun. More so than potentially a whole round being dictated by the first fight.
Forum filled with detailed posts about disliking quicker play
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