Overwatch 2’s shift from 6v6 to 5v5 was a defining change meant to streamline gameplay, reduce queue times, and make matches feel more fast-paced. However, nearly three years later, it’s clear that this transition came at a cost—the loss of strategic depth, tank synergy, and support satisfaction. While Blizzard has been hesitant to commit to bringing 6v6 back permanently, their recent experimental tests indicate that they’re at least listening. If implemented carefully, 6v6 can coexist with 5v5 in a way that improves the game without fragmenting the player base.
Here’s why it should return—and how to fix the concerns Blizzard has about balance and queue times.
1. The Tank Role Was Designed for Duality
One of the biggest casualties of the move to 5v5 was tank synergy. In Overwatch 1, the tank role was designed around main tanks and off-tanks working together:
- Main tanks (Reinhardt, Winston, Orisa) led engagements and protected the team.
- Off-tanks (Zarya, D.Va, Roadhog) enabled aggressive plays, peeled for supports, or provided extra durability.
This relationship allowed for depth and flexibility in compositions. A Zarya bubble could save a Rein from a CC chain. A D.Va could dive alongside Winston to disrupt the enemy backline. In 5v5, this synergy is completely gone, making the game feel less like a team-based shooter and more like a MOBA with FPS mechanics.
Solo Tanks Are Too Stressed
- In 5v5, the solo tank is responsible for both frontline control AND peeling. That means in a single fight, a Winston might need to:
- Engage the enemy.
- Block critical shots for DPS.
- Try to contest space without getting immediately melted.
- Also, somehow protect his Ana from a flanking Genji.
This was never the case in 6v6, where one tank could lead the charge while the other played defensively. Many tank players quit the role entirely because solo tanking in 5v5 feels like an unfair burden. Please consider the ever popular “tank diff” that is espoused at the end of every game that booms tank mental & drives them out of the queue altogether.
Blizzard Already Knows This Is a Problem
- Aaron Keller admitted that “having two tanks provided more stability and protection for teammates” but removed it because of meta concerns (like double-shield)Season 14 6v6 test* included tank nerfs, showing Blizzard understands that OW2’s power-creeped tanks would be oppressive in a 6v6 setting. The fix? Tweak their durability and CC resistances, rather than removing the extra tank entirely .
**Reimagine 6v6 with a max 2, min 1 tank system (see Queue Solution below)! This would allow teams to retain tank synergy while ensuring that no match devolves into a triple-tank stomp.
2. Support Players Want to Support, Not Just Survive
One of Blizzard’s justifications for 5v5 was that supports would have more “agency” to deal damage . While some Zen & Illari players thrive in this system, others—like Mercy and Lifeweaver—were never designed to be DPS hybrids.
Support in 6v6 Was Actually Fun
- With two tanks, supports had clear job priorities: keeping their frontline alive and mitigating burst damage.
- Healing numbers were more impactful—a well-timed Biotic Grenade on two tanks could turn the tide of a fight.
- They didn’t constantly have to fend for themselves against unmitigated flankers.
5v5 Forces Supports to Be Duelists
- With only one tank, flanking heroes have a field day.
- Supports must constantly escape fights rather than being able to focus on supporting teammates.
- Blizzard even had to give supports a passive self-heal, a clear sign that solo tanking wasn’t protecting them .
Many healer-focused support players miss the ability to actually focus on healing rather than constantly needing to out-duel Tracer, Genji, or Doomfist just to survive.
Solution: A 6v6 format naturally eases pressure on supports, allowing them to focus on team utility rather than self-preservation. The addition of healing/team-focused supports (like Juno) will still allow for duelist support playstyles (ahem Frogger), so the role loses out on nothing.
3. Fixing Queue Times: The Max 2T, Min 1 Role System
One of Blizzard’s main excuses for sticking with 5v5 is that 6v6 would worsen queue times. However, Season 14’s “Min 1, Max 3” 6v6 test proved that Blizzard is open to exploring solutions .
Another Direction to Conisder:
Gentle Parenting/Soft Role Lock
- Each team must have at least 1 tank, 1 DPS, and 1 support.
- Tanks are capped at 2 per team to prevent tank-stacking metas.
- Players can flex-fill the remaining 3 slots based on the queue balance (e.g., 2-2-2, 1-3-2, etc.).
Why This Works:
- Prevents the “Triple Tank Deathball” meta of Overwatch 1.
- Ensures that all teams have a tank, DPS, and support, maintaining balance.
- Gives players flexibility to choose roles instead of being locked into strict 2-2-2 every game.
- Queue times stabilize because tanks aren’t the rarest role anymore. Many players stopped playing tank in 5v5 because it was too stressful—bringing back tank duos might increase tank popularity again. Anecdotally, my playtime on tank increased from non-existent to double q’ing tank/supp for the 6v6 playtests.
This format keeps the best parts of 5v5 (and to be clear, I argue there were few) while restoring the strategic depth of 6v6.
4. Overwatch Was Built for 6v6, and It Shows
Despite multiple balance patches, Overwatch 2 still struggles with the same problems 5v5 was supposed to fix:
- Tank imbalance (whenever one tank becomes overpowered, it dominates ranked).
- Frustrating support experience (I cordially invite anyone arguing this is not true to solo queue support [especially in lower ranks]).
- Queue time struggles (Dev team still laments the queues are not in perfect balance).
Overwatch was designed as a 6v6 game, and Blizzard’s own limited-time modes testing 6v6 show that demand for it still exists . The solution isn’t to keep forcing 5v5—it’s to implement ways that works for the modern game.
Conclusion: 6v6 Should Coexist with 5v5
Instead of forcing one-size-fits-all, Blizzard should embrace a dual-mode system:
- Keep 5v5 for the new Overwatch 2 players—this mode can act as the “faster, FPS Beginner-friendly” style Blizzard aimed for to attract new players.
- Reintroduce 6v6 as an alternative, balanced queue—one that includes the Max 2, Min 1 role system to ensure healthy queue times that receives equal balance attention from the Development Team.
Overwatch Thrived in 6v6. It Can Again.
This solution isn’t going backward—it’s adapting. Blizzard has already shown they’re open to testing 6v6. With the right tweaks, Overwatch can have the best of both worlds—a tactical, teamwork-heavy 6v6 alongside its fast-paced 5v5 counterpart.
It’s time to bring real choice back to the players. It’s time for 6v6 to return.
Sources
- [Official Overwatch Blog – Director’s Take: 5v5 vs 6v6 (July 2024)]
- [Official Overwatch Blog – Director’s Take: Continuing the 6v6 discu024)]
- [Change(.)org – Petition: Bring back 6v6 in Overwatch 2]
- [Overwatch Forums – Bring Back 6v6” (Jul 2023)]
- [Reddit – r/Overwatch dis6v6 vs 5v5]