Here’s your TL;DR:
– The modern designs were dictated by the series of mistakes, a huge one of which was Ana
– Skill and strategy were superseded by individual hero powers
– 6v6 is probably better for the game overall - provided the platform for it is there
– Balancing around OWL/GM was a mistake
– An OG-like game mode should exist
(I intentionally don’t go to monetization as that is a whole different battle with no chances of winning)
Anyways, longer thoughts on the OWC as I see it from my PoV. Pondering about it for sometime, here’s what I observed:
– Burst-healing broke supports. OWC has no burst-healing, so every support has its use. Okay, Sym’s still bad, but we knew that already.
– Healing was scarce and promoted intelligent plays and proper positioning. You couldn’t top up 0% → 100% in less than a second. If the target is out of position and about to die - it will die, you can’t throw that lamp or suzu to fix that mistake
– There was a skill in prioritizing whom to heal as a support and whom to target as the DPS. Conventional “wisdom” as “kill their supports first” no longer holds water because - say, that Pharah you decided isn’t a priority destroys your x2 heroes while you only killed their x1 support.
– Map control and health packs were actually a thing. Space meant way more, it wasn’t something surreal only “pros” talk about, it was something you could experience yourself and understand it.
– The DPS were actually deadly. You had to respect that McCree (using the OG name here). Sure, there are broken things like FTH, but we’ll get to it.
– Tanks weren’t actually busted and they were possible to easily deal with as DPS, especially if that tank was out of position.
– Tanks actually had their defined roles, they weren’t forced all to be jack of all trades. Yes, some tanks were terrible at OG, but we’ll get to that too.
– Pocketing was much easier to deal with because TTK and healing were in a balance where you couldn’t out-do the opponents on that pocket only, unless you also out-do them in skill.
– CC was not so obnoxious and was not readily available, even if it was considered “hard-CC”. I’m not talking about some whack multiple McCree or stuff like that. Sure - Mei was a menace, but raise your eyes up from here where I mentioned positioning. You had to respect certain things. You had to play by the rules.
– The game was not balanced, but it was fun. Well - for the most parts anyways. But what’s important is that there was no OWL and no “let’s balance the game around GM that is 0.something% of the player-base!”. History has proven this doesn’t work because - well, where’s OWL now.
– Potential for individual carry was much higher. But at the same time, it being 6v6 meant individual mistakes are punished less.
Am I saying OG is the savior and there were no problems? Of course not. But the contrast is so vast, it allows to get a spotlight on a lot of root issues of the later game iterations. What do I think OWC highlights? Well:
– Ana. Take it as my opinion only, but I believe Ana was that pivotal point in the game history which forced the system to get out of balance and sent it on the run-away spiral of power creep in different directions. Without her, the supports don’t require to compete with her insanely broken kit and therefore you don’t need an abomination like Kiriko to get a spot in the roaster.
– Speaking of the roaster, with 6 spots in the team, you get much more viable combinations and therefore much more heroes have a chance to find their play-time. And that’s already on top of +1 spot in general, so higher chances of getting into the roster.
– Power creep that happened over different iterations: healing creep, CC creep, mobility creep. We get heroes like Sigma who has mobile shields, mitigation, CC, good range damage and a solid burst. Back in OG you had … Rein for that shield and that was it. He couldn’t burst you or CC you from range. He was extremely visible and telegraphed. He couldn’t reposition his shield at the snap of his fingers. This is just one example of designs that had to happen after Ana set the run-away power creep reaction.
– Fun trumps balance. Sweaty games is not what I want to do after working hours. Sure, there are some who take pride in their skill and want to compete - let them have current structures for that. But I bet most of players are here just to have fun.
– A lot of things that were considered “broken” and then nerfed to the ground were just fine for their time and it’s the modern iterations of balance + fixation on the top-tiers balance that required the nerfs or complete removal of those things. Genji’s ledge-dash or wall double-jump was just fine. Not everyone was shadder2k or nercos.
– Balancing around high tiers is wrong. Sure, their experience matters too - but hey, now you know you simply cannot make it balanced for everyone anyways due to skill gaps, but balancing around 0.something% of the player-base sucks the fun out of everybody else. I think it’s safe to say that experience of 80% matters more than experience of 20%. Because this is how you keep the game relevant.
So, where does it leave us in my opinion?
Probably - the developers should rethink their approach to designs. Unfortunately, the cat is out of the bag right now. There’s no way mainstream game will outright remove heroes and reworking them has a bad track record. So I don’t hold my breath here.
What I do think could be realistic is just to have some permanent OG-like game mode. Because yes, it does feel refreshing to not have to deal with that Ana or Sombra (saying this as someone who likes Sombra). Many modern designs feel too much over the top and lack simplicity, defined roles and just do too much. Many of them feel as they’re not done with fun in mind. So, if there’s any hope to have an OG-like mode, I’d try this:
– Make it 1 hero limit (but not 2-2-2 or whatever else)
– Do not have Ana or anything past that. At least, in its current form. I firmly believe the balance is polluted after that point.
– Fix clearly broken things like hook 1.0 or FTH (but btw, keep the OG Hog as he - god forbid - can combo his picks)
– Fix the weirdly fast ult charge rate
– Keep the best working parts from OG like Genji’s tech and retcon back the new fluid mech like Hog’s movement during heal or D.Va’s resource DM
– Do not balance around GM or “high tiers”. As mentioned above.
– Do not go for an easy and toothless “let’s grind all the sharp edges off” approach. It’s much more fun to have OP things countered by OP things rather than have two impotent things and everybody is the same.
– Reintroduce back the OG elements like post-match cards while keeping the best modern UI like the scoreboard
I don’t even think it’s a lot of work because all the code is there. Iterating on it should be easy since it’s all past tense and existing mechs. I honestly hope something like this could be a thing.
P.S. Yes I know OWC is not true OG. I am qualified to distinguish. I played in 2015. Yes, not 2016. Not even beta. I played since alpha - when Hog/Junk weren’t a thing and Genji had a poison blade.