The absolute worst mode in the game. All my leaves are from this mode and this mode alone. It’s not fun, the maps are cluttered and trash, I don’t enjoy this mode win or lose, it’s annoying as hell to play on, I hate this damn mode so much!
Clash should had been it’s replacement.
13 Likes
I personally think it’s fine, I HATED it at first but I learned how to play it like others and I slowly came to understand how it worked.
I don’t like New Junk City simply cause the map is bad (Junker map being trash? Shocker lol). Suravasa is probably my all time favorite map to play in the game. Flashpoint just takes a different style of gameplay than the older core gamemodes and I think that’s really why people just dislike it, cause it isn’t the same.
Clash on the other hand was one of the worst game modes I have ever played, like it needs major balancing before it should be released as a core mode. Also rarely having it in QP and only having a mode in Arcade with open queue made it feel even worse due to not being able to get a proper feel for the game for the predominant queue mode. I really did try to enjoy it but it felt like every single thing that was bad about 2CP was thrown into Clash, legit nothing about it felt like 2CP.
I’m hoping Clash is balanced better and we have a chance to play it again with role queue. Then maybe others would have enjoyed it a bittt more and games would’ve felt more balanced.
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weird to prefer Clash over it when Clash is definitely a worse designed mode. Flashpoints biggest sin is lack of a minimap and how much it prioritizes fast/mobile comps, but so do most maps in other modes.
My friend absolutely hated New Junk City because it’s all brown and he’d get lost a lot, but after playing it a while he’s neutral on it. You just need to chill and stop raging as soon as you see it’s flashpoint.
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They’re too slow in implementing the changes they gleaned from the quicker play test. I think they mentioned something about a speed boost from spawn for flashpoint specifically.
I would be interested to see that one, as usually respawns result in taking certain team fights after one team caps after getting a team kill.
People don’t like the time it takes for the point to unlock, but they don’t realize that they should be taking team fights during that time while moving from one point to another. It should never really be “Cap point → go straight to next obj” it should more so be about capping and then looking to take a small/large fight on the way to the next point if you can.
I wonder how changing respawn speeds would affect these types of fights.
So hot take incoming. I actually like Flashpoint. I absolutely hated Clash!
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I definitely will be withholding judgment on Clash - the playtest we got largely was done in Arcade, which doesn’t utilize the QP role queue settings that all the other core gameplay modes have to utilize - but you get no argument that if no design changes are made prior to it’s release, that it’s gonna be hard for folks to like it straight out of the gate.
I think Blizzard’s intentions is to make it look like a variation of “Control Points” from TF2 (where you have 5 points, 2 favoring each team with a “neutral” point in the center, with the objective being to control all 5 points) - this is different than TF2’s Attack/Defend, which is the closest comparison to Overwatch’s 2CP/Assault - and with the goal of redesigning each Assault map location to be a Clash map location instead - but based on what I saw during the playtest, I don’t think they’re gonna win back many 2CP detractors.
I guess I would have to see how the final design of the map and game mode is gonna be - if it’s anywhere like the aforementioned Control Points mode from TF2 (where the final point a team would have to capture to win the match is typically right outside the opposing team’s spawn, requiring major coordination, skill, and in some cases the right class composition by the attackers to pull off) - it will have a massive effect, if not on the fight itself, then at least on what heroes are brought to the fight.
2 Likes
it was in the QP Role queue map rotation as well.
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I like Flashpoint. I thought Push was okay-ish, but Flashpoint is actually pretty good. Clash has potential but needs some more time in the oven to iron out some of the issues.
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You are correct - although I believe the majority of Clash maps played during the test were done utilizing Arcade (non-RQ) ruleset, so still not sure if I can pass judgment just yet - but thanks for the callout.
Yep, just like Flashpoint and Push needed more time in the oven when they launched…
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I think Flashpoint is fine as-is but whatever, for Push I still think if there’s a big difference in push distance (like if one team wins the first two team fights), the robot should walk faster with a slight speed boost for the team back to the middle and then it can be normal push speed when it passes the center. I think this would balance out the potential lopsidedness of Push a bit.
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they just need to rework junk city. Suravasa is fine.
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I can see why people don’t like it. It rewards individual skill the most of any map mode.
dodge dodge dodge, that is ow2 now lol so many crap modes and maps.
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what are you talking about?, it is literally koth… nothing new.
I love flashpoint and would be gutted if they removed it.
Push, on the other hand…
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+rep
Get rid of this garbage mode, i spend half the game just walking to the next point
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I basically leave flash point every time.
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I’d like it better if they put the spawn speed boost in, made capping take longer and limited it to 3 instead of 5. But it’s fine I guess right now anyway.
I will give up all of my avoid slots to never have to play another Control (koth) map.