Just because youre losing doesnt mean you need to blame teammates or give up. Imagine if nfl players or any athletes, none of the greatest comebacks yall have seen could even happen if people gave up. Part of competing means trying your best. You can make hero swaps and it might even take several more lost fights to sway the ult economy and take the last minute lead, But its only a loss once you give up
The issue with push is that if they get the checkpoint and your team has barely made any progress, you are at a severe disadvantage. Not impossible to win but more like 21 to 0 in football at half time
It’s also a loss when you lose. The simple truth is Push is an awful mode, and is severely unbalanced. This doesn’t mean it’s never fun and isn’t winnable, but the sheer disadvantage the team who lost the first fight gets is blatantly unfair.
It’s wild that Blizzard hasn’t even addressed this.
But push is bad even if winning… imo
The OP is right.
You’re at a severe disadvantage for numerous reasons in any competitive event.
But since we’re talking OW, if you’re playing KOTH and the enemy team is at 99% in OT, there’s a chance you can make a come back if you don’t give up. I’ve seen it too many times to count on both the winning and losing team.
Exactly.
It is a horrible mode with horrible maps.
There’s only one map I personally don’t like in that mode and it’s New Queen Street. Otherwise I don’t mind the mode.
Yes, i dont like how the maps are, but also in general it feels off when wining before pushing it all the way in, time run out, game just ends where you stand, i feel nothing from that, and it feels far less like other team even have a chance to regroup and do final push agains us.
My issue with push is that the team that loses the first fight then has to win two fights in a row just to break even.
I like Push. Would like to play it all day instead of Escort and Hybrid.
Push is not as bad as people say. They just give up mentally when they lose a fight.
Sorry friend, but push is just bad. Only game mode where winning a team fight doesn’t necessarily translate to making progress towards a win.
It’s poorly designed and tbh I’m amazed they didn’t spot these flaws during internal testing.
Imagine if in the NFL that if the opposing team got 7 points, you had to get 10 to tie it back up. Or if the team that won the coin flip at the beginning got to receive at the start of the game and receive at half time, regardless of which team had possession at the time. Or if the team that had less points has to lose 20 yards whenever they gained possession.
If the game is unbalanced to give the first team that pulls ahead an advantage, I don’t blame people for giving up hope when the opposing team takes that first advantage.
isnt it exactly like football where if the other team have almost made it to your touchdown area you gotta do even more work to get it from there to thier end?
Have you lost the match? No.
You are however overwhelming likely to lose the match if the enemy team scores the checkpoint first. Team will spend a lot of the time running the bot back to neutral and making little to know progress unless your team is popping off every single team fight.
Name another mode where winning a team fight does not translate to progress towards a win?
I think there is overlap between those who think losing the first fight in push means a loss and those who leave QP games after losing the first fight because they believe “team diff”
i mean, both teams have equal chances at winning the first fight.
the losing team has the advantage to not lose ult charge and swap (especially the tank)
once you pushed back into the enemy territory, they have to walk back as well.
Right.
Meanwhile you’ve created this entire topic based around one broad assumption,
being that people dislike the mode because they keep losing it.
Maybe, just maybe do a little more research next time, would really save everyone around you some valuable time.
It takes more than losing the first fight to lose a match of push. It usually requires losing the first few fights and allowing the enemy team to lock the first point with little to no progress on your side. If this happens, the chance of a comeback is pretty slim.
Even at OWL level this was true. The team that locked the first point where the enemy had made little progress won 90% of the time. It’s why games at that level have an extended neutral fight at the beginning of the match, often lasting several minutes. They realize the oversized importance of that first fight, and fight desperately to keep from getting severely disadvantaged.
I know I’m a minority on this, but I genuinely don’t mind push maps.
About the only thing I do dislike is how often I play them.
I had at one point in the last month 4 push maps back to back. I wish I was joking, but I wasn’t. I had 3 push maps- took a smoke break, and then came back and got another.