Team based game with zero teamwork

Add team ups to the game, this will have good impacts, shake up team comps, and force people off their comfort picks (I’m looking at you one-tricks) due to the fact that if you don’t have a partner adding an extra ability of some form you are putting the entire team at a disadvantage.

This game has stomps for the simple fact that a good chunk of the player base refuses to work together and goes off doing their own thing, resulting in a lot of time spent in the spawn room, so let’s add it and force some proper teamwork

If there is no teamwork, how does adding team ups create teamwork? Be for real

3 Likes

creates team comps that are more in line with each other, stops things like an entire team using poke and that you get some useless genji up front getting deleted the entire game

You’re literally in Bronze.

Adding team-ups doesn’t fix Bronze players, it just gives them a new button to miss and shoot walls with.

It doesn’t fix anything.

3 Likes

That depends entirely on who gets team ups with who you know? If Reaper and Widow got a team up then your point goes right out the window

That’s kind of already in the game though. It’s just not explicit buff or whatever. The fact that people don’t take advantage of them doesn’t mean we need copy and paste Marvel Rivals. Teamwork comes in different forms and sometimes someone doing something off by themselves can be beneficial to the team if they execute it well and at the right time.

Team ups won’t get rid of one tricks either. They will still pick their character and just lose or find a way to win regardless if they are good.

The devs clearly bent over to appease to the people who want to hammerbot and soldierbot all game without caring about their team, because most teamwork based heroes in the DPS and tank role are constantly nerfed and kept away from basically all relevance but pro-play, compared to the raw dps or dps inclined tanks that dominate ladder.

1 Like

If you want to force people off their comfort pick and change characters, you will have to literally force them and I know how that is going to work out.

With teams up, stomps will be increased then.

This would make one tricks stronger having a team up for their hero

bring back rocket, bucky team up this cap team up is zzzzzz

Seems like you believe that a player will change the character that they want to play instead of demanding that everyone else do it around what they want to play.
Especially one tricks.. they aren’t changing.

If anything, it sounds like Team Ups would be a detriment to what you want.
If the other team benefits from using characters that have good Team Ups (whether on purpose or by pure happen stance), but your team refuses, won’t you just get stomped even harder?

You can’t say “players don’t work well as a team in this game” and then add a solution where players would have to choose to work as a team (which they already don’t do according to you) or they will be punished even more.
If a negative outcome doesn’t already get them to change characters that they don’t want to play now, it won’t get them to change characters by adding incentives to playing characters that they still don’t want to play.
If anything, it will probably just cause more toxicity.
Tank picks their character and the DPS pick characters that don’t get a Team Ups benefit and so they flame each other over not picking characters to form Team Ups.

I’ll always play the same hero.

unless someone else picks him first

Teamwork is primarily initiated through Supports (and more subtly, by Tanks). Unfortunately, because of the ease-of-play between each role and because of the (sometimes extreme) dependencies, teamwork can’t really be initiated by all roles.

One role is going to be more dependent on their team mates for assistance than others towards them, and because the Damage-role tend to lack on utility or teamwork-affecting abilities, this is the situation that you run into with Overwatch. It’s also replicated in Marvel Rivals as well, the Team-Up bonuses and abilities found in that game do very little to improve teamwork in that game, and MR runs into the same pitfalls that Overwatch does with their Duelists as Overwatch’s Damage-role falls into.

There is nothing Tracer can do to support or improve the performance of her team’s Tanks or Supports. Rather she is more dependent on them in boosting her own performance through their healing and enabling (damage-boosting, Gravity Surge, etc) than the Supports or Tanks on her.

The unfortunate reality is, Tracer cannot really do much in affecting teamwork for her team and much of the Damage-role falls into the same problems. The opposite is true for Tanks and Supports who can do much to affect the outcome of the match, but it has to be them that decides to aid the Damage-role.

And as GOATS has proved, the Damage-role can often be disregarded in favor of supporting the much more resilient (and easier to play) Tank-role who is far less impacted by defensive tools and abilities utilized by the opposing team.

Had Blizzard not re-worked Torbjorn away from Armor Packs, or created abilities and Powers like those seen in Stadium Tracer, there might be more cooperative means to aiding and supporting the team. Unfortunately, this is the current reality and very little changes - including aping Marvel Rivals’ Team-Ups - would do anything to improve teamwork.

Unfortuantely, Blizzard has built Overwatch towards this direction where Tanks/Supports dictate the compositions and everyone else tries to synergize with what they picked. After all, the roster in the Damage-role tends to be larger and more varied than either Tanks or Support roles, so it makes a bit more sense. Further driving home this is the fact that the Damage-role, historically, have been more specialized than the more generalized designs of the Tank and Support roles.

OW2 tends to reduce this demand slightly through 5v5 and only requiring one Tank per team (thus shifting the composition weight more equally across each role, along with a broader selection of Tanks and Supports).

But ultimately, you’re still stuck towards dependencies and mechanical difficulties inherent in each role. In otherwords, it works better for Mercy to damage-boost Winston over Soldier because Winston’s Primary Fire doesn’t require aim, cleaves multiple targets, and Winston is much more durable compared to Soldier who does require aim, has less than half Winston’s total health, and is more impacted by the defensive tools utilized by the enemy team.

These situations can change based on a number of conditions; the lack of an enemy tank to defend against Soldier. Soldier in Tactical Visor (100% accuracy), and co-Support to provide additional healing or a Tank willing to enable and defend Soldier while in Tactical Visor can be highly effective teamwork. But your team has to be willing and capable of doing that. And getting Soldier ready and charged up to use Tactical Visor also can take some time and capability by the Soldier player themselves, and they’ll have a harder job of doing that than Winston will.

The idea works as an incentive. Play X character with Y character to receive a powerful team bonus or ability that can be very powerful potentially altering the odds of the match.

The problem is; it already exists in Overwatch through various team ultimate combos. Most obvious ones include Zarya’s Gravity Surge and Hanzo’s Dragonstrike combo. Or instead of Hanzo, utilizing Tracer’s Pulse Bomb.

Or combine Earthshatter with Rip-Tire or Dead-eye. Very broad sets of ultimates found in the Tank or Support-roles that can enable success (and fewer counterplays) for Damage-role players and their heroes’ ultimates.

Unfortunately, Blizzard doesn’t teach this in Overwatch, so players often overlook the functions of ultimate combos that have been there since day one of Overwatch. I remember having to coax a lot of players back in year 1 of Overwatch 1 into doing this ultimate combos; it won my static a lot of games, but it became harder and harder to get players to do these ultimate combos as Overwatch got older. And OW2, no one wants to combo much anymore.

1 Like

Sure, but I thought thats what tracer was built around? Proabably just a bad example for your point, but I thought tracer played ahead of her team, relying on them to do their job but necessarily as “tanks” or “supports” ……..

…….

holy crap your right. Thats the exact direction the game is heading and thats exactly what the devs wanted to happen