In order for the game to return to form with 6v6, the changes that the game underwent to be playable in 5v5 need to be unraveled. 6v6 feels better, but not by much. The biggest impact with this initial release is double tank revitalizing meaningful group play.
The game needs to be slowed down. Character movement speed needs a major reduction, and game pace needs to align with that as well. ‘Blitz’ maps will need to be adjusted as a part of that. That means both of the new formats, the tug of war and the ‘faster king of the hill’ will need to have maps squished or objective mechanics reworked.
Hero health pools need to be reverted with caps of 200 for heroes not designated to operate in the frontline or with some major movement impairment. Bastion, Reaper, sure, make them 250 or whatever, but everything else needs to come down in health pool and cap at 200; there’s no reason for mobile midrange DPS picks to be at 250.
Make aim practice great again. The changes that accompanied the health pool changes gotta go. Heroes that are hard to play due to being aim intensive should be exactly that, and a slower format will facilitate that as a necessity anyways. It’s too easy to land shots and the mechanical skill gradient suffers as a part of that. The game is a shooter title and quick precision should be rewarded accordingly rather than the current Widowmaker mess we’re left with because everyone and their grandma can sustain a 50% headshot rate with zero risk and all of the maps have gigantic open swaths of land.
Tune support role damage. Supports do too much damage. Not much else to say here. Supports shouldn’t be able to merc people left and right and heal as a secondary without giving up potent healing abilities. Kiriko headshots, ana 3 shots, illari 3 shots, and juno auto-aim are all issues that need to be combed through.
Providing some critique as 6v6 is the only way I’ll return to the game again, as I haven’t played regularly for I think ~7 months now. I played the classic debut, but that was it. I finally quit the game outright due to 5v5 and ranked ladder mismanagement after Season 8; Overwatch simply isn’t enjoyable as it is, and not a good use of time as a competitive outlet. I played nearly every season since OW beta in 2016 up to that point.
if they revert to pre season 9, as a player who has only been playing a few months, I can tell you i will probably quit playing the game, I love having movement and being able to play more casually and have fun in a shooter again. Every other FPS on the market is a complete sweat fest and as a result i no longer play them
Do you mean the game mode timers? I’ve only played a few rounds but so far I felt like the pace of the games like Clash were already slowed down having an extra tank. It feels like flash maps or clash maps are harder to engage and the timers are too fast for it, or something like that, right?
Marvel Rivals literally has the OW Season 9 health changes because Duelists have 250-300 HP just like DPS do in Overwatch.
The game is healthier when a decent amount of time to kill is simply from the base health of a hero, and less about getting pumped with healing to survive because healing out-doing damage is exactly what causes a stale-mate.
It clearly is 6v6 if there are two teams of six players facing off against each other.
I dunno why people are surprised that the season nine changes didn’t get reverted. Did the devs give any sort of indication they were going to do that anywhere? All I heard was that they were going to nerf the power of role passives.
I’m aware of how long she’s had it, and I’d remind you they’ve tweaked it multiple times through those years. Doesn’t mean it can’t change now. I’m not aware of what fantasy where you’re okay with it. Lol.
These two points quite literally contradict eachother.
The S9 healthpool changes slow the game down. It makes burst damage less strong versus squishies. I think it’s very good that they kept it in 6v6 as it means tanks have less burden on them to protect their team as heavily so the Devs can make Tanks be more DPS-y and hopefully attractive to the playerbase.
Yeah that’s similar to what I was thinking. That change would be contingent on the others I was pointing out, like if they slow down the character move speed they’ll want to tweak those map objective progress speeds or make the map smaller to match that if they want to retain the game mode.
That’s true they do have a lot of HP and hitboxes are quite forgiving. And I think they even have lower damage abilities than OW. Most things are like 40-70 damage range or something, unless it’s like Squirrel girl grenades. I think tanks are also a lot lower in damage, well at least for like a Venom and Captain America. Thor does like 70 damage with his lightnings. Doctor Strange kinda hurts if he can land shots but generally it’s pretty much 3 hits for most burst things and requires some comboing and damage boost for the rest. But ttk also is pretty high with the support heals like Luna or Mantis being there.
Having 200hp and coordinating group ups to make team fights more impactful is not the same as making the game faster just because you ‘die faster’. See point 3, as well.
S9 health pool changes didn’t slow the game down. It just made it harder to punish people for bad positioning due to overtuned healing, hence the band-aid dps passive ‘fix’.
Yes they do. You say you want the game to be slowed down then say you want to remove one of the main things that slows it down
The S9 changes slow down the game and make balance easier for the Devs. They shouldn’t go anywhere and I’m glad they clearly have no intention of reverting them. I think it will make tank balance much easier going forward in 6v6.
Having a larger health pool and lots of healing makes it so you can pump the supposed target with heals to keep them alive.
I’ve played rivals, and it can be very challenging to kill a target when they have both healers on them, even DPS.
But that being said, Rival is its own bag. I don’t want to compare the two since it just leads to slippery slope reasoning and its easier to use the objective sources we have available in Overwatch to assess how Overwatch should be tuned, not what Rivals is doing.
Despite whatever issues I might have with the way this has been done, I’m still having a hell of a lot more fun in the 6v6 mode so far. Last week I barely wanted to play OW at all because Rivals was so much more fun. This brings it back a bit.
I’ll say it again, having a higher health pool does not slow the game down in any way. It simply makes it so people with poor awareness can stay alive after a bad decision, and that’s why it was released alongside the projectile and bullet box buffs. The developers were trying to make the game more accessible, but missed the mark due to the aforementioned.
After one evening of playing all the roles, Im a support main btw, but I agree with this. But I think ALL damage everywhere on all roles needs to be massively reduced and all healing buffed a bit. One extra source of damage from the enemy and one extra player to babysit means I pretty much have to healbot and that isn’t even enough. I like the fact that tanks are not super tanks any more but I really dislike how there’s even less co operation from my teammates than before there’s 2 fights going on at the same time a lot.
No it doesn’t. Characters don’t auto heal, DPS don’t apply anti, and so on. Marvel Rivals just has different numbers, it was made with 250 HP as the baseline. Can you imagine if Hanzo did 384 damage on a headshot? That’s what Hawkeye does, and he has several damaging abilities on top of that.