Thinking because there isn’t a gigantic rectangle now protecting you at all times or healers being unable to keep you up through focus fire doesnt make it like CoD or Valorant. The gunplay and TTK are unlike anything in Overwatch.
If you wanna have a slow and grindy experience, go play Paladins.
I think they’re usually exaggerating and don’t actually think the ttk is like those games. But I don’t see an issue with OW being more like an fps. That’s kinda why I got into the game in the first place.
I think he means that it is slow to start with, unless you pay for the characters.
Luckily I played it since CB 27 and was able to abuse the system a couple of times to get a lot of gold thanks to their gold refunds after they did some changes to the card system, otherwise I would had to grind a lot to get all the characters.
A new player experience in Paladins right now does not look… The word I’m looking for is not “interesting”, but I can not think of another one.
And after you have your characters, you have to grind for levels before playing competitive because otherwise, people just does not select a character to cancel the match (it happened two times in 5 games to me).
And you don’t have a battlepass or a double exp weekend? Then enjoy a slow grind.
While Paladins indeed has it’s grind champion and battlepass wise, I don’t see how that explanation would make sense in the context of barrier and TTK complaints.
Mhm, it’s gone back and forth to a degree through the years and the early game before caut builds up can be higher, but on the whole, I’d say Paladins has generally had quite a noticeably lower TTK.
long team fight require extremely fast problem solving and thinking effectively, 1 wrong move and you ends up feeding the enemy a bunch of ult charge and waste time.
Long team fights are heart stopping, butt clenching and truly an amazing experience either if you come out on top or not.
That’s part of the problem, it’s not COD, it’s not Valorant or CS, yet TTK is low as fork but without movement inertia, weapon spray, unforgiving hitboxes, limited ammo, ADS hit sway, map design and all those game things that keep those games on rails. Overwatch doesn’t work once you apply “CS conventions” into it. The maps aren’t meant for it, the hitboxes aren’t fair for shooter nor shot at and we have freaking tanks, it be like getting to the end of Doom and the final demon is a chess game.
We can’t go full throttle on the moba aspects either of course, but there is a line to be crossed somewhere, a mid ground to be found that means “Overwatch” and nothing else. That’s for the devs to figure out surely, but personally I reckon the line was crossed last patch. This does not play like the Overwatch I fell in love with.
Right now Overwatch plays a lot like Battlefield 3/4. That’s not a bad thing by default - gosh darn it I must have 1500 hours on BF3 alone - but Battlefield was made for that style, the visual spectacle was awe inspiring, the vehicles were unique to the player thanks to unlockables and team play existed but it was very, very light and skippable, there was no SR or rank, I progressed in-game every match regardless. Also you could troll with C4 an entire match and be fine because it was 32 vs 32 map.
Bottom line is I’d rather play 3-2-1 than whatever it is we got now.
I think this is one of the biggest problems when they started getting rid of shields. COD and Valorant maps are way tighter with way more corners and corridors. They very rarely have wide open spaces or single choke points like in Overwatch.
If they made a map for COD or Val that was as open as Junkertown there would be outrage.