That alone wouldnt solve the issue because the core goal is different.
In Valorant you win by setting/disabling a one time bomb or you kill all enemies so the game turns into a huge commit as rounds are decided very quickly.
In Overwatch you win by either scoring more on the objective or reaching further than the enemy through a long map, so rounds are decided by a longer time and fights need to be longer. If you take away the only tool capable of deciding a fight quick, you either create a stomping situation where one team pushes heavily the other and dominates 99% of the time or the 1% is an even match where everyone is stuck in a loop of respawning because the fight doesnt end before the dead ones respawn and join back. Even if you notice it already happens by 5v5 changes, you would be investing even more in the same changes that brought us to this situation and making it worse.
Rounds in Valorant are pretty much the same as a point in Overwatch. You usually wipe once or 2 times when defending a point.
One team may stomp, but they’ll clearly be the better team with the enemy team not having broken ultimate’s to win off. There would be a lot less ultimate uptime, the game will be more skill based
You can have 3 good players carry a bad player. It Happens all the time with smurf stacks. Trainwrecks a gold tank player just got carried to top 500 from content creators playing on smurfs boosting him. Anything for content.
AKJ normally I think the forums are too overzealous on just discarding whatever you say, but what in the everloving **** are you cooking, chief?
It works in Valorant because there are no instances where the essential gameplay loop of a character relies on support. It’s also a Tactical shooter centered around OHKO Headshots. Destiny follows suit since All characters in it are slated to kill, there is quite literally no support role. As a general rule of thumb, if a proposed idea wouldn’t fit in OW’s grandpa’s ecosystem, I.E TF2, then it won’t fit OW either.
Then your reward is that you killed the enemy and stopped their advance/cleared point/choke. The ultimate goal of Overwatch is to spend your resources in a more efficient way than your enemy or at least to make the enemy spend their resources as inefficiently as possible, in layman’s terms by killing 3-2 people you’re buying a lot of precious time off the clock.
Even then, this
Is straight up not possible if you’re farming people, you’re statistically getting more damage in that they are getting healing hence more Ultimate charge.
Also this. Tree, S tier? Support has the best ults, yes, but some of them are not nearly as powerful as the OW community has been led to beleive.
Do I even need to contest this? They’re Supports, let them Support, “Confirming kills” is what DPS do. You genuinely sound like you don’t want like the gameplay structure Overwatch offers, this isn’t even an Overwatch 2 issue since if anything Supports in OW1 were even less damage focused.
This would be 100% less competitive. Tanks and Supports would have little to no Ults, DPS would fight with each other over a confirmed kill etc. There is no reason to do this, even if your entire point is “Woe is us, DPS have weaker ults and longer charge times!” then literally just nerf Support ult cost and fix the issue. Alternatively, go play Valorant.
Which is ironic because with the system you proposed if you loose the first team fight you might as well throw because the enemy will have Ults next fight 100%, so you’re going to get farmed inevitably and likely won’t secure kills, meaning they enemy will wipe the floor, get Ult again and rinse and repeat.
Are you just salty your picks got rezz’d? Then complain about Mercy ffs or, again, if you have such high praise for Valo go play it. It’s such a balance mess that you’ll come back here running, despite OW2 being a chaotic s***show.
It’s. A. Tactical. Shooter. TTK is literally 0 + reaction time.
Or they could just Not implement this horrid DPS buff in disguise? OW is fun Because some heroes get to not focus exclusively on damage, positioning, healing, etc.
??? My brother in Christ, if I had a nickel for every time I reversed a fight because I got both the supports as Genji despite my team being down for the count I’d be a rich man. The appeal of OW is that even if your teammate gets picked, you can still carry the fight.
The contradictions in what you said write themselves: If the team fight gets decided by the first pick, then you inherently have less power and value as a player, because you have to rely on your teammates not dying.
??? My brother in Christ, Ult costs are the highest they’ve ever been.
All in all, it hurts to say but damn AKJ you really need to think posts through sometimes.
In destiny dealing any damage by any means charges your super.
Also this entire concept is basically ‘only DPS should get their ult, ever’ when the meta ones already typically get their ultimates first in-game anyway lol
I’ve always kind of thought the idea of losing a certain % of ult charge upon death might be a neat change to try. It would also incentivize and reward not dying. The downside I guess is that a weaker team may never have the opportunity to pull off any ults if they keep dying and losing them.
Right now there really isn’t enough of a penalty for dying, unless you count getting yourself staggered - which I guess is more of a penalty in the lower ranks where it’s a lot harder to get a team to stop staggering.