Whats the point of 5v5 by removing one tank?

Title. All it did was make the healer queue most in demand, tank queue a lot longer and dps queue stay the same insane lenght.

Now the tank role is even more stressful and demanding.

Overwatch 2 feels like garbage to play as solo tank, I’ll rather continue playing tank in the first game.

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To make the game feel fresh.

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To refresh OWL because that’s their main priority anyway

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New megathread of the week?

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  1. Better queue times
  2. Make people actually want to play Tank
  3. Shift the game away from “Defense Bias” towards “Offense Bias”
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Well that failed. Now 2 roles have 20 minute wait times instead of just 1.

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To prop up their dead esport and reduce queue times. Both have obviously failed.

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Isn’t it obvious? To require less players to fill the tank slot and remove the issue of double stacking shields. Normally, on OW1, it is the shortest queue time as it is the most undesirable and harder to fill role. So, they removed a tank and adjusted them. It worked. Now the opposite case is occurring, it has the high queue time as players want to play the tanks. Something must be going right. I’m also watching top 500 players on tanks and their queues are never 20 minutes. Early on maybe but that’s evened out already.

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It’s almost like they’ve barely done anything to make Supports more enjoyable to play.

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Pretty much to make DPS’s lives easier, make them enjoy their role more, fix their queue time etc.

As a side effect, removing one tank ended up benefiting the tank role quite a lot as well. Since by removing one tank from the composition, it allowed developers to buff the tanks enough to where they don’t get melted by DPS anymore without being overpowered.

But they still need to fix a few things like orb of discord and anti-heal which some tank players aren’t having too much fun against. And since it’s unlikely that the devs are going to nerf DPS’s damage to compensate for support’s damage boosting utility, the only other way we can fix this issue is by toning down support’s offensive utility, whcih are ana’s anti-heal, zen’s orb of discord, and mercy’s blue beam (not sure about the last one).

Another positive of 5v5 is that is has lead to increase in solo carry potential for all roles (albeit mostly for DPS and tanks so far in the beta). Although it seems like steamrolls can still happen if the matches are unbalanced enough. But at least there’s a little bit less of that now, and you have a better chance of stopping it if you’re good enough.

It does a few things:

  1. Not many people wanted to play tank compared to the other roles creating a massive que issue. So reducing it down to one fixes that discrepancy.
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  2. Two tanks forced a poke phase in the fight, where you simply had to burn through two layers of protection to do anything. Such protection combined with healing, made any damage output that was not coming from a DPS specifically pretty much only good in combination with another hero. With just the one, their is a lot more room for damage on both tanks a supports to make an impact.
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  3. It simply allow tanks to be balanced around themselves, more so then how they are in specific combos. Like Orisa/sigma/d.va/and even winston at one point all got the nerf hammer do to how their abilities combo’d into another tank. Decoupling them allows them to be stronger or have tools to cover their weakness.

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How the hell it makes people want to play tank?

You get instant queue in Overwatch 1, in second game its 7 minutes.

Tanking is a so much more stressful now compared to first game.

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Easy. By making it so that Tanks play more like DPS, and you don’t need to rely on some random internet stranger to perform “Tank Synergy” with you.

Tanks have a LOT more self-reliant clutch potential than they did in Overwatch 1, where they were more like subservient barricades, for other players to enjoy playing the game. Like moveable pieces of map design.

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It looks more and more like they will end up paying us to flex queue.

Partially, yes. I fully expect them to be giving out premium currency for some sort of daily quest.

But also I expect them to either make Supports have more mobility or more lethality, with less obligations to spend their time-budget on healbotting.

[OW2] Regen for all Roles, Speed for Supports?

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I mean they have.

zen got the kick, mercy is in the process of getting the super jump put into her kit propper, moria is getting a mini rework, bapt got a huge buff to his burst heal with a risk reward mechanic built into it.

It’s that supports overall needed the least amount of work to have them be “functional”, where as a lot of the tank and dps role has been tuned or reworked to function properly.

That and they have yet to released the new support hero, which is major spice missing at the moment. As both dps and tank has new stuff to play with.

This would be really really cool.

Well yeah, but those feel more like balance changes. Or little novelty toys.
Where they don’t feel anywhere near as “liberating” as what Tanks/DPS get to enjoy.

I was looking for something more like this. Where you can actually offload a lot of the tedious junk off the Support role’s shoulders.

[OW2] Regen for all Roles, Speed for Supports?

This doesn’t seem to have worked.

Both of these seem to have been a success.

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I’d like to see optional 6v6 mode added with two tanks… and players could decide what is more fun.

After playing both games, Overwatch 2 just feels like handicap with stuff removed, instead of adding something fun and new.

Same god damn maps with just some day of time changed is not a new game.

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