Yes, there were more DPS players. But the fact that there were more support players than tanks means that character roster isn’t a big deal in terms of getting people to queue. If there was a correlation, then there would have been fewer support players than tank ones. We know that’s not the case.
We had double the number of supports before the drought. We’re talking about the first six months of 222 RQ, before Echo was even released. The drought’s not a factor, either, because problems were apparent well before that.
You can’t bribe people to play tank as we saw back in 2020. Loot box/credit bribes weren’t enough, and neither were priority passes.
And you dedicated yours to talking about a game that you have hated for years. You need to move on tbh but are too addicted to do it or even admit thats the case
Again. It is still a factor. We had substantially more dps versus support players. Just that support players were left in a much, much better spot thank tank players.
Premium currency rewards are far more of an incentive as it’s far harder to earn in OW2. Additionally it did help. Continue on that trend whilst actually improving tank.
It is obviously not a factor because there were around twice as many support players as tank ones, despite tanks having a larger roster. There’s nothing to say that the number of DPS characters is tied to roster size at all.
Priority passes didn’t help, and they added a new source of irritation to boot. People complained endlessly about DPS player tanks who were there to faff around and get their pass instead of taking the game seriously.
They are NOT balance problems. You cant just give supports more healing to combat the massive amounts of damage, because DPS would then kill nothing. You cant give DPS more DPS, because supports would be useless and you cant nerf the defensive abilities of tanks, because thats how it ended up becoming the least played role, or they would be too weak without synergy.
6v6 has unfixable problems and you people STILL did not realized this.
X and Y are both less than Z. Factor H is involved where Z has a high H, whilst X and Y both have almost the same H, about half that of Z, however in this multi-variable problem X is larger than Y, and thus H is completely discredited on that alone.
That’s your logic and it’s incredibly ignorant.
People will complain about everything, still helped get more people playing tank. Meanwhile tank in OW2 is literally just flex players and a positively miniscule tank population because 5v5 tank is just worse.
They are though.
Again, you nerf both damage and healing. People die slower but they do die regardless. Same gameplay loop, less exploding out of nowhere.
Not really.
I mean, this is solvable balance problems whilst 5v5 has them worse, alongside format problems like solo tank sucking
No, it cant. At some point the requirements just go up you have to run the game and then we would have a completely other discussion: is it worth losing maybe 20-50% of the playerbase, who plays the game on switch, older consoles or weaker PCs just for the format to be fixed?
6v6 games in low ranks ALREADY where slow as hell and brought to a halt (like they wrote). How the hell would even slower gameplay make a difference? Not to mention that I am sure they dont want to nerf all DPS and supports just for a format to work MAYBE.
Both modes have design problems, but you seem to too blind to see this. 5v5 or 6v6 is a preference of people and 5v5 is not better than 6v6 and vice versa.
Stop coping so hard. You still have to present me the balance that fixes 6v6, without making tanking feel worse, supporting feel worse or DPS feeling worse.
Hi. I don’t know if you knew this. But I’m a 3d artist with what, 4-5 years experience now.
The switch is more than powerful enough and we have more complex games running on it. The Switch is the weakest console that will run OW2. This is an optimisation problem.
Also the weakest pc playing this can still probably emulate the Switch.
…I’m talking about solving it in 5v5 there.
In 6v6 it isn’t anywhere near as much of an issue because you have the second tank to brunt the damage output.
Like everything else, If it’s an issue in 6v6, it’s worse in 5v5.
No 5v5 is pretty provably worse. We can get the faster gameplay in 6v6 if balanced appropriately without running into the inherent problems of 5v5.
Ya huh. Sure.
Keep huffing that copium. I’m sure they’ll pull out a miracle and somehow make tanking tolerable (never mind fun) in 5v5 without ruining both dps and support experiences.
Seriously they gigabuff tanks, dps and support die off because they aren’t having fun, and it still doesn’t make tanking fun. Because counterwatch isn’t fun, and all that pressure on one player isn’t fun.
That’s not my logic, though. I’m saying that there were twice as many supports as tanks, despite supports having a slightly smaller roster. Therefore, roster size is not a major factor in getting people to queue up for a role.
Except that all of the new tanks would work under 6v6. Hell Mauga would work a hell of a lot better in 6v6. All of his flaws get patched up with the second tank and he slots nicely into rush and brawl.
I think you making it to easy. Its NOT an optimization problem. 6v6 COULD run on older stuff, but they even said that it would take them close to a year to optimize the game that way to run it the same as it does not with 12 players. You have no idea how their engine works or what the backbone of the game looks like. Stop posing with personal experience that has ZERO relevance to the topic.
No you dont. I speak about SLOW games. Currently we have very fast games in 5v5 and that quite good to not just stand there. This is purely a 6v6 issue that games were to slow.
No, because this would mean the removal of most defensive abilities on tanks, to let DPS players have more options to make plays and the game to advance further. Nerfing tanks for 6v6 and then even further would just be the same state, or worse, than we had back in 2020 with so long queue times.
They dont need to make it as fun as support or DPS and just playable that you dont feel like you hit a wall every time.
This is quire easy in the 5v5 world, in that you nerf or rework the characters that mainly impact tank play: Ana, Zen, Sombra, Widow and maybe Bastion. As soon as they are not that opressive into tank plays anymore, you have a much wider range and you could weaken the counterplay under tanks.
THIS is a balance problem. Not for a 100% enjoyment on tank, but good enough that people would want to play tank from time to time.
Sneaky people blaming DPS players for not wanting to play other roles when maybe these roles don’t catch their interest. Never going to get DPS players to actually play these roles especially play them what this community expects
But it obviously isn’t a large factor given that there are twice the number of supports running around as tanks. And since that’s the result we get when we compare like with like, there’s no reason to assume that the the number of options is relevant when we add DPS in to the mix.
Imagine there are 100 tanks, 200 supports, and 300 DPS. There are 200 fewer tank players than DPS ones but only 100 fewer support players than DPS ones. However, both tanks and supports have a similar roster size. So it’s other factors at play here.
this would mean the Team has Failed to make Tanks more appealing. The move to 5v5 certainly let to even more Tanks leave.
But you also make the Mistake that you equate 6v6 and 222, while the Devs said that they want to explore other ideas. What if we have a Role limit? Like a maximum of 2 tanks and supports?
Balance problem. Look at S9 and why it was done. DPS needed a Antiheal Passive. Supports are currently basically only healbots for the tank.
againt balance Problem. 5v5 currently is also very Mitigation heavy and as a DPS its useless to fight a Tank alone since you cannot win the 1v1, while you had a good chance in 6v6.
Im Midrank, yesterday I deleted the game again while I just came back from a 10 month break in Feburary. During OW1 I was never nearly as frusted then I am in OW2.
But the player will also be pressured to perform. the game currently is decided who has the better tank. A second tank can compensate for that and the tanks are not as important for the win. In fact Support synergies are still in the game an some argue that those are far more problematic then tanks.
Why would you need to rework them? Rebalance them, sure. but you do not need to rework them. Arguably many original Heros have lost there identity, are still in need of reworks or where already reworked multiple times for 5v5 and still not work.
Are you talking about Support or Healer? What are defining features of Support heroes on why you pick them? Zen? Discord! Ana? Sleep, Anti, Nano? Bap? Immo and Window? Kiriko? Teleport, Suzu and Kitsune! Lucio? Speedboost! Mercy? Dmg Boost and Rez!
High healing numbers are often times irrelevant. Its pretty common, that the team with more Healing loses in the end, since Utility is far more important then raw healing.