Why is defense so bad?

Title. What’s so bad about defense on qp?

Idk…I guess people like attack more

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Cause defense can’t back cap.

cause offense only has to win one teamfight to win, and defense needs to win every teamfight to win, but it requires coordination and that’s nonexistent in the random pool of teammates drawn for you by the game

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I think people feel defense is bad because it’s not really all that visible if there is progress. You either hold it or lose…

Though when attackers are playing it’s either staying the same or progression, which might feel more rewarding.

There are plenty of reasons, this is probably one of them.

Mostly because there’s always one or two person afk and not on the point when the doors open.
First fight is almost guaranteed to be lost and the attacker has massive time bank.

The balancing factor here is that, theoretically, the map design is supposed to favor the defending team.

That’s how the defense scenarios in other games are anyway.

Overwatch is like the opposite. Defense points are littered with alt paths that the attacking team can exploit and the defending team can’t realistically cover all of.

depends on which map you are on really and at what point inside them.

havana 1st point has god awful alt routes, the left chokes you into a doorway and the right just sends to the end of the street still forcing you to fight and bypass the top of the hill choke.

but on HLC 2nd point the left path oen up into two different ways ontot he objective and the right side offer a low gorund high ground route.

honestly the map design in general is rather inconsistent in the way it provides alt routes, sometimes theyre abundant like in kings row 2nd point, or you are forced to enter the same two doorways like hanumura 2nd point

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Cause people want to play FFA.

I mean 2CP is designed that way. The real way that this gets balanced is in comp, where you do BOTH offense and defense and alternate. QP does that if you don’t leave the game, by queuing the same teams on the same map next before moving on.

Changed to the game. Many defensive capabilities like barrier been reduced while killing has been buffed.

The design changes just make map designs til to other heroes way more favorably.

The maps themselves are different from decent balance to highly favorable for one team over the other.

And for many in the playerbase the learning curve to get good at defense or attack is sporadic because the map level you play is still random select outside of a few Arcade modes.

Personally I think because in OW the defense is in disadvantage.
In Assault maps (of which we have only 3 out of 5 in Comp) conquering the objective is really fast and in the case of a team wipe it is difficult to respawn and go to the point in time. Sadly with this much damage and tank and support nerfed it is difficult for the defense team to stop an avalanche effect of losing the team once they’ve lost a couple of members. Only a wide range ult can probably get them some time.
In Escort and Hybrid maps there is the payload healing for 10 HP/s, which is quite enough for a couple of members to keep the payload after a fight enough for reinforcements to arrive. In defense you don’t have this luxury. I think mainly of the second point of some maps (e.g. Road 66) where, with both teams having a long distance to run the defense is much more difficult.
This gap should have been filled with having much less distance to run in the last point for defense, but like I said this becomes useless if you can’t even reach the point and keep for reinforcements since they destroy you in literally half a second no matter what.

No one wants to sit at a choke and wait. They want to death match.

I feel like people overlook this when complaining about places like Paris. I think defense deserves good defending spots, because without them, attack would have even more of an advantage than they inherently have.

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