Despite my love of the game, after constant bad experiences for months, I’m done and now playing other games.
About me
- I bought the game when it launched on Switch to play competitive mode.
- I’ve actively focused on improving. I stay up-to-date with balance changes, meta synergies, and have watched videos to learn how to play.
- I’m level 580
- I’m platinum rank (solo queue) in Tank and Damage and can usually hold it there, but usually pulled down to gold (especially as a Support) by poor matchmaking despite my best efforts to play better and play during peak times
- endorsement level 4, and have 3 gold weapon skins.
- I can play every role and most heroes proficiently.
- I’m frequently on fire–often the only one on fire–and get play of the game reasonably often.
I’m not a bad player.
Some feedback:
- Matchmaking on Switch in my region is a joke.
It went from rarely being able to find a match (for months), to being able to find one faster but with terrible matchmaking.
I have no way of choosing to wait longer for better matchmaking and forming groups is difficult. So I either play and lose rank because my team are mostly significantly less skilled, or I play quickplay with beginner players.
I rarely have a match where I can use the full extent of my skills–maybe in 1 out of 20 matches. The rest is my constantly trying to overcompensate for my team members who have mostly no clue how to play. It makes improving and practice feel pointless, like doing a group project where I worked really hard to do my part of the work, and everyone else didn’t.
That’s not really their fault–the game isn’t designed to foster anything different. The problem is not a lack of good players; there are plenty of good players. But their rank isn’t representative of skill–it’s more representative of how many people were online during matchmaking and whether you teamed up before queuing.
- The game has a low player population.
Frequently the match time estimates for competitive mode say “>10 mins” during peak time. With the game reaching the end of it’s lifespan, and even before, numerous things (which I’ve detailed in suggestion and feedback threads before) could have been done to improve the play experience.
Most notably, ways to:
- queue simultaneously for different modes (choose which mode to prioritise so when enough people who are waiting for that mode are ready, a game can start as soon as enough people waiting are available. A “play while you wait” strategy)
- see if one is close to finding a full team while in queue (are you waiting for 1 more before you can start a match, or 10 more? There’s a big difference)
- see when players are online in one’s region (like a weather report, but with active player times)
- The game is not designed to help people get better.
There are no tutorial videos in-game, the loading screen tips are bad, the medal and play of the game system cause people to prioritise the wrong things (“I’m gold damage!”; “I got play of the game!”), the stats is information overload and too complicated to be useful for improving and buried in a place people won’t look, and the in-game help text is incomplete and often misleading.
People routinely do stupid things–even high level, high rank players–because they know no different, and the game offers no help with that.
That’s a failure for a competitive team game that needs players, and needs players to improve, in order to survive in a competitive market.
YouTube has lots of excellent content. Most players will never use it. Content and help systems must be in-game. and ideally, designed into it. This is the biggest missed opportunity in every competitive game I’ve played.
- You seem to focus mostly on doing things that will benefit the best players, the Overwatch league, and PC players.
Sure, there are some things like workshop upgrades and saving replays, but for the most part, I don’t see changes or features added to help the core audience that makes up the bulk of your player base. In interviews, I’ve never seen this touched on.
There’s an endless fascination with constant balancing when other things would likely improve people’s experience more. It’s like you forgot the Blizzard donut principle.
- The game does not reward skill enough.
Randomness, opponents jumping around like idiots, and strange things (like the bazaar physics for characters like Junkrat and Doomfist, how many surfaces are invisible to Wrecking Ball’s grapple, or the anorexic size of certain hitboxes) frequently result in you losing, even if you’re more skilled.
It doesn’t feel good. It’s not fun. The game should reward strategic thinking–and not just for the small percentage of pro players who have amazing team coordination.
- Your feedback system sucks.
I.e. This forum is a mess–so much duplication and time spent on pointless stuff. You must waste so much time wading through endless amounts of crap to find useful things. There’s no easy way to know what’s being worked on, what’s being considered, and what’s not going to be worked on, and why. Nobody really knows where they stand.
There should be better ways to submit feedback and for you to communicate what you’re prioritising and why, so players know where they stand. You’ll get better feedback as a result and players can use their time for productive things.
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It’s not just me
I’m not alone–my list of approx. 100 people I played with for the first 6 months rarely play, if ever. During peak time usually only 5 are online.
Recently I played a game with someone in solo competitive queue. We were both support roles–I was gold rank, he was platinum. Only 3 players (including he and I) were in voice chat. He was saying, “what’s going on in this game? It’s all over the place.” I told him check the players status: 3 of them are unranked. He saw and said “Why are we here? We shouldn’t be here!” Despite he and I coordinating, we lost. I explained that playing ranked on Switch, get used to people not using cover, grouping up, using voice chat, listening to in-game voice commands, or even knowing how to use their hero.
This is my constant experience–skilled play, good matchmaking, and teamwork is the exception. Even when I get platinum players in my game, most of them play like this. Top 500 players are usually better players, but still don’t know how to team up and tend to play as if they expect their team to know how to play, which they don’t. You have to use custom strategies for bad teams–playing normally (i.e. well) doesn’t work, since they can’t keep up.
I’d much prefer having only players of my rank in my game, rather than being platinum and gold and getting silver, bronze, and unranked players.
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I still want to play, but the experience I have while playing saps my desire to play. I’ve run that loop too many times. It was fun when I sucked at the game and other people were at my skill level.
Unless Overwatch 2 addresses these issues, I doubt I will buy it. I’m also wary of other Blizzard games, since Diablo 3, while fun, was mostly forgettable due to similar bad design decisions (bad PvP; boring gear; lack of end-game content, other than the purgatory of rifts).
Design like this was fine 10 years ago, but it’s 2020 and I expect more. It’s not unlike bookstores going out of business because they failed to innovate where it mattered, thinking business as usual was fine, until Amazon came and showed them it isn’t.
I’m now searching for another competitive game–one that gets ticks the aforementioned boxes. It’s a tall order; developers don’t seem to get these things.
A shame, because I really enjoy the core gameplay of Overwatch, just not how the game has been stewarded and designed. If it were a subscription service, I’d be unsubscribing.
I’m sure you’ll keep making money because people aren’t aware of these issues going in (I wasn’t). I hope another well-designed FPS or other competitive game comes to force you to innovate and prioritise what matters.
You might say what matters is subjective, but it isn’t. Overwatch is a competitive team strategy game, and people’s experience with that aspect of it should be amazing for the most amount of players possible. Everything else should be secondary.
Right now, it seems like a great game for PC players in areas with high player populations who are above average in terms of skill, but that will change when the amount of players drop off. Skins and seasonal events won’t retain players–great gameplay experiences will.
The way to fix all of this in Overwatch 2
Assume the game will eventually have a low player population (for many people, that’s their frequent experience) and design around it before you launch the game. You can’t completely solve it, but there’s a lot you can do to retain players who would stick around if they had a better experience.
Part of that is to help people improve. All the systems should be designed around helping people be better players and team mates. One example:
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pay great content creators (like Ashkon esports) to edit Overwatch league content to spotlight what players should and shouldn’t do with their characters, and as a team.
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Showcase strategies as players improve to foster creative play. Don’t just unlock skins: unlock new, short guides that help people improve and show the best players. Force them to watch it before they can play more matches–it can be part of a progression system.
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Communicate game changes though short, in-game videos (like SI Not Found), not patch notes that few people will read.
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Teach people how to shotcall. Add more features that allow better shotcalling since many people don’t use voice chat. You added new communication wheel options. I hardly see them being used, and they aren’t even very practical for reasons already described.
All this content should be baked into the game, not external stuff most people won’t look at.
It’s not enough just to make a game; you have to make a great experience with it.