Didn’t they do that in OW1 for comp? Or was it in OWL? Wasn’t very popular at all.
Would be cool if you could enter a lockout quickplay mode, where you get something like lockout cards as reward for not leaving and not being a little poopipants. Then you select heroes for your own team to be locked for the round.
I wouldn’t mind experimenting with a mode that had swap restrictions, like 2 swaps per control round, or once at the beginning and then once per checkpoint in escort, etc. Not sure if it would be an improvement, but I’d be willing to try it.
Yes, when the game is evolved into a game with veeery soft counter relations.
In the current balance where there are full of hard counter relations, no. It’d be better to compare the comps and decide the winner asap, like a poker game. Actual gameplay would be a waste of time and effort.
It has been tried in the early days of OW.
I don’t think it was particularly liked exactly because it is pure luck if you will counter or get countered. Seems like more reasons to leave a match in a game where people are already mass leaving.
If the heroes weren’t still so based around counters it would be ok, but you’d get locked out of playing a lot of the time and I wouldn’t revisit the mode.
I’m thinking about how many people feel it’s “okay” to leave a match that they deem is a losing one. Which would be very doable with swaps.
And you want to take away what makes those people somewhat bearable? And think it’ll somehow feel better?
Probably see Pharah, Ashe, Soldier, Echo a lot more… and other grounded projectile heroes would have it rougher overall. I don’t think I would play this.
I wish people actually played it, so those who still defend one tricking, would know how a world where 100% of players are OTPs would feel like in Overwatch.
No, that isn’t what Overwatch is all about. Overwatch is a game about swaps. That’s a core mechanic and idea to the game. Even if you aren’t being countered, some maps have points that favor different heroes. Maybe you run one hero out of spawn because there’s a lot of flank routes, then after the 1st checkpoint you run a different hero because there’s a lot of high ground, then after the second checkpoint you need a different hero because the final point needs more sustain or something.
Even if there were no counters there’s still reasons to choose different heroes based on the map, point on the map, mode, etc. Why do people want to 1 trick so desperately???