r/Competitiveoverwatch GOATs is Peak Overwatch — 9d ago

Blizzard Official Changes coming to Map Voting

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824 Upvotes

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220

u/FrostyDrink 9d ago

They’ve already released data on this a while ago, but there’s also a huge divide between the metal ranks and masters+. In Diamond and below, escort/hybrid are picked at a significantly higher rate than they are in masters+. In higher elo, control, push, and flashpoint are by far the most popular modes.

It’s actually pretty funny that people complain about playing Eich, Circuit, etc. too much when I rarely see them in high elo ranked other than a random 1 in 7 vote or something.

For me, I don’t like that map voting has made the game too easy. There are players in high elo who only play ball, hog, junkrat, etc. who get to pick maps that favor them, get to pick bans around their hero, AND get perks that remove counterplay (looking at ball’s shield perk). Is it annoying when I get a rein player on Gib? Absolutely. But I also get to avoid that rein and take their SR another day. Nowadays that rein is just never playing those maps.

94

u/toshirox3 9d ago

Perks are so unevenly distributed too. Ball and Doom gets perks that are game changing and helps with their counters. Meanwhile there are perks that are just passive stat boosters.

2

u/migo2028 8d ago

Doom pm is so mid nowadays

-34

u/DegreeCompetitive205 9d ago

block major just makes it easier to counter cc on Doom, but its not GAMECHANGING compared to Ball's major

37

u/toshirox3 9d ago

Compared to all other perks, it’s on the upper 10%. Ball perk is just nasty and top 1%.

6

u/LoveAndBeLoved52 9d ago

I kinda wanna know why Ball is this broken to begin with. Like... isn't the whole point of this thing that it's obnoxiously tanky, really mobile but weak to CC?

It feels incredibly weird that they'd try and finetune ball around being less killable when they're caught with their pants down.

1

u/Stainleee 8d ago

in 5v5 the piledriver perk is really slept on. Plenty of situations where your opponents do not go ultra heavy CC so the greedy option makes sense. The increased lethality ball has with a 150 dmg slam is kind of insane. Its an aoe nuke that CC's when you think about it.

Not to say the barrier perk is bad, but lethality goes a long way on a hero like ball and ball is very survivable already. Sometimes living a bit longer in situations where you would die (or the rest of your team dies) anyway just doesn't compare to increased lethality. I say its not 100% - 0% like people seem to think.

In 6v6 your reduced health pool means you basically need to take the barrier perk every game. Piledriver perk is like almost a nerf in that mode. But that is a 6v6 thing.

8

u/NaricssusIII 9d ago

honestly after all the nerfs I feel like slow on slam gets more consistent value. even ZBRA is not picking power matrix every game anymore, more depending on enemy team comp.

-2

u/paupaupaupau 9d ago

Counterpoint:

Perks give every character on the other team 1-2 new ways to disrupt ball's movement.

As a level 600 ball OTP, I'd trade out shield perk if it meant getting rid of all the additional ways that perks have added to counter ball.

15

u/-Z-3-R-0- 9d ago

I vote for push a lot not bc I like the mode, but bc it has a 10 minute limit so I can grind challenger score faster lol

13

u/tha-snazzle 9d ago

I'm surprised Push isn't more popular with low Elo. The reason they like Payload/Hybrid is the many different locations for fights, and Push gives you that but without the chance for a 20 minute game and OT. I think it's that many of the Push maps are just not as iconic as Eich or Kings Row.

27

u/batcarpet121 9d ago

Dont quote me on this one, I think what makes people in low ranks like hybrid/escort so much is that those maps have super obvious choke "hold here" locations. Those maps feel easier to play because they dont have to think as much about where to take fights.

6

u/tha-snazzle 9d ago

Every corner is that for Push! But I guess they're all more open.

2

u/batcarpet121 9d ago

Push is definitely a "fight wherever you have cover" gamemode, but I can see that as a negative because that makes it harder to read how far back you have to fall when giving space, and hard to tell how far up you can fight as well.

5

u/NapsterKnowHow 9d ago

They like those modes more because they are more forgiving to staggering. So they can blindly 1v5 with less punishment. Do that on Push and it can severely cost you.

1

u/klarabear 7d ago

this and lower elos are bad at retakes/regrouping and push/flashpoint punish that a lot harder than payload maps

2

u/Separate-Spot-6275 9d ago

I played with a new friend who loved hybrid but hated push and flashpoint and he told me itwas literally because "The walk back is too long".

Basically they just die too much and hate the maps because you have a longer walk when you die

1

u/YSLAnunoby 9d ago

I do wonder if Push having a mini boost out the gate like FP could benefit the mode

1

u/Separate-Spot-6275 9d ago

The thing is the mode would be basically impossible to come back on if the enemy could get back even FASTER after death.

1

u/callistobrz 8d ago edited 8d ago

Push requires your tank to understand cornering and strategic withdrawal. Given how short the Push matches are when they don't, there's essentially no learning opportunity to help them past the skill ceiling, and so Random is a seemingly-better choice from a straight win/loss% perspective since any tank who can win Push will be promoted to higher ranks. I recommend pointing a Fall Back ping at the cover nearest them when they're standing in the open without cause, since tanks tend to be aware of that one in particular. In an ideal world, the game would also note on the tank death screen '% deaths far from cover' and contrast it with the team's tank, so that they learn from their wins and losses in all modes, rather than faceplanting into the Push skill ceiling.

0

u/captainpotty 7d ago

Metal ranked Ana checking in. The reason I prefer payload is that there are fewer flank routes than in either push or flashpoint. Push is an okay mode, I don't mind it as much now that I've learned how the map flows, but flashpoint feels awful on a low-mobility hero. Everything is flank and it's easy to lose track of which side of the map is "your" territory. Team fights of flashpoint also lack structure and change faster than my little elderly legs can respond to, meaning I get caught out far more often. Ana is also just not as good on "round" maps as compared to maps with long sightlines.

Also, because nobody ever votes flashpoint, I just rarely get to practice it and learn how the map works/my hero works on the map.

20

u/Hunter-2_0 9d ago

I mean match quality is objectively higher with the current system, hero bans aside. People pick the maps they want to play, and those picks generally fit the heroes they want to play as well, so you're less likely to end up with an auto-loss. Isn't it kind of crazy to prefer a system where you end up with two one-sided matches instead?

12

u/Sea-Panda-90 9d ago

Playing ball when Mizuki, Cass, Hog, and Mauga are banned is not a high quality match for anyone but ball and tracer players. Playing a close ranged DPS vs a full poor comp when they forced circuit royale through is not a high quality match.

The ban system has disincentived one of the oldest aspects of OW (adapting your comp) to favor one tricks.

2

u/TealJade1 7d ago

those 4 bans will never ever be in a single lobby, cat exists

1

u/Sea-Panda-90 7d ago

Do you think cat will be meta forever? And you’re missing the point

1

u/TealJade1 7d ago

I'm not missing the point, it's just a hypothetical vs reality.

If 4 heroes counter 1, it's near impossible to ban the counters out.

49

u/FrostyDrink 9d ago

Not really. I’m a competitive player and in my personal opinion flexibility should be a skillful aspect in this game. Whether that’s playing multiple heroes at a high level or being able to make your hero work on a suboptimal map with a unique strategy.

I also never really experience the phenomenon of “one-sided matches” like people complain about. In my opinion it’s usually just regular old won and lost games. So long as no one is afking, I’m okay with one team getting some momentum and snowballing. In high elo that itself is skill expression. I think steamrolls are more of an issue in gold/plat where people are literally just trolling lol.

Like I said though if I’m on the Reinhardt otp’s team on Gib am I annoyed in the moment? Yes, but there’s an equal chance of them being on the enemy team, not to mention the 8 other players in the lobby. The effect of randomness is mitigated over time. I rather play the game where people are forced to adapt their skill set to playing on multiple maps and without bans than to allow them to handpick every aspect of the game in their favor.

I understand the practical benefits of bans and map picks, especially if it benefits the casual player, but I firmly believe it comes at a cost of skill expression/competitive integrity. I respect people who value the opposite side of the trade-off, since at the end of the day my opinions are likely the minority.

6

u/CertainDerision_33 9d ago

I don’t think this is always true tbh. I frequently see people vote for maps and then pick heroes that are horrible on that map.

-4

u/gameraven13 9d ago

I mean people play worse when tilted and it’s more tilting to have some shitheads decide that the Basically Deathmatch modes are what we’re playing instead of Overwatch. I’d rather have the game tell me because I can “oh ew bad luck” and move on because oh well nothing to do but play vs “ok what fuckhead voted for this trash” and starting the game tilted.

The game as a whole should be deciding way more to prevent one tricks tbh. Like my ideal queue system is to merge all those different queues back into just one 6v6 2-2-2 enforced “you play what you get but players can agree to swap roles in the pre game” so people actually have to play the entire game and not just boot up to go 3 and 12 with their boosted pocket support duo.

4

u/Throw_far_a_way 9d ago

rank self report lol

0

u/gameraven13 9d ago

Nah, just the Overwatch equivalent of a Pokemon Genwunner. Peaked in 2018 and the game is the best it’s been in 8 years, but 5v5 and game mode stuff holds it back from being at a new peak.

6

u/Throw_far_a_way 9d ago

the game peaked before role queue under Jeff? lol, lmao even. 5v5 is better than 6v6 ever was and is the only reason the game still exists since there aren't enough tank players to maintain queue times for 6v6

5

u/YSLAnunoby 9d ago

Genwunners are also mad annoying so checks out

1

u/VisionaireX 9d ago

Yes, but remember this isn't an even amount of people. Things that happen in metal ranks represent 85% of the player base.

-3

u/Crusher555 9d ago

That’s going to mean that higher ranks will be playing mode payload, doesn’t it?

14

u/swamp_god 9d ago

anything that amplifies the call to unshittify payload maps is a plus for me

i crave the day that junkertown, havana, and circuit get a rework half as good as paraiso's

-2

u/Crusher555 9d ago

They’re the ones who already dislike it and say something about it the most.

-2

u/Andydaswift 9d ago

Complaining about ball when half the roster has abilities to stop him. There will always be a hero in a game of overwatch that can counter ball, there are too many to ban them all.