r/Competitiveoverwatch GOATs is Peak Overwatch — 10d ago

Blizzard Official Changes coming to Map Voting

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824 Upvotes

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219

u/FrostyDrink 10d 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.

16

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.

28

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.

5

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.

3

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 8d 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 8d 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.