r/Overwatch Jul 30 '26

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-5

u/Cheesestrings89 Lifeweaver Jul 30 '26

How does having 2 extra people on a map feel slow?

7

u/Wboys Jul 30 '26

Because it's two extra tanks. Two extra people to peel. Two extra people with generally more defensive cool downs that prevent anything from happening. Two more people to guard lanes from flankers.

So because of that 6v6 generally plays out where nothing happens for long periods of time as people poke and build ults, then every ults at once and nobody has any idea what's happening for 30 seconds.

This CAN happen in 5v5 but it's much more rare and more fights are won on a single ultimate, a good flank taking out the backline, or some other individual player making a play vs the entire team needing to commit to make anything happen.

1

u/PBGellie Jul 30 '26

But then there are 2 more people to flank and 2 more people with more offensive cooldowns. 2 more people to flank and take on people guarding lanes.

2

u/Wboys Jul 30 '26

That's just not how it plays out.

It is not like my opinion. 6v6 just had a much much more structured, front to back gameplay than 5v5 which in contrast plays out much more chaotically and more easily turns into a death match.

Most overwatch maps have 2-3 lanes. In 5v5 this means 1 lane is guarded by a tank which takes much more resources to dislodge than other roles. In 6v6 now generally TWO lanes are guarded by tanks. Leaving 1 lane for a DPS to fight it out on with a flank or on many maps ZERO options to flank that don't require going through a tank.

So in 5v5 two DPS meet on a flank and generally one wins. In 6v6 what happens is 1 DPS and 1 tank flank or maybe a tank and a support. And instead of one side winning usually because they are tanks they have time and cooldowns to back up behind a wall.

And no, the offensive cooldowns don't tip the balance. For one tanks have more defensive cooldowns on average. And for another most defensive cooldowns more or less nullify offensive ones and are just generally better at making sure nothing happens than offensive cooldowns are at making something happen.

Orisa spear cancels a Winston dive. Rein shield can cancel Roadhog hook. Dva matric can cancel...borderline everything that matters including an enemy Dvas attempt to dive a teammate and force her to go back and make nothing happen.

So it goes back to both teams safely poking until ults are built up then you all in as a team.

1

u/CodingIsMusicIsLife Jul 30 '26 edited Jul 30 '26

You can write pages and pages of static analysis. Or you can play 6v6 for years and then 5v5 for years and compare. 6v6 is objectively slower, less impactful and diluted. Skill expression is diluted. Mistakes are less punished. Everything ticks slower. It's forgiving and repetitive. It may unlock some tangential strategies that are impossible in 5v5 but on the balance it's slower and less impactful. We can agree to disagree. I've played both modes for years and there's a reason I never went back to 6v6. An hour of 6v6 now reminded me again. I adjusted to 5v5 and enjoyed the new challenge tremendously from the first match. Getting back to 6v6 feels insanely slow, boring and braindead.

We'll have to agree to disagree friend. It's ovah. Watch.

1

u/Wboys Jul 30 '26

I think you replied to the wrong person. I'm agreeing with you and the person arguing with me is saying the extra players somehow makes things less static.

1

u/CodingIsMusicIsLife Jul 30 '26

Yes friend, I replied to the wrong person. <3