It’s not proof but I suspect in an effort for 50/50 win rates they crafted a game mode that forces 50/50 rates minus the players influence. It’s a suspicion. They’re so blind to their own design that they don’t know when they’ve rigged it.
I probably prefer think flaspoint as a mod is decent with the speedboost change, but my main gripe now is the lack of maps, how you spawn in the back of the room, and how odd the pathfinding can be sometimes. I feel like it's more fun than push and clash.
@@lukasg4807 how is only getting at max two attempts per point on flash point fun? It’s objectively the slowest and least interesting mode. It’s worse control point. 2 cp with map reworks would have been 100% better than flashpoint.
It’s finally a mode that doesn’t feel like I’m playing the same thing. I think there’s an issue with the indoor part of the map that’s too dark makes it too messy. The game needed a mode that feels different and this might be it, im enjoying it and it’s making it interesting. I would like a S&D type game I feel like in OW could be fun
You definitely didn't play TF2. Clash is just OW's take on 5cp, which is an extremely popular mode for comp in that game. The mode is still new and probably just needs tweaking, but it can be extremely fun when your game sense is already tuned in for something like this. I can agree that caps could be a little faster, but they're worried about teams getting rolled, which can happen very easily once one team builds up pressure and momentum. Hell, you can win pretty much every clash game by taking center and holding C and D. If you only use the Spawn point to keep the enemy team back you never have to really worry about trying to cap it anyway. I'd say try and revisit this topic once you've had the rest of the season to play clash. I feel like once you and the other players who haven't experienced this type of setting in OW get used to it, clash will be as popular as hybrid
Love the comment! I appreciate your tone a lot, and you're correct, I did not play tf2 it was a little before my time since I never really played on PC before OW. I think you're right too about letting this simmer and getting acclimated with the mode as the season progresses. Just yesterday I was playing Anubis in ranked, and we made the decision as a team to not even fight the E point, and that made retaking D much easier. Only time will tell, but I hope to be wrong about the popularity and enjoyability of the mode, a win for the game would be great.
Funny because OW1 was more "Brawl on point for like 7mins", which is why Blizz pushed for a "comp shooter", they wanted to get rid of the fight for every inch aspect. Some people will like that some wont. I personally don't mind it, but I do think it really depends on your team configuration. There are many times i've been on teams where we roll until the last point and just either win or fight over the last 2 points back n fourth near their spawn, or vice versa. I do agree, clash should not been in comp play when it literally just came out, especially when they up the chance to get clash maps. It does kinda bring back the feel of OW1 sometimes and I'm wondering what'll feel like when they bring back 6v6 for testing, cause fights will prob def last longer at that point. Also side point, Juno is lacking so bad rn imo, she still gets out classed by a lucio, she can't protect herself especially against sombra, tracer, and reaper dominating rn, damage falloff is crazy, handicapped missiles, ult that can be easily countered, can't defend highpoints because lack of damage. She can keep up numbers in healing true in normal games, but when you get those divers or people who can aim really well higher up, her floating in the air is almost useless. Her and Lifeweaver are almost next to zen in D tier, there's currently always a better pick and even for niche there are better. It's like she was built for brawl / dive / rush comp but everything in her kit just doesn't work and there others that have better selection to work with. There's nothing wrong with just having fun characters to play that aren't in the meta, but man, having two new supports that don't work well in the meta kinda hurts, even when they're possibly coming out with a 3rd to balance the amount of character ratios, to keep them even with tanks.
This match is a huuuuge outlier, but some of the criticism is legitimate. Fundamentally this is the most balanced game mode and is the only mode that legit feels like a losing team can make a comeback. The respawn should be moved further away to make the team fights shorter and make the last point feel more possible to cap. Respawn time changes could be good or bad I wouldn't be confident either way without experimentation. The last point should give defenders cap point however so that we don't get 3-minute steamrolls. Chaotic, but close fights are much better than things like Push where its super slow and often only the first 1-2 team fights really matter
Hmm chaotic fights can be really fun, so I get your preference for them, and I get how that'd help with steamrolls. I do think the other modes feel more balanced, and feel more fair like Escort or Hybrid, but honestly, at least this mode isn't push lol.
Okay but losers' advantage should not be a thing. Mechanisms to avoid snowballs and allow comebacks, sure - but it shouldn't be that you get the same credit for defending an objective when you have more advantageous spawns and map layout than you do for attacking, when the battle is much harder
The first time I played this I said why do they get a point in their own spawn. It’s such an easy fix if you are pushed to your spawn you only get to defend not start a comeback.
people who point out that this match is an outlier aren't really making a legitimate argument. i was watching a streamer do a custom game with some wonky hero changes but nothing on the map was changed and the streamer couldn't capture last point on hanaoka because the enemy kept trickling onto the point- something any other game mode would punish the enemy team for- and i basically got called stupid for saying this is a flaw with the map. people who like clash because "the underdog can really turn things around!" are stupid frankly and only like the map because whether or not you win is essentially a coin toss just like 2cp except at least 2cp had a full reset for attackers and defenders in comp. you're right, 7 min to capture is dumb as hell and frustrating when you're the one actually playing it. the devs openly slapped a bandaid solution onto these maps and the contrarians of the overwatch community will still say they're fine
@@Rohandle I personally think it's an attempt to fix a lot of the problems with flashpoint- as people called it a "walking sim" with locations too far apart from one other- but they took it WAY too far in the other direction. I think what makes a good overwatch gamemode is quick start to a fight, medium length fight, reset period and Clash is not only missing that reset period but the fights go on for way too long OR feed into each other making it feel like one really long fight and leaving the player exhausted with very little time to regain their bearings
Clash is the best new game mode since ow2. Its not the game modes fault the dev team cant balance or bring 6v6 back fast enough to make it fun. Stay mad, stay bad. OW1 players know how to brawl 😈
Remember the beginning of ow2 people said the game feels like deathmatch. Then magically content creators said your wrong thats not how you feel. Now we get clash and its literally just deathmatch.
@@Rohandle and now magically tank synergies are majority of the problem. While ignoring support synergies entirely. Like are we really going to pretend bap brig weren't oppressive.
You couldn't be more wrong. Clash is the best thing Overwatch 2 has ever done, you know how I know? 14-17 minute cues on Clash, >1 minute on quickplay. That's pretty crazy, usually quickplay is 3-7 minutes and granted this was the new clash map launch week but it seems the people have spoken.