Blizzard’s Overwatch: Changing Winning Rules Again
Blizzard has the habit of changing up the rules and conditions on how a team may aquire a win in competitive play.
This recent rule change comes after Overwatch’s recent change to competitive play, wherein which Blizzard made it immensely hard for games to end in ties. These rules were simple, if not annoying for many players. In the previous set of rules one team had to merely have more progress on Assault/Escort mission than the opposition to have victory.
However the annoyance for many players lay in this mode lay in the fact that games would end due to a difference of one percent completion – ending a match suddenly. What that means is that players could have a horrible round where they were shut down by the opposition, and when the match switched sides the opposing team merely needed to grab 1% for a win. This is was painful for many gamers, and a sudden end to many rounds were rampant I’m sure.
In an attempt to fix that, Blizzard has tweaked the rules a bit. The new rules demand that the winning team must at least have a 33 percent on an objective to claim a win.
Blizzard has given examples of how the new rule will play out in certain situations, and it seems rather simple:
- Team A attacks the first objective on Hanamura, but only gains 10% progress after a really rough offensive round.
- Team B then attacks, but they can only gain 20%.
- This is a TIE. Neither team achieved the minimum of 33%.
- Team A attacks the first objective on Hanamura, and gains 90% progress. (So close!)
- Team B attacks, and only gains 40%. progress.
- Team A WINS, as they had a minimum of 33% and more progress than their opponent.
- Team A attacks the second objective on Hanamura, and fully captures it with 3:00 left.
- Team B attacks the second objective on Hanamura, and captures it in overtime with 0:00 left.
- Team A now is back on the attack, trying to take the first objective. They can only reach 20% progress after their time bank of 3:00 elapses. This is a TIE. They did not meet the minimum target of 33% progress. If Team A had reached 33%, then they would have won the match.
This allows for players to have a clear cut understanding of when, and how they will lose the match. It also has the added benefit of allowing gamers the ability to actually stop a loss from occurring. Whereas 1% is easy to achieve, 33% – with a good team – is a lot harder to grab in competitive play. Admittedly this might allow for more ties to occur, but even Scott Mercer, the game’s principal designer, states that “…we feel that the additional clarity of the victory moment and ability for the defense to react to the offense are worth it”. That said, I’m inclined to agree with him, as I’m sure others are as well.
The real question though is how do you feel about these changes? Let us know in the comment sections below.
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