Overwatch 2 is testing a 6v6 return, but that alone won’t fix the game’s biggest problem


After recently promising to do so on social media, Overwatch 2 developer Blizzard Entertainment has finally addressed the topic of bringing the game back to its original 6v6 format in a new Director’s Take blog post posted on Thursday afternoon. Penned by game director Aaron Keller, the article goes over the benefits and drawbacks of both 5v5 and 6v6 in great detail, and confirms that the studio is “exploring how we can test different forms of 6v6 in the game to gauge the results” starting in Season 13.

The post is extensive and warrants a full read, but the TL;DR is that while 6v6 had high highs with a stronger emphasis on teamplay, creative tank synergies, and less pressure on individual players, the removal of a tank from each team when Overwatch became Overwatch 2 was intended to foster more active and satisfying FPS gameplay, reduce the prevalence of and need for crowd control stun abilities, and improve Overwatch’s infamous tank queue problem. Data shared by Blizzard shows that the overwhelming majority of players in the game matchmake as a damage or support hero, leading to lengthy queues as the system tries to find tanks for games.

Debates about whether Overwatch 2 should stay 5v5 or go back to 6v6 have raged for years now, but ultimately, I think there’s a deeper problem here: regardless of the game’s format, tank heroes largely haven’t been fun to play for a long time, and that’s something Blizzard hasn’t been able to fix in years of patches and balance updates.

Orisa’s turtle playstyle in Overwatch 1 was so problematic when paired with Sigma that Blizzard completely reworked her in Overwatch 2. (Image credit: Activision Blizzard)

In the 6v6 era, tank duo combinations were incredibly strong — two tanks who properly layered their defensive cooldowns could make both themselves and their allies feel unkillable — but as evidenced by the queue time issues at the time, this didn’t correlate to them actually being enjoyable. Excellent tank play could completely take over a match, but thanks to all the hard crowd control and debilitating effects that were in the game to counter it, the margin for error to make mistakes in felt almost non-existent. As a tank main, the pressure I felt to perform was crushing as a result, with even small errors often snowballing into being stunlocked and completely run over in the blink of an eye.





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