Upcoming Comp. Play Change - Assault Objectives

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Last week as part of the release of patch 1.10, we made a change to how a competitive match victory was determined on Assault and Assault/Escort maps. We had received a tremendous amount of feedback that ties on these maps felt unsatisfying, particularly on maps such as Hanamura. We then decided to change the general rule that required a team to fully capture one more objective than your opponent to win. You now only need to gain more progress than your opponent.

While this new rule makes ties exceedingly rare, there are now some gameplay situations that ended up feeling more awkward with the new rule.

If Team A is on Hanamura defense and prevents Team B from ever gaining any capture progress, then when Team A is on offense they only need to reach 1% capture progress to win the game. This means Team B needs to always have someone contesting on the capture point, or they risk losing.

Even with both teams aware of the new victory conditions and adapting appropriately, the instantaneous nature of the victory often resulted in confusion about what happened. Did the defenders not have someone on the point due to a mistake, or did the attacking Lucio pull off an amazing boop? This lack of clarity is not ideal, so we’re going to make a change in a future patch.

Instead of needing to simply earn 1% more progress on an objective than the enemy team to break a tie and win, a team will also now also need to achieve a minimum of 33% progress. Here’s some examples:

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 change means slightly more ties will occur than the present rules (still WAY less than the 6% rate across all competitive matches we saw before), but we feel that the additional clarity of the victory moment and ability for the defense to react to the offense are worth it. We appreciate all the feedback we’ve received about this issue, and remember that this change will be forthcoming in a future patch.
these are not the problems you need to be fixing. The game is !@#$ed for lower ranks and we instantly get discredited because of our ranks. If throwers, leavers, smurfs were as big of a problem in higher ranks instead of lower ranks you guys would be all over it. Fix for the majority not the minority
Highly Rated
This is much better than it was, thanks.
04/19/2017 03:07 PMPosted by Scott Mercer

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 change means slightly more ties will occur than the present rules (still WAY less than the 6% rate across all competitive matches we saw before), but we feel that the additional clarity of the victory moment and ability for the defense to react to the offense are worth it. We appreciate all the feedback we’ve received about this issue, and remember that this change will be forthcoming in a future patch.


Neat. Improvement to the live comp.
But isn't this the same as the 1/3 objective we have before all this % stuff started? or am I misunderstanding something?
Pls help. thx. @anyone, not just scott. I really dont get it :/
04/19/2017 03:16 PMPosted by zhenzhen
04/19/2017 03:07 PMPosted by Scott Mercer

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 change means slightly more ties will occur than the present rules (still WAY less than the 6% rate across all competitive matches we saw before), but we feel that the additional clarity of the victory moment and ability for the defense to react to the offense are worth it. We appreciate all the feedback we’ve received about this issue, and remember that this change will be forthcoming in a future patch.


Neat. Improvement to the live comp.
But isn't this the same as the 1/3 objective we have before all this % stuff started? or am I misunderstanding something?
Pls help. thx. @anyone, not just scott. I really dont get it :/


Previously, the 1/3 objective capture ticks only counted toward your progress on taking the point (taking the point was required in order for your "tick" progress to matter for anything). Now, the 1/3 progress will be used meaningfully to break ties without needing to necessarily capture the point. So if you're attacking Point A on hanamura, get 1/3 tick and nothing else, then the next team attacks after you and gets only 20% on the point, they will lose and first attacking team will win.
04/19/2017 03:26 PMPosted by Kaidan
Previously, the 1/3 objective capture ticks only counted toward your progress on taking the point (taking the point was required in order for your "tick" progress to matter for anything). Now, the 1/3 progress will be used meaningfully to break ties without needing to necessarily capture the point. So if you're attacking Point A on hanamura, get 1/3 tick and nothing else, then the next team attacks after you and gets only 20% on the point, they will lose and first attacking team will win.


aahhh thanks!! that makes a bit more sense :)
Hope they put this on PTR to test thoroughly.
This is definitely an improvement, and is more efficient than the 5~ tick system I've suggested in the past; it gives all teams a chance to defend, but beyond 33% is still highly accurate.

Ties are not the end of the world, and even with this change they will be far less likely.

Spawning might need another look, but for the time being this is, again, a great change.
04/19/2017 03:30 PMPosted by zhenzhen

aahhh thanks!! that makes a bit more sense :)
Hope they put this on PTR to test thoroughly.


No problem. Yes same here. It seems quite a bit more sensible than before from the description, no cheese wins with .1% captured. Seems like this system would require winning of at least one teamfight to win the point, or at the very least a very sneaky and well-thought out backcap.
How about changing the amount of ticks from 3 to 4 or 5 and the team with more ticks wins? So you'd need to gain a bit less % for a tick and you get rid of the % at all
Good Changes, the new system was great but It was so aggravating to lose a game because you stepped of the point for a millisecond by accident.
fix genji ult
04/19/2017 03:11 PMPosted by Chasho
these are not the problems you need to be fixing. The game is !@#$ed for lower ranks and we instantly get discredited because of our ranks. If throwers, leavers, smurfs were as big of a problem in higher ranks instead of lower ranks you guys would be all over it. Fix for the majority not the minority


Win streaks are in place for utfs to boost them to their proper rank faster.

Keep track pf a 1000 games. How many leavers on your team or the enemy. Im sure itll be close.

Define throwing...playing a hero you dont seem fit? Not seitching when countered? Cause every1 will seitch snd not play because everyone counters everyone in some way.
Well, this is definitely better than the abhorent mess that was once the older version of this. Great job as always, Blizzard.

Now about McCree...
Should have done this before it went live. It seemed to be more logical and fair than your initial idea.
33%?
Isn't that just gonna keep the issue of ties around?? Now ties are rare, with a 33% change won't it be WELCOME BACK DRAWS!??

EDIT: Gees people, instead of just explaining to me how I'm wrong u just thumb me down. I'm asking a question, not bashing the upcoming change. -sigh-
Would be much appreciated if between the wave of downvotes someone explains how 33% will or wont welcome back more draws....
Thanks Scott, this is a welcome change (which I already called last week pretty much as needing to be implemented xD)

I'll keep my brain racking for any other QoL patches me and some friends discuss regularly about and sometimes post about.
I'm glad you take the community's feedback as well as your own internal testing so seriously and am proud to call Overwatch still one of my favorite games (regardless of the frustration in competitive regarding the players themselves... but that's hardly your fault)
Thank you for changing this, this change will make for a much better comp experience
04/19/2017 03:57 PMPosted by BaByDoLL
33%?
Isn't that just gonna keep the issue of ties around?? Now ties are rare, with a 33% change won't it be WELCOME BACK DRAWS!??


That's also why I said increasing the ticks from 3 to 4 or 5 would be better so to get ticks is a bit faster and "easier" for the (slightly) better team to have more ticks
I don't like this change at all, it just seems like caving to the whinging. I fell that if you done bad enough that you only have a few % captured then that's your punishment for not being good enough.
Eh.

33% seems doable.

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