I mean, I shouldn’t be afraid of disappointing random strangers in a game of Overwatch 2, or worrying they think less of me because I don’t know how to stop feeding as D.Va or suck at hooking folks with Roadhog. If being tank is thrown at me when I queue for all roles, I stick to a reliable hero who is fairly hard to fuck up - like Orisa. She moves slowly, but has plenty of hit points and abilities designed to deflect attacks and heal your allies. Doomfist, Sigma, and Zarya are a little more varied, and I’d need to practice standing a chance at not sucking so bad. But with only a single tank role to fill and a fairly toxic player base, outside of playing against AI and mucking about in the firing range, that opportunity has been taken away.
A smaller team and more concentrated strategic focus for each player in Overwatch 2 is definitely a good thing, but it also presents a higher skill ceiling for us to meet if we want to perform well and not let people down. I am a decent DPS player, but now I can hang with the best when it comes to heroes like Moira, Lucio, or Mercy. So I stick with them, staying in my lane instead of risking old favourites that might get people moaning at me as I fail to do things correctly. This shouldn’t be a problem, and the majority of it is definitely on me, but Overwatch 2 has brought back a lingering multiplayer anxiety I thought I had conquered.
The system secretly tracks losses as you work your way towards 20, but it never tells you how many losses you’ve stacked up. The only way to know if you hit the loss threshold is if you get a rank adjustment before reaching seven wins. You could play up to 26 games (19 loses and 7 wins) before finding out what your new rank is, and you’ll have no way to know - other than keeping track of your wins and loses on your own - whether your rank is going up, down, or staying the s
On payload and other defend-and-attack maps, shield-based tanks are now the best bet, leaving other picks less viable. It’s much harder to defend your team with a hook and some healing juice, but that’s no fault of tanks like Roadhog - they’re not meant to be the defenders, they’re there to draw aggro and punish lone wolves. It can still work playing offense-based tanks with the right player, but it takes a lot of skill, and that means lower-ranked matches are a headache. You have to know how to push, stay alive, and defend the team all at once, and failing that brings everyone down. Throw in a damage-focused healer and you have a constant stream of marching into the line of fire and then sitting in spectate waiting to respawn. There’s a reason team kills have become frequent enough to warrant their own challen
Having one tank in Overwatch has made support a complete nightmare, and it’s made some tanks completely redundant in certain modes. I’ve been playing a lot more Mercy, finding it helpful on defense especially as I flutter from teammate to teammate, frantically keeping them alive while they fend off the enemy’s push. But all it takes to stop that is a Zarya toggling her shield, walking right through all of them, killing me, and then strutting back to safety. The lone tank is busy holding the line and the DPS are busy killing the enem
Overwatch 2 needs to stick with what it’s good at and that’s its own ideas. It has comics and they’re all about existing characters, its own world and lore, and it has new skins that boil down to these heroes doing what we do during festive seasons - dressing up in themed attire. There’s no need for Darth Vader Reaper or a Planet of the Apes Winston when Blizzard has continued to make its own striking designs that are just as popular. There’s a scramble when events start that has people grinding out loot boxes for a chance to get one of the new skins, even though they aren’t tied to any existing IPs, and I’ve no doubt that will continue in Overwatch 2 even without loot bo
Here’s how it works: Overwatch 2 readjusts your rank every seven wins or 20 loses. Whenever you win a game it will record it on a post-match card to see how close you’re getting to your next adjustment. If you win more games than you lose, then your rank should go up after every seventh win. The amount it will go up is a mystery, however. You could go up one tier from Gold 5 to Gold 4, or you might shoot up all the way to Gold 1. You have idea what rank you’re about to be until you win that seventh game. You also can’t see how many wins you have unless you win a game, because that’s the only time your win card is displa
Overwatch is dead. Long live Overwatch 2. The sequel has already garnered more than 25 million players so we’re going to keep a close eye on what this burgeoning community gets up to. From early bugs to progression woes and players not playing the damn game properly, here’s everything of note that happened in Overwatch 2 last w
There’s a pretty good chance that everything is the same under the hood, but it’s just being presented in a different way. Instead of losing or gaining 25~ SR after every match, Overwatch 2 news|https://overwatch2tactics.com/ 2 is just keeping track of your score and delivering all of your SR at once after your seventh win or 20th loss. You don’t get to see what that number is though, which means hitting those season high ranks is going to be a lot har