When the other team overextends

So if I'm defending point A on Volskaya, and we lose it, and there's someone (like say a Tracer, who can take fewer than seven seconds to get from A to B) backcapping point B, we deserve to lose the whole match? Because if the whole match is over just like that, that's not fun. And if we leave someone on B just in case, that's also not fun. That backcapping exists in this capacity (I don't mind it on payload really) is a drain on the game's overall fun.

I'm not playing for "success", I'm playing for fun. Presumably, for you, victory is fun. Me, I like having a close round where both sides are about equally matched, and I am playing a character with a lot of mobility. There have been times we won a game and I rated it just one dot, and times we lost a game and I rated it three dots. I want a good clean fight. That's my fun.

Now, I remember the old "that's how the game is designed" chestnut from my days in WoW. It was frequently used by people who would exploit the map or mechanics in PvP. So where does one draw the line of "that's how the game is designed, deal with it", between:

  • a strategy that requires minimal skill to implement and smashes a lot of pubs (like for example 6 Torbjorns), and
  • a strategy that involves the use of little-known but mechanically-sound techniques to accomplish something (for example, bypassing key chokepoints in Alterac Valley by using a mount to jump over a fence from a hill that was just a little bit higher than the other surrounding hills)

I'm not saying "backcapping is obviously bad." I'm just demonstrating that such strategies are not black and white - there's clearly a spectrum. (Unless you don't believe there's such a thing as exploiting. Goodness knows I encountered a lot of those types in my WoW days.)

And you can't just say "developer intent". Castling is clearly "developer" intent, such as it is. Nobody was playing chess, tried moving two pieces at once, and then said "holy shit, it actually worked!" And my guess is that no developer sat there balancing Alterac Valley and carefully decided that the best balance for the battleground would be to place a hole in just one side's defenses, that basically forces the Horde to either protect a single unremarkable spot along their fenceline or give up the chokepoint it circumvents.

But we don't know what the developer intent was with regards to backcapping. Maybe they explicitly decided not to add a cooldown timer between captures (like they have at the start of the round,) or maybe it's just not something that seemed important to the developers at the time, who have obviously released a game they intend to flesh out and modify over time.

But I'm ridiculous for not doing everything I can at all times, doing whatever it takes to get that slow-motion "V I C T O R Y" flashing across my screen. It can't just be personal preference - I must just be salty about that time someone backcapped and I lost.

/r/Overwatch Thread Parent Link - gfycat.com