The recent introduction of the new Overwatch tiebreaker rules for Assault and Hybrid maps continue to stir up controversy among community members.
While Blizzard was hoping to stop games from ending in draws, many players feel that the new Overwatch tiebreaker system often leaves them in incredibly unfair situations. Presently, it is impossible to make a comeback as the dominating team only needs to achieve a capture percentage of just 1 percent for victory, provided that it managed to hold its opponents from capturing any objectives at all.
After listening to feedback, the developer has promised changes to the Overwatch tiebreaker system with the next patch. Teams will now have to achieve a minimum of 33 percent capture percentage in order to win a game.
Posting on the official forums, principal designer Scott Mercer gave a few examples to make the community better understand how the changes will work:
- 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.
It should be noted that the Overwatch tiebreaker system was an attempt at reducing the number of draws, not eliminating them completely. Previously, the likelihood of achieving a draw as 6 percent. According to Blizzard, the new changes should lower that percentage, but “still allow for some clutch comeback potential and reduce confusion in general.”