There’s nothing more unsatisfying about Overwatch than getting a Draw. Well, that and getting a loot box containing nothing but sprays that you already have. Seriously, Blizzard. Balance those boxes out better! But now the game is phasing out the Draw system with a new complicated way of determining a winner, and it seems few are happy about the situation. Scott Mercer, the game’s principal designer, went online to talk about the changes.
A team no longer has to completely capture one more objective than their opponent to gain a win. If both teams have the same score and run out of time, we now compare the maximum capture % of each team on the last objective they were both trying to complete. The team with the highest capture % on that objective wins. This is not based on the progression points at every 33%, but is on a completely granular scale of 0-100%. The three “pie pieces” still function as before, so if attackers take 50% of a map but wipe out then the minimum capture % decays down to 33%. We show the maximum capture % with an orange triangle placed around the capture circle.
The system is apparently dead-set for a numbers game, which if you’re any kind of FPS gamer, is total bullshit. No one wants to win on a technicality except for the extremely petty or unskilled. When you break it down to the core elements, it means all a team has to do is hold someone off from gaining their first objective at 0%, and then the other team can simply walk in and claim at least 1% of their objective and take the match. As seen below in this clip that’s been making the rounds.
As expected, the Blizzard message boards have been a firestorm of complaints and outrage over games being lost on the smallest of technicalities. The company has yet to address these issues, as we’re sure they’re still testing out the system and adding tweaks here and there to make it better. But for now, it appears possible to snag a pretty easy victory as long as you’re the first team and you’re super aggressive.