Its always interesting when simple systems have complicated results. Even more when simple systems have such bad results that they can almost entirely by themselves, kill a a game.
A lot of hay has been made about how queue times went up because of people being unwilling to play tank. A lot has been said about double shield and boring gameplay loops.
But what if there was another entirely separate mechanism forcing players out if the role?
Apologies for the terrible cutting and background, I'm trying a new recording style and couldn't fix the buggered up mask! Wont happen again but I've wrestled with it for enough hours at this point so its getting shipped!
Second Channel Here!
https://www.youtube.com/@realthlive7124
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Streaming Overwatch Coaching Friday-Sunday 4-8pm BST
https://www.twitch.tv/realth
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Running 6v6 Pugs Every Sunday 4pm BST, Just turn up to play!
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0:00 Intro
0:21 What Was The Pass?
3:38 What Happened?
4:55 1. Saturation
6:42 2. Hoarding
8:50 3. Smurfing
10:30 4. Farming
12:20 5. Consolation Prizes
14:15 6. Incentivising Throwing
17:35 Why Did The Pass Fail?
19:05 What Happens To The Good Players?
19:55 The Priority Pass Killed Overwatch