Upcoming Competitive Play Changes : Assault Mode

April 20, 2017

Source 

This change means slightly more ties will occur than the present rules

From Designer Scott Mercer:

Last week as part of the release of patch 1.10, we made a change to how a competitive match victory was determined on Assault and Assault/Escort maps. We had received a tremendous amount of feedback that ties on these maps felt unsatisfying, particularly on maps such as Hanamura. We then decided to change the general rule that required a team to fully capture one more objective than your opponent to win. You now only need to gain more progress than your opponent.

While this new rule makes ties exceedingly rare, there are now some gameplay situations that ended up feeling more awkward with the new rule.

If Team A is on Hanamura defense and prevents Team B from ever gaining any capture progress, then when Team A is on offense they only need to reach 1% capture progress to win the game. This means Team B needs to always have someone contesting on the capture point, or they risk losing. 

Even with both teams aware of the new victory conditions and adapting appropriately, the instantaneous nature of the victory often resulted in confusion about what happened. Did the defenders not have someone on the point due to a mistake, or did the attacking Lucio pull off an amazing boop? This lack of clarity is not ideal, so we’re going to make a change in a future patch.

Instead of needing to simply earn 1% more progress on an objective than the enemy team to break a tie and win, a team will also now also need to achieve a minimum of 33% progress. Here’s some examples:

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.

This change means slightly more ties will occur than the present rules (still WAY less than the 6% rate across all competitive matches we saw before), but we feel that the additional clarity of the victory moment and ability for the defense to react to the offense are worth it. We appreciate all the feedback we’ve received about this issue, and remember that this change will be forthcoming in a future patch.

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