Season 12 of Overwatch 2 brings a host of new features, including a Support hero, an Egyptian-themed battle pass, and a fresh game mode. With additions like the Mythic Anubis Reaper Skin, unique cosmetics, and a soft rank reset, this season offers plenty of excitement. However, although some elements have been well-received, others, such as the new Clash mode, have sparked controversy.




For instance, while some players have shown support for Clash, others believe the game mode suffers from too many fundamental flaws. Given that Overwatch 2‘s developers designed Clash with “mechanics inspired by 2CP,” as noted by Game Director Aaron Keller at BlizzCon 2023, this may not be too surprising. After all, 2CP, also known as Assault, was removed as a core game mode prior to the sequel’s launch in October 2022 due to controversy and game design issues.


Overwatch 2’s Newest Game Mode Is Incredibly Fast-Paced

Clash debuted on August 20, launching alongside Juno in Overwatch 2 Competitive on its first day. With ongoing debates about whether new game modes and heroes should be introduced to Ranked play early in the season, Clash quickly faced criticism for this reason. Notably, in the past, Blizzard typically waited two weeks before introducing new features into Competitive to alleviate balancing issues and collect feedback.

Venture was introduced directly to Ranked during the launch of
Overwatch 2
Season 10.

Interestingly, with the transition from 6v6 to 5v5 and the introduction of fast-paced modes like Push and Flashpoint, Clash maintains the trend of adrenaline-pumping gameplay in Overwatch 2. As noted at BlizzCon 2023, the concept was brought to life by a new team of level designers, drawing inspiration from a 5CP mode that originated with Project Titan. According to Aaron Keller, Blizzard hoped to recapture some of the highlights that Assault once provided with Clash.


Unfortunately, not all players are happy with the rapid pace of the game mode. Some have taken to social media to share instances where games lasted less than three minutes, with one team quickly overpowering the other for a quick victory. Furthermore, Clash’s emphasis on first picks in each fight, combined with the need for brawl, rush, or dive compositions and avoiding staggers, can make the mode challenging. This is particularly true for both new and returning players who might not yet be familiar with winning strategies or the layouts of maps like Throne of Anubis or Hanaoka.

Not all players are happy with the rapid pace of the game mode.


Clash May Be Too Lenient Towards The Losing Team

Some players propose that preventing a team from earning a point for defending a capture point right outside their spawn could improve Clash in Overwatch 2. Regardless, others believe a more substantial rework is needed. For example, some argue that Clash fails to reward teams adequately. Winning the neutral objective in the middle, Point C, advances the winning team deeper into enemy territory. Capturing a second point then places this team directly outside the enemy’s spawn room, which was intentionally designed with challenging choke points and a spawn disadvantage.


Significantly, a rework of Clash was implemented in Season 12 following its limited-time trial in April. This added three points that are split up into segments on the capture progress of the final point, whether that be Point A or E. Nonetheless, some argue that it’s unfair for losing teams to make equal progress by capturing objectives in their territory. Often, they can reach match point by winning only the neutral Point C and capturing points on their side of the map, without ever needing to enter enemy territory.

To some, Clash in Overwatch 2 often feels imbalanced, with teams either being steamrolled or losing despite being on the winning team for the majority of the game. This is partly due to the common strategy of conceding the enemy spawn point without contesting, to regain both ultimate and positional advantages. To address this, increasing the score required to win from five to seven points and adding two ticks for attackers on Points B or D could help resolve the issue. This adjustment would better reward teams for capturing objectives in enemy territory while reducing the advantage gained from capturing points on their side of the map.


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