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[STEAM] Blizzard ends support for Overwatch's MOBA-inspired Stadium mode, no more heroes or maps to be added


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Blizzard has announced that it's ending support for Overwatch's MOBA-inspired Stadium mode due to low player numbers.

In a new
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, game director Aaron Keller breaks down the different Overwatch modes by the amount of players they're attracting, and well, it's easy to see why Blizzard has decided not to bother making new content for Stadium.

The main unranked 5v5 ****** is unsurprisingly the most popular and accounts for 54% of daily players, while 34% of players up the stakes for ranked 5v5 ******. From there, 19% and 8% log in for unranked and ranked open ****** 6v6, respectively, and just 4% are playing unranked mystery heroes 6v6. All the way at the bottom is poor old Stadium mode, whose ranked and unranked queues are seeing just 3% of the player base tune in.

Keller notes that there's overlap in the data accounting for players who play different modes in the same session, which is why the percentages don't add up to a perfect 100%, but the numbers don't lie: Stadium just isn't very popular.

"With this in mind, while we'll continue supporting Stadium with seasonal balance updates, rank resets, and rewards," says Keller. "We're not planning on expanding Stadium with new Heroes or maps. Instead, we're taking what lessons we've gleaned from building it and applying those lessons (and those talented devs) to our future plans."

In the same blog, Keller also announced two new experimental 6v6 modes that'll be tested in the back half of season 3. The new modes are aimed at finding "ways of making matches more dynamic in Role ******, improving the tank experience, and removing some of the volatility of team fights while also removing some of the pain points that players have with our current formats.

The first test runs this week from July 16 through July 19 and turns Quick Play into a "Flex ******" where each team will always have at least one tank, three flex damage dealers, and two supports. The rub is that, at any point in the match, one of the team's damage dealers will have the option to swap into the tank role with a different hero, which Keller hopes will reduce ****** times, make for a "slightly more dynamic experience" than the regular 2-2-2 team makeup, and provide a "more consistent" experience than open ******.

"There are a few downsides to this format and the biggest is the potential social pressure for Damage dealers to play Tank," says Keller. "But if the burden is shared among 3 people with more freedom to play different Heroes, will it feel acceptable? We're hoping to find out!"

Another test will run from July 28 to August 3 and is being called "Dynamic ******," featuring a "blend" of Flex ****** and Role ****** elements. This time around, whether team composition is decided by the Flex ****** rules depends on how many people ****** up for Tank, which is Blizzard's "current bottleneck."

"Think of the shift into Flex ****** format as a 'release valve' for the 2-2-2 ******," Keller explains, adding that the upside here is that it'll often result in "what we anticipate will be the most preferred format, 2-2-2." The downside is that the loss of consistency could make matches feel less competitive, which is something Blizzard will be keeping tabs on.

As if eulogizing Stadium, Keller encourages players to engage in these more experimental modes. "Give them a chance and go into those queues with an open mind. The pace of fights and general vibe of these matches may seem very different. Spend time getting used to how they feel and see if your initial reactions change over the mode's duration," he says.

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