Why Don’t You Just Die Already (But Only Sometimes)?

written by Sleepy Beyond


We’ve all been in that team fight. You’re popping off, you’re doing work, and then suddenly you realize you’re alone, trying to push the payload or take the point. This is when you should just die. The battle’s lost and chances are the other team is going to pick you off just late enough so your team has to wait for you or engage for the next fight a man down.
In a lot of lower level play I’ve noticed that we have a tendency to assume that we need to stay alive no matter what because less deaths are better. However, sometimes it’s better to throw yourself off the side of the map. This stops you from feeding the enemy that tasty ultimate charge and let’s you respawn with your team so that the next engagement is a 6v6.

An example of this can be seen in one of the latest OWL matches, Florida Mayhem versus the San Francisco Shock this tactic can be seen when Mayhem attacks Point B on Volskaya (time stamped at 5:30 seconds left). Logix pops off a tactical visor but fails to make the necessary kills and whiffs by stepping off the edge of the map. Immediately, the rest of team follows by throwing themselves off as well because the engagement is over. If they were to stay they would be playing down a man and had enough time to know they could re-engage for another battle more successfully.
Now, this isn’t to say that you should always die when your team has forsaken you. When defending, the stall game is real. Defensively, the ability to stay alive and avoid giving ground to the opposing team is incredibly important. This ability is extremely important in King of The Hill maps where, when you already have the point, it’s better to do your best to keep it rather than give it up even if you’re the last one there, as every second counts.

Stall is also valuable on 2 Capture Point maps, and Shock does a great job of stalling in the final seconds of Mayhem’s attack on Volskaya Point B. As the clock ticks to overtime, Mayhem gains an upper hand, but Shock effectively stalls out the point. By using a D.Va ultimate they are able to shatter Mayhem players off the point for just long enough for a few more of their players to make it back. Tracer darts around the point, not necessarily going for the big kills but to ride out the point so her teammates can return. A Winston ultimate goes off and is able to hold the point long enough for a few more key members to arrive and clean up stopping Mayhem from completely taking the point.
For the short version of this article just think about two simple questions: Can I win this fight right now? Will it benefit my team to stall? If you get two no’s, then get out or die.
Here’s some respawn Stats to help the overall perspective from the official Overwatch Wikipedia Page:
Respawn time will always take 10 seconds in a normal case in every standard game, except:
When it is overtime, in this case the respawn time will be extended to 12 seconds.
When attackers outnumber defenders on an objective on Assault, Escort and Assault/Escort maps, there will be a respawn delay for the defenders. If the point hasn’t been captured and the defense team hasn’t regained the advantage after 15 seconds, the defender respawn timer will slowly begin to increase until it hits a maximum value at 75 seconds

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