Why is 2CP removed?

2CP (two capture point), also known as assault, was removed from Overwatch 2 because it was deeply unpopular among players and too problematic for developers to balance effectively. After multiple reworks, the design flaws at its core still led to painful match experiences that clashed with the sequel‘s goals.

The many issues plaguing 2CP

2CP maps like Hanamura, Temple of Anubis, and Volskaya Industries were infamous for grueling, drawn-out matches. The defender advantage inherent in the mode encouraged stagnant "shields up" play focused on area denial. To break entrenched positions on maps laden with chokes and high ground, attackers needed significant ultimate ability coordination. This led to drawn out fights at the first point as both teams built up strength for all-in commitment.

A typical drawn-out first point defense on Hanamura (via YourOverwatch)

If the offense succeeded after multiple attempts, the second point often quickly crumbled due to defender respawn disadvantage and the minimal travel time from spawn. This created immense pressure on defenders for perfect first point holds.

The data shows a strong correlation between first point capture and overall win probability:

Map1st Point Capture Win Rate
Hanumara84%
Temple of Anubis86%
Volskaya Industries82%

Win rates following first point capture per map (source: Overbuff)

This led to the feeling the entire match hinged on the first fight. The ensuing steamroll or heartbreaking defense once the floodgates opened left both teams equally frustrated.

Attempts were made to address 2CP pain points in reworks lowering spawn advantage and travel time between points. But as lead hero designer Geoff Goodman explained, adjustments failed to resolve core issues arising from the multi-point attack/defense structure:

"We believe Assault maps have too much snowballing and the second points are still too advantaged for the defenders…" – Geoff Goodman

In both casual and competitive play, 2CP remained Overwatch‘s least popular mode, with excessive time required per inch gained.

2CP‘s stagnation clashed with Overwatch 2‘s goals

As Overwatch moved to 5v5 with the goal of faster pacing and more plays per minute, 2CP‘s slog stood out even more. The sequel also aimed to enhance solo carry potential and rely less on ultimates, while 2CP encouraged a coordinated team snowball push.

As Goodman noted, Assault increasingly became an obstacle to delivering consistent enjoyable matches:

"We believe Assault maps have too much snowballing and the second points are still too advantaged for the defenders…" – Geoff Goodman

With resources required to rebuild 2CP from scratch, Blizzard decided cutting losses and pursuing maps tailored for novel modes like Push better served the playerbase.

The future looks bright without 2CP

2CP still exists in Overwatch 2‘s custom game options for those eager to revel in its particular brand of coordinated chaos. But competitive play will massively benefit from shifting maps and focus towards balanced Hybrid and novel Push modes.

Hybrid maintains multi-point objectives whilebetter allowing recovery from lost positions with spawn swapping. Push‘s singular contested robot shifts tension along the map over time as teams mirror compositions.

Early returns are promising, with faster match pacing, closer differential scores per map, and consistently lower queue times compared to Assault playlists. Players frustrated by failed assaults or indefensible positions rejoice at escaping the 2CP grind.

Of course, time will tell whether Overwatch 2 can sustain players through developer stumbles or content droughts. But by removing its least popular, most problematic offspring, the sequel has some leeway to flourish. And as Goodman says, the team won‘t hesitate to cut elements dragging down gameplay:

"If it proves problematic in the months following beta, we will not hesitate to pull it from rotation in competitive play.”

Here‘s hoping this marks the start of smooth sailing towards Overwatch‘s best form yet.

Similar Posts