How map voting currently works
Map voting is now a standard part of Overwatch 2, showing up in both ranked and quick play matches. Instead of a simple “majority wins” vote, the system works like adding extra sides to a dice for each vote — giving a higher chance that the most-voted map is chosen, but not guaranteeing it. This design helps avoid every game being the same map, like King’s Row, and keeps the rotation fresher. While that’s a positive, the system has revealed several pain points since it was added.
The downsides players are noticing
One of the biggest complaints is pacing. Between queue times, hero bans, character selection, and now map voting, it can take several minutes before a match actually starts. At higher ranks, where queue times are already longer, this extra step makes the wait even more noticeable.
Certain game modes, like Push, are also rarely played because they’re often passed over in voting — even when up against less popular maps. Players can also end up feeling frustrated when they see a map they want on the vote card, only to lose out and be sent to a map they dislike. This can spark early tilt or toxicity in matches.
There’s also a clear pattern in what gets chosen. Payload and choke-heavy maps dominate the voting results, especially in lower to mid ranks, likely because they’re familiar and straightforward. Meanwhile, modes like Flashpoint — even after reworks to spawns and timers — struggle to get picked. Flanker-friendly maps are generally favored by DPS mains, while tanks and more static comps tend to lean toward choke-point maps.
Why it feels out of place in quick play
Map voting arguably doesn’t fit the quick play experience. Quick play is meant to be casual, and in its current form the vote doesn’t even tell players if they’ll be attacking or defending on payload maps — something that could influence a player’s choice since sides don’t swap in quick play. Without that context, the feature feels incomplete and unnecessarily slows down the casual flow.
Ideas to improve the system
Several potential changes could make map voting more engaging and less frustrating:
- Remove it from quick play or redesign it for casual matches. If it stays, clearly show whether you’ll be attacking or defending before voting.
- Add a “random other map” option for when none of the three shown are appealing. This would pull from the remaining pool and keep variety high.
- Reduce repetition by preventing recently played maps from appearing in the next few games.
- Data-driven adjustments could tailor the vote pool to player rank trends, making the selection more relevant without removing variety.
While map voting was intended to give players a sense of control, for many it hasn’t solved frustrations with map variety — and in some cases, it’s introduced new ones. Until Blizzard makes adjustments, the system risks feeling more like an extra step than an exciting feature.
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Frequently asked questions
How does map voting work in Overwatch 2?
It uses a weighted chance system, where votes increase the likelihood of a map being picked but don’t guarantee it.
Why do some modes rarely get played?
Modes like Push and Flashpoint are often skipped in voting in favor of more familiar payload or choke-heavy maps.
Why is map voting criticized in quick play?
It slows down the casual experience and doesn’t indicate if you’ll attack or defend, which could influence votes.
What’s a suggested improvement for map voting?
Adding a “random other map” option and preventing recently played maps from reappearing could improve variety.
Does map voting affect match length?
It adds a small amount of extra time before matches start, especially noticeable in higher ranks with longer queues.

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