Hi. Let's just get this out of the way. I like 5v5 over 6v6, and I still do.
I played Overwatch 1 only a few times because I couldn't afford the game, so I actually "started" with 2.
When the first 6v6 modes came out, I went into them with an open mind, and was very mixed. Since I'm mainly a support player, the thing that stood out to me the most was the lack of agency. I was forced to healbot way more than I had in 5v5, and this is mainly due to the global anti heal passive (will get to this later). Plus having 1 more tank made the role very shallow and one-note. Couldn't go for an angle because there's one extra person that needed healing. This is especially egregious if you're playing a support that has low healing output like Wuyang or Zenyatta.
Playing either of these pretty much forces your other support to be the healbot of the team, since their unfrequent, rather slow single-target healing becomes rather unreliable for 6v6 with global antiheal passive +1 more player to heal up, unlike 5v5 where it feels fine.
This also shows that some characters were made for 6v6, others for 5v5.
Take Baptiste for example. Because of the fast nature of 5v5, he got left behind. Easily dove, lamp (immortality field) doesn't feel as relevant especially because its clunky to use (short range, have to watch out to not break LOS, low hp) and long cooldown. Window also feels off. It being stationary as if your team can just box up behind it to use it, compared to something less involved like Kitsune or Orbital Ray feels like it was made for a different kind of game. A different overwatch.
And then you play 6v6, and he geniunely feels perfectly fine there. Your weakness of being less mobile is covered by having an extra tank to peel for you, his AoE abilities do more because there's one more player that can get hit , and due to the slower nature of 6v6 its easier to get value with your kit in general. I feel like Moira also benefits from this.
AoE abilities on supports, when thrown into 6v6, get "amped", while "single target" abilities get indirectly hurt because of the extra player. Juno's torpedoes got nerfed specifically for 6v6, Mizuki's heal got nerfed specifically for 6v6. Some characters have elements in their kits that become a problem when adding or removing a player from the equation.
So, 2-2-2 is finallly back. And I tried it, with all of this in mind, and I dare to say its the most fun I had playing 6v6. The nerf to the global anti heal passive is HUGE, it feels like you can actually do something with your heals, more impact, more heal output without being too much, but still apropriate because you have one extra player to heal.
But then there's the ugly sides of things. People don't want to swap to tank. And when they do, it's the "DPS"-oriented tanks like Hog, Doom, JQ, and not really an "Main tank" like Rein or Orisa
Hog especially feels egregious in this mode. He's unfun to play with and against, because playing against Hog you constantly have to worry about wether he has hook or not before you try to go for a play.
With him on your team he doesn't really feel "interactable" because he has his vape and doesn't "need" you as much as other tanks need. He doesn't have abilities to directly protect you so he just feels like a fat dps that plays selfishly. Literally I'd say only Hog is the annoying thing in 6v6, other than that I feel it's perfectly fine.
I like the current 6v6 mode. I think it's the best version of 6v6. I still like 5v5, but I believe 5v5 and 6v6 can coexist together, without one replacing the other, and everyone is happy. But it feels weird that some people are very vocal about 6v6 but they don't bother to go tank to help the poor lone tank that has to do everything alone, hence the image.
What do you think? Do you disagree? I'd want to see your opinions.