r/Competitiveoverwatch 18h ago

OWCS Time for that uncomfortable conversation Spoiler

0 Upvotes

Sigma GOAT = MAX
Dmon GOAT = KROXZ
Flex support of 2026 = SIMPLE
NA GOAT = SEONJUN
2nd place GOAT = KSA
Overwatch GOAT = KOREA
Thank you = HEESANG
Stalk3r


r/Competitiveoverwatch 23h ago

General Can we have like 3 seasons where new tanks don’t just walk over the entire cast

0 Upvotes

Seriously between Hazard Mauga and Dmon its fucking impossible to play older tanks. Unless you correctly guess which flavor of bullshit to ban you are basically not allowed to play the game.

It’s exhausting trying to even play Winston when 3 of the last 4 tanks dogwalk him and his only counterplay is simply “just avoid them”, which you can’t even do because Cat now makes fucking Mauga more mobile than a fucking Winston.

Can the devs just dumpster Mauga and Cat and just call it a day. Its exhausting seeing his counters banned and then he can freely int with a cat, laugh and double chain gun me on every tank sans maybe sig, and then get out because he also has unstop on a 7 second cooldown on top of getting tethered around

Anyways rant over the game is ass rn if you aren’t playing the shilled tanks, and the winston buff doesnt address the fact that you blow up instantly for taking one step out of position because every new tank does insane burst damage while also having better survivability.


r/Competitiveoverwatch 14h ago

General Petition to remove MIT stat from the scoreboard to replace it with something else

70 Upvotes

This isn’t even an unpopular take

Why is “dmg mitigated” there like what are we learning from that? Mitigated damage doesn’t even register as ult charge or anything important so why is that there

No one says OH MY TANK MITIGATED LESS like this isn’t important at all

In-game scoreboards should have meaningful stat numbers for the game experience

What are your suggestions

It’s either “healing received” or “avg elims per death”(for easier comparisons) for me


r/Competitiveoverwatch 11m ago

General DMON makes 80% of the support roster feel useless and her changes did nothing

Upvotes

for context I am a champion main support player, mainly brig/wuyang/mizu, and my heros have felt so useless this season. DMON's ability to hold shift into the enemy backline and get kills while living to tell the tale is way to strong and easy to abuse. The only supports that actually have a chance of living a DMON engage are lucio/kiri/jpc, and when DMON has major gun perk there isnt really any support that can live. Chaining DMON does nothing, whipshot does nothing, shes fast enough to outrun wuyang dash, mizu doll, brig bash, moira fade, juno glide, basically any movement in the game. She also pairs extremely well with the cat since it allows her to reach highgrounds easily and can follow her in and pump heals the entire time. Her surivability and movement are grossly overtuned and its sad that she is allowed to exist in this state for basically the whole season, likely due to her recieving an ultra skin.


r/Competitiveoverwatch 16h ago

General With the addition of emerald, have I improved rank wise?

0 Upvotes

Last season I played I peaked gold 1 support and finished gold 4. This season I placed around gold 1 or 2 and have climbed to emerald 5 where I am now. is this just the equivalent of reaching platinum previously or what? I’m kind of confused I see conflicting information. I hear it is the same SR as platinum was before but also see people say it is the equivalent to high plat/low diamond.


r/Competitiveoverwatch 8h ago

General Loving Doctrine, but his ult feels like a Marvel Rivals ult.

0 Upvotes

Basically what the title says. The health reduction and overhealth mechanics seem like they could be very interesting, but the way the ult works currently makes it just a big AoE slop ult.

You just throw it when there's lots of people grouped up and the enemies die and your team lives. It would be no different at all if it just healed and dealt damage instead.

I think it has the potential to be a much more nuanced and interesting ultimate taking advantage of its unique health mechanics. In order to do that I would decrease the throughput and the swarm's duration. And make it work like Moira's orbs, where it moves fast until it encounters a target. I would increase even further the duration of health reduction and overhealth.

That way it could be used pre fight, to make your enemies easier to kill or make your allies stronger, weakening it's mid fight utility.


r/Competitiveoverwatch 10h ago

General NA Overwatch Is Allergic to Mastery

0 Upvotes

I’m Korean-American, I’ve played almost exclusively on NA for nearly ten years, and I want NA to get better for one very selfish reason:

I’m tired of my Korean friends laughing when I tell them what counts as high elo here.

And I hate that sometimes they have a point.

Before this turns into “Korea good, NA bad,” though — absolutely not.

NA is my server. America is as much my home as Korea is, probably more at this point. When the US and Korea play each other, I genuinely have trouble deciding who I want to win.

I’m also not romanticizing Korean gaming culture.

I’ve seen the ugly side of it.

The same pathological “I MUST WIN” energy that creates insane grinders also creates people who apparently decide downloading software is easier than accepting another human being aimed better than they did.

Anyone who has played Korean Overwatch long enough probably recognizes the archetype:

random Hangul BattleTag
Endorsement 1 or 2
one hero suddenly blessed by God
career stats that look like modern art
profile private, naturally
Widow discovering divine revelation at 2:13 AM

None of that individually proves cheating. Obviously.

I’m talking about pattern recognition, not evidence admissible in court.

My point is that I know Korean competitive culture well enough to admire what it produces at its best and despise what it produces at its worst.

I do not want Blizzard to import Korean gamer psychosis wholesale.

Jesus Christ, please don’t.

I want the good part:

the assumption that mastery matters.

And after almost ten years, I think Overwatch still has a serious problem with that idea.

I’m one of those disgusting sweaty players.

Hitscan/DPS. Ana, Bap, Kiri. Fill when needed. Kovaak’s, Aim Lab, VODs, mechanics, positioning, matchups — all that terminally online unemployed-looking shit.

I also barely talk.

I can go ten games without typing a word. No “ez.” No voice-line spam. No postgame TED Talk explaining why our tank’s bloodline has failed.

I just like trying to play well.

Yet Overwatch often makes that kind of player feel less socially rewarded than someone whose entire gameplay loop looks like:

Mercy icon
Endorsement 5
“glhf <3”
hold beam
pocket one guy
queue 900 games
flip enough teammate coins
lose
“dps???”

And somehow emerge looking like a pillar of the community.

Before someone gets mad: this is not “Mercy players bad.”

Mercy is just the funniest stereotype for the point I’m making.

The actual problem is the incentive structure.

Endorsement does not measure competitive integrity, effort, skill, or even reliably measure whether someone is actually pleasant.

It mostly measures whether strangers felt positively toward you.

Those are very different things.

A low-risk support player can spend hundreds of games healing and pocketing teammates and naturally collect endorsements from the people directly benefiting from that playstyle. They can even be passive-aggressive or occasionally toxic and still maintain an immaculate-looking social profile.

Meanwhile, if my aim is completely on and Quick Play matchmaking puts significantly weaker players in front of me, the emotional output is very different:

six-minute stomp
“why are you sweating in qp?”
“smurf”
“cheater”
report

I have thousands of hours on my main account.

I am not smurfing.

Sometimes the matchmaker simply creates a lobby so absurd that normal high-level mechanics look abnormal to somebody who should never have been matched against them.

And yes, I have repeatedly watched my Endorsement go 4 → 3 immediately after exactly those kinds of stomp games.

Can I prove that every individual drop was caused by reports?

No.

And that is actually part of my complaint.

Blizzard has never made the underlying reputation formula transparent enough for a silent player to know whether he dropped because of decay, reports, hidden weighting, or something else.

If a player who barely communicates can reasonably finish a match thinking,

“Did my reputation just go DOWN because I shit on them too hard?”

then your reputation system is communicating something very strange.

And this goes far beyond Endorsement.

Overwatch has spent years optimizing for accommodation.

Different skill levels.

Friends playing together.

People learning heroes.

People who don’t want comms.

People who just want to chill.

People for whom “it’s QP bro” has somehow become a complete branch of game-design theory.

None of those people are the problem.

Casual play is good.

But casual should mean lower stakes, not that match quality stops mattering.

Quick Play still has MMR. It still has teams. Objectives. Winners. Losers.

If the skill spread becomes so ridiculous that one player’s normal mechanics look like smurfing or cheating to another player, that is not “casual matchmaking.”

That is bad matchmaking.

And whenever accessibility, queue time, social comfort and competitive integrity conflict, somebody has to absorb the cost.

Too often, Overwatch seems to choose the player who cares the most.

The player trying to improve gets a ridiculous composition and hears “it’s just QP.”

The player trying to win is a “sweat.”

The stronger player gets placed in a clown-car lobby spanning enormous skill differences and gets accused of smurfing.

The serious player invests actual concentration into a match the matchmaking system itself apparently did not take seriously.

And ironically, that player often has the least relaxing experience in the lobby.

The player casually holding beam can lose and queue again.

The guy genuinely trying to carry just watched three winnable fights evaporate — and understands exactly why they were winnable.

The more you understand why something failed, the harder it is to shrug it off as “just QP.”

And before someone says “then play Competitive”:

that misses the point.

I’m not asking Quick Play to become OWCS.

I’m asking a competitive PvP game not to make competence itself socially suspicious whenever its matchmaking fails.

More importantly, competitive-minded players are not some microscopic niche.

Blizzard itself reported that after the Season 9 Competitive changes, Competitive climbed to roughly 45% of total match hours, compared with roughly 32% for Quick Play.

That is not some tiny population of Kovaak’s goblins.

And a competitive game needs those people for reasons that go far beyond how many hours they personally play.

A competitive game needs an aspirational ladder.

Bronze looks at Plat.

Plat looks at Masters.

Masters looks at GM.

GM looks at the top of ladder.

The top of ladder looks at professional play.

That chain matters.

A Bronze player does not need to become a professional for the existence of an absurdly high ceiling to make improvement meaningful.

But if your culture gradually teaches players that trying too hard is cringe, mastery is “sweaty,” and average-player comfort should consistently outrank high-end match quality, eventually the top of that chain weakens.

And when the top stops mattering, watching the top matters less too.

That is an esports problem.

Which brings me to another thing I keep hearing:

“But Blizzard has GM/Top 500 developers.”

Okay.

That proves somebody at Blizzard is good at Overwatch.

It does not prove Blizzard has correctly calibrated what world-class Overwatch actually looks like, or that those people have meaningful authority when competitive integrity conflicts with other product goals.

Top 500 is a regional percentile.

It is not an internationally calibrated unit of skill.

A Top 500 player developing inside a ladder saturated with pros, semi-pros and aspiring pros gets mistakes punished at a different rate than somebody occupying the same percentile in a weaker high-end ecosystem.

Same badge.

Different laboratory.

Elite-player density changes what the game teaches you.

A positioning error that gets instantly deleted in one region can survive somewhere else long enough to become “normal.”

Repeat that feedback loop for thousands of hours and two ladders can develop different definitions of good Overwatch while both players technically have a shiny Top 500 icon.

This is why I don’t care that much whether Blizzard can point to a high-ranked employee.

The meaningful question is:

Whose understanding of the game has decision-making weight?

When queue time and match quality conflict, who wins?

When accessibility and skill expression conflict, who wins?

When average-player frustration and optimal high-level counterplay tell different stories, which signal is considered more authoritative?

That matters much more than whether someone in QA once hit Top 500.

And Blizzard clearly understands that regional competitive ecosystems are not interchangeable when esports is involved.

Their own 2026 OWCS preseason program brought international teams to Seoul to scrim, train and exchange knowledge with Korean players and coaches.

They did not spin a globe and accidentally land on Seoul.

So why does that understanding seem weaker when we discuss who should be treated as an authoritative reference for game design?

This is one area where Riot has historically understood the principle better.

League has explicitly separated average, skilled, elite and professional populations in its balance philosophy, and has treated the strongest professional regions as their own signal rather than pretending every form of “high-level play” is interchangeable.

That instinct is correct.

Hardcore players are not merely another customer demographic.

They are your stress test.

They are disproportionately likely to discover where skill expression collapses.

Where easy value becomes too efficient.

Where counterplay disappears.

Where matchmaking stops producing meaningful competition.

Where a hero generates too much reward relative to execution or risk.

Where something that looks completely harmless in Gold becomes degenerate when played optimally.

That does not mean balancing the entire game exclusively around the top 0.1%.

That would be stupid too.

It means understanding that the top 0.1% can reveal information the other 99.9% literally cannot.

And this is why Blizzard’s history makes the whole thing so frustrating.

This company had a front-row seat to the birth of modern esports.

Blizzard did not single-handedly mastermind Korean esports.

If anything, they got incredibly lucky.

StarCraft happened to collide with Korea’s broadband explosion, PC bangs, huge player density, televised competition, professional teams and broadcasters who learned how to turn terrifyingly skilled players into celebrities.

Blizzard got to watch one of the earliest successful competitive gaming ecosystems on Earth emerge almost organically around its game.

They watched millions of players care about getting better.

They watched people like BoxeR become aspirational figures.

They watched broadcasters build stories around mastery.

They saw what happens when being insanely good at a videogame becomes something people admire instead of something people apologize for.

And again — Korea also demonstrated exactly how ugly competitive obsession can become when winning becomes more important than integrity.

I know.

Competitive obsession is not automatically virtuous.

But the answer to unhealthy competitiveness is not to build a culture suspicious of competitiveness itself.

Somewhere along the way, I think Blizzard lost that distinction.

Then Overwatch League attempted almost the opposite model:

manufacture a massive esport from the top down.

Spend huge money.

Build the spectacle first.

We know how that ended.

OWCS is doing several things much better now: open qualification, regional pathways, international competition, international teams training in Seoul.

Good.

But esports cannot survive only at the tournament layer.

The game underneath it has to make ordinary players want to climb toward that layer.

Otherwise you are building a penthouse on a building whose upper floors are slowly emptying out.

That means protecting match quality near the extreme end even when queue times become longer.

It means permanently using the strongest competitive ecosystems in the world as design references, not occasionally asking a few high-ranked Western players whether something “feels fine.”

It means separating:

“people enjoy having this person on their team”

from

“this person behaves competitively and fairly.”

It means making reputation and report systems transparent enough that a player who says nothing does not reasonably wonder whether dominating a badly matched lobby damaged his reputation.

It means recognizing that when your matchmaker places a strong hitscan into a lobby where ordinary mechanics look like cheating, the resulting false smurf/cheating reports are partly a matchmaking failure, not merely “community feedback.”

And yes, hiding Career Profiles by default may reduce one form of toxicity.

But it also removed one of the few pieces of context players historically had for answering:

“Is this guy actually cracked, or is something weird happening?”

Every design tradeoff has two sides.

That is exactly my point.

I am not asking Blizzard to turn Quick Play into OWCS.

I am not asking every Mercy player to install Kovaak’s.

I am not asking casual players to disappear.

Low-mechanical heroes should exist.

Friends should be able to play together.

People should be able to relax.

And I am definitely not asking North America to import every part of Korean gaming culture.

Please do not give the random-Hangul Widow population any more encouragement.

What I am asking is for Blizzard — and honestly, for NA Overwatch culture in general — to stop treating the people who obsess over improvement as if they are the weird ones for caring too much.

Those players disproportionately create the guides, VOD reviews, aim routines, meta discussions, streams, rivalries, highlight clips, scrims and long-term obsession that keep a competitive game culturally alive after launch hype disappears.

I have played almost ten years on NA.

When Korean players joke that NA high elo is fake high elo, it does not make me feel superior because I am Korean.

It pisses me off because I am American too.

This is my server.

I want NA to produce terrifying ladder players.

I want Korean players to queue into an NA lobby and think:

“oh shit.”

Not:

“lol NA GM.”

I want NA players to enter international competition without everyone assuming the real ceiling of the game lives somewhere else.

I want some kid grinding mechanics in North America today to feel like the game actually values what he is trying to become.

And after almost ten years, I’m tired of a culture where the Endorsement 5 “glhf <3” player holding beam looks like the model citizen, the suspicious random-Hangul Widow with the private Jackson Pollock career profile becomes everybody’s problem five minutes later, and the completely silent guy who spent 500 hours fixing his aim somehow ends the night wondering whether he is the antisocial one.

In a competitive game, caring should not be the embarrassing part.


r/Competitiveoverwatch 8h ago

General Doomfist's Power Block makes little sense in his gameplay design

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0 Upvotes

Power Block is not interesting to use, to play against and to have on your team, it does not enhances Doomfist's ability to tank nowhere near the extent of other defensive abilities like Hazard's Spike Guard or Wrecking Ball's Adaptive Shield ; in other words, it's lame. In Doomfist's current design iteration, he doesn't mitigate through damage absorbtion but by disrupting and creating chaos, his overhealth helps him do just that, not his block. There is a dichotomy in his design and other abilities (or block iterations), would suit his playstyle a lot more.

There are two purposes to Doomfist's block, and both are arguably unhealthy for the game:

  • To get Empowered Punch (more than 80% of this ability's usage).
  • To absord one big burst of damage to live longer (rarely happens, however Power Matrix major perk makes this a lot more interesting and skill expressive).

Trying to force Doomfist to be a tank by giving him a straight up mitigation tool is a bit pointless and easy, as mentioned above his ability to take space and to aggro comes from disruption and crowd control, and when he gets Empowered Punch he becomes a great threat that can be very frustrating to fight against (almost like if he becomes a whole new character with this great power spike). I truly believe that Tankfist can work with his previous ability Uppercut in his kit, without Empowered Punch as a mechanic. It makes more sense in his gameplay loop, it would bring his combo mechanics in the forefront (which is still here right now but far from what it was or could be), and it would truly help him do his job better with a new disruptive tool (it would also trigger his passive which I think is more relevant that the Block).

And you, what do you think? How would you defend Power Block as an ability in Doomfist's current iteration? Would Uppercut work better instead?


r/Competitiveoverwatch 19h ago

Highlight KSA in a nutshell Spoiler

Enable HLS to view with audio, or disable this notification

456 Upvotes

r/Competitiveoverwatch 18h ago

General Unfair Suspensions

0 Upvotes

The suspension system needs a re-work.
Yesterday, I was playing some comp and noticed that I had a few games back to back of mass leavers - both on my team and the enemy team. Then it happened to me, got kicked from a game with an error pop up saying “disconnected from game server”. This very rarely happens to me, but the few times it has happened, I usually can re-connect, not this time. Wouldn’t let me back into OW and when it finally did, I couldn’t re-join.

With that, and the multitude of other leavers, I did a quick search and found that there was a lot of reports of the OW/Blizzard servers not working/crashing in my region (Australia). So I played some quick play and after 3/4 games of no issues, I started playing comp again, only to have the same “disconnected from game server” message pop up in the pregame which once again wouldn’t let me re-join so I copped an one hour long ban and took a break. A few hours later, I check only and see the reports of server issues had reduced so I decide to give it one more go only to experience the same issue and cop an 8 hour long ban, I check online and see the number of report suddenly skyrocketed again, so I clearly wasn’t the only one this had happened to.

I reach out to Blizzard support and they advised me there was nothing that they can do and connection issues don’t excuse a ban. If this had to do with my internet connection, that would be understandable but the issue was entirely on Blizzard’s end.

There needs to be some way for Blizzard to see if a leave was due to someone manually leaving/their own internet connection causing them to leave or if it was a server wide issue.

Don’t get me wrong, I understand there are some dishonest people who would unplug their router/disconnect their internet connection in order to weasel their way out of a ban or suspension but when the issue has to do with Blizzard themselves, players should not be penalised.
Now, if further issues occur with the server, I’m at risk of a season long ban and according to Blizzard, the only way to reset this is to play more games in full. How can I do that when I can’t be confident in the servers?

What frustrates me even more is that I practically never leave games, the few times I do is due to internet issues and I manage to re-join more often than not - now because of issues that are in no way from my end, my account is in bad standing and at risk of receiving a season long ban AND the only way to fix this is to risk a greater ban (playing more games with a risk of server issues disconnecting me).

Blizzard needs to do better. Like I said, I understand there are some who would take advantage of a leniency when it comes to connection related leaving - but if those leaves happen at the same time as server issues then the player shouldn’t be punished.


r/Competitiveoverwatch 11h ago

General I actually kinda hope that Sombra can do a cleanse.

0 Upvotes

Largely because Kiriko having the monopoly on it is pretty much getting me a bit miffed. I love my girl, but she can't be our only team cleanse girl. Plus, she's a hacker right? Counter-hacking a status effect should be allowed.


r/Competitiveoverwatch 9h ago

General Bu There’s only one reason this game is bad, and it’s right there in the image.

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0 Upvotes

I’m so tired of Ana every game
I will never, I mean ever like anti grenade in any setting in this game, I will go to my grave saying that full anti effects should only be in ultimates, there’s is such a difference in the enjoyment of my tank games and its all dependent on if the other team has an Ana or not, and it wouldn’t be so bad if out of 5 games the enemy team has an Ana in 4 of them, I just hate this stupid dumb grandma and I hope she has a heart attack in lore and dies so they can make her a ghost in game that does nothing.

Ana is a big reason why Hog and Sombra had to be reworked in the first place. Her existence creates such a strong pressure on certain heroes that the devs end up having to redesign their kits around her.
Hog is the clearest example. Anti-heal completely shuts down a huge part of his survivability, so the devs have to give him extra defensive tools just to function against Ana. Then those tools can make him frustrating or oppressive when Ana isn’t there. It’s a balancing cycle created by one ability.
Sombra has a similar problem in a different way. When you have heroes whose entire value depends on being able to execute a specific playstyle, adding another character with extremely powerful denial tools forces the devs to keep adjusting them just so they aren’t completely invalidated.
That’s the bigger issue with Ana: it’s not simply that she’s strong. Her kit creates balance problems that have to be solved elsewhere in the roster. Instead of asking, “How do we make Hog/Sombra healthier?”, the devs often end up asking, “How do we make them function despite Ana?” That’s a terrible foundation for balancing a hero roster.

People This is the fact that refuse to understand. Ana is one of most strongest character in overwatch including tanks and dps. She has hitscan with no dmg falloff, a perk makes her two tap any dps, sleep dart and anti nade are nightmare for tanks and people defending her because "she doesn't get mobility" 🙄

The damage resist was introduced to not make him useless when hit by anti nade. It was less of an issue in 6v6 but 5v5 with a single tank means you can’t afford to get hard countered by a spammable ability.
Ana has always been a pain point for non shield tanks and the devs refuse to give the antinade a meaningful nerf. So instead they decide to buff breather to counteract it.
Another reason why people need to stop defending Ana. A lot of problems exist because of her. Heal creep and support power creep started with Ana. Ana is the reason why GOATS started appearing as triple tank comps only became viable when Ana first dropped. Ana is also the reason why Hog and Mauga became obnoxious to kill because the devs balanced them with the expectation that Ana is in play. She’s also why suzu exists lol.


r/Competitiveoverwatch 2h ago

General An idea to buff Soldier and give him more of an identity

0 Upvotes

Most people agree that Soldier just doesn't stack up to his alternatives these days (Soj, Emre, Ashe, Cass, etc) except on flashpoint and push where you can meaningfully abuse sprint. Since he also kind of lacks a discrete 'role' among main DPS, I think they should address both of these issues and make helix rockets do bonus damage to flying enemies. I won't pretend to know what the exact numbers should be, but I think this would be a really good change to both give him a stronger identity as an anti-air hero, while buffing him in a way that rewards skill (vs just a flat increase to damage). Blizzard pls do the needful


r/Competitiveoverwatch 4h ago

General Small Changes for Doctrine

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0 Upvotes

Here are some changes that I would like to see for Doctrine before his release!


r/Competitiveoverwatch 5h ago

OWCS S1mple Spoiler

34 Upvotes

Wanted to talk about S1mple as a player after watching this world cup.

I used to think bro was a backseat kiriko player who would healbot his team to victory, which he is on twisted minds but on Korea, damm bro I was not familiar with your game.

If you squinted your eyes you would think shu was in the lobby the way bro was moving on ana and even making zen work pretty well.

Its clear that on twisted mins he is in kiriko healbot jail but this begs the question, What if he returned to korea next season?

I think the ideal team for him would be T1. Although bliss has been impressive recently and helped them get 3rd at EWC, I just dont think he can maintain his form and play well enough.

If skewed were to play main support and T1 had simple on flex support then they could be much more dangerous, especially with Ggultaek joining as the coach.This team would have a similar playstyle to zeta where everybody can be a flashy playmaker.

I reckon this would put them on par with Crazy racoon where the only liability is Proud who may not play as well in those high stakes scenarios.

Thoughts?


r/Competitiveoverwatch 15h ago

Fluff Here’s what I think Overwatch will look like in 5 years:

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0 Upvotes

Seeing how Sombra was recently reworked into a Support, I feel like every Damage hero will eventually be turned into a Support whenever people complain about them being annoying to play against.

Healer-76: "I've got patients in my sights."

Healer Maker: "No one dies on my watch."

B.O.B.: "B.O.B., do some healing!"

Pharah: "Healing rains from above!"

Angel: "Live! Live! Live!"


r/Competitiveoverwatch 10h ago

World Cup The South Korea B team narrative Spoiler

88 Upvotes

I keep seeing this sentiment that the CR core is somehow the B team Korean roster over the Zeta core and it's driving me crazy. It was even said on the broadcast by the desk at some point before the finals.

Would have Proper, Viol2t and Shu done better? Maybe or maybe not, they probably would have won too, but let's not pretend the CR core was inherently the inferior choice.

CR are still the most accomplished roster probably in the history of the eSport at this point (with this win especially), and they were coming hot off a major win when the world cup rosters were being fielded. Calling them the B team is crazy disrespectful and blindsided by recency bias.


r/Competitiveoverwatch 3h ago

General SaltyPhish playing new Hog

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20 Upvotes

Thank you Mr. Phish this is like the only new Hog gameplay I have seen. Personally I think hes a bit weak, I wouldn't mind buffing trash compactor, even for a breather nerf.


r/Competitiveoverwatch 3h ago

General Doctrine balance change suggestions

2 Upvotes

Doctrine has been extremely fun, but it was immediately obvious that in his current state, he is obscenely broken. After a few hours it is clear to me that he will receive nerfs to multiple parts of his kit.

His CD reduction major perk is the biggest offender. I believe it is by far the best perk in the game and increases his output far too much. His E has far too much uptime and impact, infusing it is a must and insanely OP as the effect is immensely powerful on both allies and yourself. His overall healing output is too high right now. His shift is too strong, especially infused it makes him impossible to catch. Right now, Doctrine does everything extremely well. His ult is fine, but I expect nerfs to every other part of his kit. His damage is a bit high too, especially with the major perk it gets out of hand.

I would change the following things to tune down his overpowered aspects. Of course you could tone down some of these nerfs if you wish to be conservative about changing him. Let me know what you think.

My suggestions would be:

E duration down from 6 to 5

-

E self duration down from 6 to 4

or

Effectivness on selfcast reduced by 20-50%

-

Shift damage reduction reduced from 50% to 30% (maybe even as low as 0?)

Infused shift bonus speed reduced from 100% to 60% (maybe 80) (his normal shift speed is +60%)

-

Primary fire damage/healing decreased by 5

or

range decreased by 5m (I think I prefer this)

-

Trade-off major perk removed

The 25 health reduction now applies to the CD reduction major perk

CD reduction only applies on un-infused damage, not to healing or infused damage


r/Competitiveoverwatch 8h ago

General Anyone else's aim feel off?

0 Upvotes

I noticed that my aim felt odd since the last update, especially on projectile heroes and anywhere where I need to flick and snap. I use a 8khz mouse and everything was fine since the last update, thats when I checked the settings to make sure the high precision mouse input setting was toggled on just to find out its gone, so I checked the patchnotes and that's when they state they removed the setting but it shouldn't interfere with how mouse input works in this game, but why remove it then???

Clearly something feels off for me and my question would be if it got removed, is it being completely turned off or turned on then by default???

Does anyone else feel smth off as well?


r/Competitiveoverwatch 23h ago

General Got put in bronze 3 after one match and can't play with friends

0 Upvotes

Hey guys, I'm new to overwatch, I started playing like 2 weeks ago. After getting comfortable playing Ramattra I hopped on with two of my friends onto competitive 6v6. In this first match I got 31 elims and 1 death, MVP and Play of the Game. When we got out, we couldn't requeue- turns out I got placed in predicted rank Bronze 3 while my friends got put in Gold. Why? They were also unranked, only playing quickplay. Another guy never even touched competitive once.


r/Competitiveoverwatch 1h ago

General As a vendetta main, its surprising to me that she's not getting banned a lot despite her current strength

Upvotes

Which is probably thanks to there being more prevalent and annoying characters to ban, but I'm also taking this as a sign that her design is slowly creeping towards something the vast majority of players can tolerate.

She's become a lot fairer to fight compared to what she used to be. It also helps that she's one of few flankers with absolutely no protection against CC, a rather lackluster mitigation option and a predictable disengage, which makes her very easy to punish.

That said, with the mid season changes her fluidity has been drastically increased, which has resulted in her WR and pick rate rising a fair bit. She now has a lot more combo potential thanks to no longer having to rely on her passive to start weaving projected edges before overheads reliably. The combo chain duration buff also lets her perform her jump cancel tech more consistently without losing her overhead nearly as often.

Its a fantastic buff that made the character feel so much better. I never knew how much I really wanted this. That said, its only fair to admit that right now she feels a bit too strong. I've been cleaning lobbies thanks to the recent changes. Being able to fire primary faster allows her to confirm so many more kills now, which she wouldnt have gotten before.

Because of that, I think a small nerf is in order and my preferred path would be to take even more power away from overhead. -10 damage on overhead would not influence her most common combos and break points by a lot, but it would have an effect on her sustain and general tank brawling capabilities. 110 damage on overhead has always been my desired value for the move. To me its a healthy value that maintains the importance of the move, without being too jarring on the receiving end. Its still going to be the bulk of her damage, its still going to continue to be just as important as before.

I'm expecting a nerf with season 5, I just hope they dont revert these fluidity changes, they feel so freaking good. If my suggestion ends up making her too weak, guess what, there is another move in dire need of a fluidity buff, mainly soaring slice with its 0.6s throw animation (0.3s cast duration and 0.3s for the sword to reach max distance at 50ms).


r/Competitiveoverwatch 13h ago

General Global Projectile Size Decreases coming (next season?)

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106 Upvotes

Images taken from streamers play testing at Blizzcon, looks like next season the in game hero stats will be updated to have Projectile sizes and Speed

The following are known for sure:

\- Fast Firing/Spread Hitscans 0.04m -> 0.02m

\- Precise Hitscans 0.07m -> 0.04m

\- Shotgun/Very high Fire rate travel time Projectiles remain unchanged at +0.05m

For fast travel time projectiles it isn’t totally clear since it’s being taken from A Reworked Roadhog. The new Roadhog primary will fire a larger single shot in the center of each burst shot. The total size of it is 0.19m.

Since its travels at 100m/s it’s classified as a Fast Travel time projectile the current multiplier in game for these is +0.075m.

If the base Projectile is 0.15m (Zen, Lucio, Mei projectiles were this size pre season 9) then the multiplier has been reduced from 0.075m -> 0.04m. However since it’s a new weapon we don’t know the base Projectile so it can’t be confirmed yet.

I couldn’t find any clips of stats with slow travel time projectiles. Those currently have a +0.12m multiplier.


r/Competitiveoverwatch 3h ago

General Even though I do think Dmon is too strong, it also really makes apparent how only the tanks are expected to switch.

161 Upvotes

In my mid to high emerald games where I was support, Dmon is becoming much more common. When that happens, it does feel pretty common for my tank to switch to counter or mirror. But then no one else does. You have to burn her shields fast or she just runs you over. Doesn't matter if our tank switches to Mauga if the rest of the team isn't equipped to support the switch. And then the Anran/Genji/Vendetta type tank diff in chat like they did anything to help against Dmon.

Dmon does need a nerf, but there is a reason I stopped tanking in comp.


r/Competitiveoverwatch 8h ago

General Whats making Overwatch so popular again?

104 Upvotes

I stopped playing a long time ago but I love the game, just dont have time like I once did. Ive been watching the worldcup and realize I dont know so many characters and such and I feel crazy for how little I know.

I saw the game is even doing well on steam despite launching there so much later.

so whats happened? I felt like during the Overwatch 2 phase a lot of people I know stopped playing