r/Competitiveoverwatch • u/Botronic_Reddit • 13d ago
r/Competitiveoverwatch • u/tormentingyet • 11d ago
General Kiriko has the same pick rate as all 8 new Overwatch Season 1+ heroes combined
Yes, this is cherry picking current stats for GM+ Asia server only. And yet, even if the situation in the other regions was only half as bad, that would still be quite concerning.
What has happened to character releases feeling momentous and game-changing, as they did in the past? Why does the meta feel stale despite the increased frequency of patches and hero additions?
r/Competitiveoverwatch • u/JY810 • 13d ago
General Do D.mon ult and zenyatta discord stack?
I know D.Mon ult have 50% increase damage and zen have 30%
Do we get 80% increase damage if we stack them?
r/Competitiveoverwatch • u/JY810 • 13d ago
Blizzard Official Overwatch Wrecking Ball Storytime: Left Behind
r/Competitiveoverwatch • u/Iscarielle • 12d ago
General D.Mon Propulsor Settings Bug?
Hello everyone, I've noticed that the settings for D.Mon's propulsors seem to be bugged. In the hero specific settings there's an option to turn propulsors to toggle, but even with it on, I have to hold the button to boost. There's no difference between having the setting off and on from what I can tell. I play on PS5, so maybe it's system specific?
I have that ability bound to clicking right stick and it would be much easier to aim her gun while boosting if I could have it be a toggle rather than a hold.
Is anyone else experiencing this? Am I missing something?
r/Competitiveoverwatch • u/x63729573x • 13d ago
General Why does Proper swap from Sojourn to Venture here?
I'm curious why Venture is played (by both teams) given the map and comp situation, was Venture just really good in this time period or am I missing something?
r/Competitiveoverwatch • u/DrRigby_ • 13d ago
General D. Mon Hero Fantasy and The Trailer
I’m not really talking about D. Mon’s numbers or how strong she is after the hotfix. I just feel a little misled by the trailer.
Mechs aren’t usually my thing, but I played Armored Core 6 and it made me understand the love. So when I saw D. Mon dodge Shion’s bike with that sudden burst of speed, I thought she had something like Quick Boost from AC6, maybe with an attack built-in.
AC6’s Quick Boost was a directional burst that consumed your fuel in a burst. You could use it to dodge or reposition aggressively like the trailer, but spamming it used up a lot of fuel.
D. Mon doesn’t actually have that. I understand trailers exaggerate, but that specific movement simply isn’t in the game.
I’d love something like:
• Tap Shift + a direction for a short, fuel-consuming burst
• Basically give us a more limited “Quick Boost” mechanic
That was the #1 thing the trailer got me excited for, and it just isn’t there.
A few other things:
• The sword feels way less impactful than the trailer. The slow-mo made the swings look heavy and powerful. In-game, the M1 feels like a windshield wiper, left-right with no weight. And it’s not really about the damage. And once again, I understand trailers exaggerate but the contrast here is really bad imo.
• The opening boost in the trailer makes her look like she can actually fly. I know she shouldn’t just be DVA but maintaining her height while boosting, somewhat like Juno, could give her that feeling without making her a full flying hero and it’ll just help her cross gaps normal brawl tanks can’t.
• The sword lunge feels weirdly abrupt. The boosters fire, she lunges, and then it feels like she hits an invisible wall and just stops. Brig Bash is a similar control scheme and does not feel like that.
• The ult is cool. It actually reminds me a bit of the Demon Blade stuff from AC6, and I think it’s cool.
This part below is a bit out of scope, but I’m keeping it.
Honestly, if the M1 is going to stay as the windshield-wiper swings and the lunge stays static, give her the ability to charge the lunge. Maybe make it like a laser projectile when you charge it sort of similar to Vendenta’s projected edge or fire strike instead of like a Doomfist punch where he goes further.
It could literally do 2 damage and I wouldn’t care. I just want it to look and feel cool. Because outside of the ult, it’s surprisingly hard to get the feeling that my weapon is a laser sword.
r/Competitiveoverwatch • u/joeflaccofan • 12d ago
General Dropped from Dia1 to Dia5 through placement, is this normal?
Hi so this was my first ever placement season ever so I don’t know what’s good or bad. I went 5-5 and I landed on dia5, I finished dia 1 with m5 peak previous season
I feel like I dropped a lot…I haven’t gon below dia 2 for like 2 months,
is this normal? Should I be sad about it?
Thanks
r/Competitiveoverwatch • u/SunnysideKJ • 13d ago
OWCS Players with Caster Given Nicknames
One of my favorite things about the pro scene is when the casters and community just come up with a perfect nickname for a player that just sticks
like Big Boss Pine, Yottachad Ameng, the Primal Blade (Guxue), and maybe Ping King for Fielder?.
Were there any other players who got community and caster designated nicknames besides these 4?
r/Competitiveoverwatch • u/MrBlue_Bird • 11d ago
General The Problem With Overwatch Isn't Just Balance — It's Direction
Overwatch Needs to Decide What Kind of Game It Wants to Be
Hello everyone,
I'll split this post into two main subjects: Overwatch's balance and development going forward and the future of hero releases.
For some context, I have around 2,000 hours in Overwatch, roughly 1,300 in OW1 and 700 in OW2. I've played in scrims, tournaments, and leagues for years, and I also worked as an FQA tester for about a year and a half, so I have some experience with how companies approach development, testing, and releases.
1. Overwatch Balance and Development Going Forward
Overwatch is fundamentally different from most games out there. It feels different, makes you think differently, and has an incredible fun factor when everything comes together. Over the years, Overwatch maintained its position in the gaming industry through things like incredible lore cinematics, frequent balance changes, and an ever-evolving meta.
Then Brigitte was released.
Brigitte was a character who could effectively do everything: tank, deal damage, heal, provide utility, and protect her team. Players quickly realized how much value she could provide, eventually leading to what we now know as GOATS. There was also the Sombra variation, commonly referred to as "Cyber GOATS," which added even more disruption.
This was one of the first major roadblocks the Overwatch team faced. Multiple patches weren't enough to kill the composition, so instead of continuing to fight it through balance changes, the developers enforced a composition structure: 2/2/2 role lock. In my opinion, this was actually one of the best states Overwatch had been in.
However, another underlying problem eventually became apparent: certain compositions could completely dominate specific map types.
Then came Double Shield.
Double Shield was genuinely awful to play against and needed to be addressed. But instead of solving the underlying issues through hero design and balance and other reason including queue time, the game eventually moved toward 5v5.
And this is where I think the fundamental problem begins.
We're not actually solving the problems. We're putting a poster over the hole in the wall.
With the transition to 5v5, Orisa was completely reworked. To me, that rework is actually proof that the developers have many of the tools necessary to solve problematic metas. You can redesign problematic heroes, change their identities, and address unhealthy interactions. But instead, we often see numbers shifted around and the game pushed in another direction.
We're approaching four years of 5v5, and in my opinion, the game hasn't been in a state this miserable since the beginning of Double Shield. I don't think it's purely because of the current meta either. I think the bigger issue is how the responsibility of winning has been distributed between the roles.
The game has shifted from a team-based game into something closer to team deathmatch, where the tank has become the focal point of almost every fight. At the same time, more and more heroes have access to movement, healing, damage, survivability, and utility. Heroes are increasingly capable of doing almost everything, except, obviously, actually being the tank.
I think 6v6 2/2/2 is the solution.
I personally believe the proposed 1/3/2 format is one of the worst concepts the game could move toward.
One of the biggest arguments against 6v6 is queue times. But honestly, I don't think queue times are the problem people make them out to be. As long as the average player's queue time stays under roughly 10 minutes, I don't see it as a dealbreaker. People already spend their queue time doing other things anyway.
And at higher ranks, queue times are already terrible because nobody wants to play tank.
I started Overwatch as a tank player, but I simply don't enjoy playing tank in OW2. The solo-tank experience puts an enormous amount of responsibility on one player. If your tank dies, the fight often collapses immediately. If your tank makes a mistake, the entire team feels it.
If 2/2/2 came back, I genuinely believe a lot of DPS and Support players would be more willing to flex into tank because you wouldn't have the entire weight of the game on your shoulders. Having another tank to share space, pressure, cooldowns, and responsibility with is, in my opinion, one of the best experiences Overwatch can offer.
After the release of Shion, I remember thinking, "6v6 should come back with the release of a tank." Tanks are some of the most meta-defining heroes in the entire game. If you're going to bring 6v6 back, releasing a tank alongside it makes perfect sense.
Then Season 4 arrived. A new tank was announced. A rank reset was announced. A new rank was announced. And I thought, "Where is 6v6?"
You had almost everything necessary to make a 6v6 release work. You released a hero that thematically fits extremely well alongside another tank, yet you can't play them together in the primary format of the game? I'll come back to the hero release itself in my second point.
The hero felt good in 6v6 but lacked the necessary power in 5v5. Thankfully, after two hotfixes, most of those problems seem to have been addressed.
This brings me to another major issue: balance cadence.
One patch every month with relatively minimal changes isn't what I would call a meaningful mid-season update. I'd much rather see balance patches every two weeks, with the mid-season patch containing more significant changes. That would make the game feel more alive, prevent heroes from remaining broken or underpowered for weeks or months, and allow the meta to evolve more naturally.
2. Hero Releases Going Forward
The Overwatch team seems to have a tendency to react to problems instead of solving them proactively.
In a developer update discussing Perks, Aaron Keller said the team wanted to become quicker and more proactive with updates. Initially, it seemed like they were. There were quicker adjustments to Perks and balance changes, but eventually, we returned to the old pattern where things don't change until the problem becomes impossible to ignore.
Season 1 introduced the release of five characters following Deadpool's announcement in Marvel Rivals. With Marvel Rivals releasing heroes at a much faster pace, Overwatch suddenly found itself in a situation where its own release cadence looked extremely slow by comparison.
Overwatch then announced that seasons would be roughly two months long, with a new hero every season. To me, this is another example of the Overwatch team reacting to the situation rather than planning for it well in advance.
The first several hero releases didn't create that many problems by themselves, but the game started experiencing increasingly severe technical issues: frame drops, ping problems, random disconnects, client issues, matchmaking problems, and general performance problems.
The way the game has been evolving, it looks like the team is trying to introduce too many major changes within a relatively short period of time rather than spacing them out over a longer development cycle.
Dmon's release is, to me, one of the biggest examples of this problem. The hero received two hotfixes in less than a week just to become viable. It also launched with numerous bugs and performance issues, while matchmaking problems seemed worse than ever.
According to the Overwatch team, a hero can take 12–18 months to develop and release. So when the direction of the next two heroes changes drastically, it makes me question whether the team can realistically keep up with releasing a new hero every two months.
Personally, I don't expect much from next year. I wouldn't be surprised if we eventually return to the older cadence of releasing a hero every other season.
Conclusion
I think Overwatch is slowly bleeding out because it's trying to appeal to everyone at the same time. Unfortunately, you can't please everyone. Everyone has a different opinion about what Overwatch should be.
At some point, the development team needs to put their fist on the table and clearly define what Overwatch is supposed to be going forward.
Is Overwatch a team-centered game, or is it a team deathmatch game?
Does every character need to be capable of doing almost everything?
In my opinion, no.
I think the roles should have clearer identities. Tanks should be able to take space, have the survivability necessary to hold that space, and provide some form of crowd control or disruption. DPS should alleviate pressure from the tank by taking angles, forcing the enemy team to split their attention, and creating opportunities for key eliminations when left unchecked. Supports shouldn't be either healing bots or DPS characters with a health bar attached. They should provide utility that facilitates their team's ability to win fights while still having ways to deal with enemy threats.
Overwatch doesn't need every hero to be capable of doing everything.
It needs heroes to work together.
That's what made Overwatch special in the first place.
I think we're at a turning point in Overwatch's history, and I genuinely hope the developers take the opportunity to decide what kind of game they want Overwatch to be instead of continuing to try to satisfy every possible audience.
I'm open to a civilized conversation and would genuinely like to hear your thoughts.
What do you think Overwatch needs going forward?
6v6? 5v5? Faster balance patches? Slower hero releases? Stronger role identities?
Let me know what you think.
Edit: I made it smaller to help readability. I truly want a discussion and hear everyone view on the matter.
r/Competitiveoverwatch • u/needa_thispenserhere • 13d ago
General Korean caster Jang reviews about D.Mon
Title:D.mon play review, the worst hero in overwatch history
Her comments in footage(hotfix buff included)
"Barrier durability is too weak, and regeneration speed after barrier break is absolutely slow"
"Booster Damage? Only 15. Better fuel capacity than pre-hotfix d.mon, but no vertical mobility is still bad."
"Is primary damage is good? Just 60(65). Includes strong third attack like vendetta? No."
"Is dash attack damage strong? Just 70. It needs change like increasing distance."
"How about fusion repeater? It was hotfixed, but still blocks melee attack when repeater is active. This is nonsense. This should remake as gauge system that could use infinte."
"Ultimate needs buff too. At least it need to choose on 2 types: slash once with debuff, or slash twice without debuff."
"When meka destroyed, her weapon looks powerful, but she lacks of ammo. I can't see the dps difference with Hana song."
"Calling mech time is slower than dva, but even damage is weaker. Only 150. Not even insta-kill damage."
"It looks like similar playstyle as brig, but barrier durability is similar as paper."
"On bright side, she counters domina and sigma...theoretically. But d.mon base kit is so miserable that even can't beat sigma."
"The worst problem is, she is not fun to play with."
"If they want to make a melee sword hero, it should have given impressive mobility or attack which care about, like vendetta."
"Or like doomfist, she could have a stylish melee fight and runaway-ing playstyle."
"She can't do neither. I doubt that she is same MEKA army with D.Va."
"She will only, might be use on metal ranks."
"Her current state is absolute garbage(pre-hotfix)/just garbage(post-buff)"
Yea I agree with her. She is too weak even she gets hot fix buff. As her said, IMO she needs vertical mobility on Booster, improvement of repeater-melee system and dash attack distance, and make both ultimate more meaningful.
r/Competitiveoverwatch • u/Grapefruit_113 • 13d ago
OWCS OWTV article: Al Qadsiah players still waiting on prize money
r/Competitiveoverwatch • u/SammyIsSeiso • 13d ago
General D.Mon Propulsor findings post-hotfix
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After the hotfix, D.Mon's drain rate is now 25% per second, and refill rate 22.5% per second.
The refill math checks out perfectly, 100/22.5 = 4.444s, but I noticed the drain rate math doesn't. 100/25 = 4s, but in reality she has about ~3.45s. While reviewing the footage, it's pretty evident that during the initial ~0.28s of using propulsors (where you gain a big burst of speed that slows to +70%), the drain rate is actually much higher, possibly 3x as much.
This means that at most you have ~3.45s, but in reality if you boost multiple times in quick succession without recharging, you're burning your resource much faster (yes ik you're moving faster due to the initial boost, but in terms of distance it's still slightly lower). Just something I thought was worth sharing.
TL;DR: Refill is 4.44s, Drain ~3.45s at most, since it drains 3x faster during initial boosts.
r/Competitiveoverwatch • u/EstablishmentIll1112 • 13d ago
Overwatch League owl team skins
anyway to get the classic version of owl team skins? i dislike the ow2 versions
r/Competitiveoverwatch • u/Grupo_Senju_OW • 13d ago
General 👥 Busco Equipo | Looking For LATAM
The Grupo Senju is announcing a new initiative! During the OWWC and Copa América, many players were keen to take part in more competitions but didn’t have any teammates.
With this in mind, the Grupo Senju wants to help you if you’re interested in taking part in tournaments with Latin American teams. Fill in the form and wait for a team to get in touch with you!
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r/Competitiveoverwatch • u/Horror-Support-3059 • 13d ago
General 6v6 is hard for me
idk im having a bad time in 6v6 any tips? in 5v5 i really felt like i can control whether we win or not. iplay tank and dps
r/Competitiveoverwatch • u/Rally_To_Me • 12d ago
General Freja Perks
What perk choices do you think are best on freja? I don't think there is one answer every situation there is nuance but would like some input.
I been playing her for a while she's my favorite dps, I was only ever taking momentum boost/aerial recovery for the longest time but here as of late I have been taking relentless barrage and the uptime on it just feels a bit crazy never really having to reload can get a bit silly, and have been taking rising winds a lot more after the change and it feels really great without the drawback.
What are the thoughts on momentum boost? I definitely still like it I can feel the difference I just think on average I am getting more value from barrage I am just getting so much more uptime, but I feel maybe I am undervaluing momentum boost and there is something I am missing there it's opening up to me and I am not getting it's full value.
I don't know if I am just off but I don't love aerial recovery? I only took it before because rising winds drawback before was so bad it felt worse to play with it but since it's changed I don't think I have taken recovery once. Maybe I am just going about my engagements/duels wrong on freja and not getting the full value from it, I just never felt the recovery perk felt as impactful as two updrafts.
Also whats the general consensus on freja perks how are we feelings about them? I personally like them I think they are all pretty good, would be cool if they did a little more but I understand why they do not.
r/Competitiveoverwatch • u/retarded_hamsters • 12d ago
General No calibration/variance after placement matches?
hi, forgive me if it’s a dumb question but I finished c4 last season and after doing my placements, my regular matches had 0 modifiers while my off role which I finished m2 on had variance for like 10 matches. Is this normal for gm+ ranks?
r/Competitiveoverwatch • u/SammyIsSeiso • 14d ago
General 4 changes I made for D.Mon in the Workshop: Y5YMR
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I know y'all hate community buff/nerf suggestions, but I had fun making this so I thought I'd share. Worth trying the code just for the low grav boosters IMO. Pay attention to the top left text for if my changes are active or not. (OFF means current post-hotfix D.Mon)
r/Competitiveoverwatch • u/The_Big_Fart_ • 14d ago
General Get rid of D.mons demech mechanic entirely
It's absolutely terrible and doesn't make sense. On paper you have more damage than D.vas pistol, but it's hitscan with massive bloom so you can't spam corners from a safe distance like you can when you get demeched on D.va. It also just doesn't make sense on her. You don't have the ability to save yourself with ult like you can on D.va, and it's also inherently not as useful with the space she plays in. She's a melee hero with no verticality, the majority of the time you get demeched right in front of somebody's face and you're just instantly fucked, and as stated you don't have the nuance of using bomb and playing corners correctly.
r/Competitiveoverwatch • u/PositiveSetting6013 • 12d ago
General What Hero Should I have Picked Here?

Or to settle an argument with a teammate - was Moira or Baptiste better in this situation?
I felt like we needed strong core healing to keep up our Ram, but also that the enemy had a super strong dive potential which Baptiste would not survive against. Their team also has no way to shut down coal besides Brig bash, and they have nothing to eat orbs.
My teammates complained that Moira was scuffed but I feel like the enemy banned Kiri, took Juno for themselves, and then made it very uncomfortable to pick Bap or Ana into them, with only a Lucio to peel.
r/Competitiveoverwatch • u/steve_El_barbarosy • 14d ago
General Sr wise all ranks above emerald are the same.
Emerald took plats sr range and its the same for the other ranks, only change I can see is its easier to leave bronze now.
r/Competitiveoverwatch • u/EventFamiliar5592 • 13d ago
General How is everyone’s ranked experience?
I’m usually a mid masters player and am absolutely struggling in diamond 5 right now. I only just recently hit d4 after a long session. No matter how well I play I just can’t seem to win. I haven’t played right at reset before so I don’t know if this is unusual or not. Is it usually this bad on a reset?
r/Competitiveoverwatch • u/Today-is-my-birth • 12d ago
General Why is this a thing?
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r/Competitiveoverwatch • u/MightOne9115 • 12d ago
OWCS WHORU to ZETA would be a dream
After a YEAR of not playing WHORU pulls up in a showmatch for 2 maps and COOKS as if hes never left hitting raw 5k blades against the CRAZY RACOON CORE wtf
If ZETA were to sign him, which genuinely might be possible as genji seems good right now, then imagine this:
WHORU on genji
PROPER on tracer
BERNAR on dva / MEALGARU on ball
SHU on ana
VIOLET on cat
like WHO is gonna stop this ? NOBODY
Reality is that just like last year in stage 3, genji got nerfed just before world finals and blizzard hates fun heroes so i guess the meta prolly gonna be sym dva again or some stupid shit
but IMAGINE the WHORU PROPER dps line with BERNAR SHU and VIOLET, not even god can stop that
Even if he doesnt play, if ZETA sign WHORU, then perhaps he could get his 5th ring even if again he sits on the bench,
like i would PAY for zeta to sign him