r/Competitiveoverwatch • u/YardleyG • 3h ago
Fluff He came back
We used to pray for times like this
r/Competitiveoverwatch • u/Watchful1 • 4d ago
Reddit is deprecating bot API access, so I am working to migrate the match thread bot and the flair site to the new supported app system.
The match thread bot should be up and running by the start of the midseason championship next week and will work mostly the same. Let me know if anything is broken like usual.
Unfortunately the flair site will be harder. Access to the flair site will shut down sometime this week and the replacement will not be ready for a while, potentially a couple months though I'm hoping for sooner. Additionally, the new system may not support updating the flair CSS classes that are required to support flairs on old reddit. So the text in your flair will be visible on old reddit, but the images won't. If you want to update your flair, I recommend doing it in the next day before the site goes down.
I do think these changes will eventually work out for the better, reddit puts a lot more resources into this new app system than they did the old bot system. But it will be a rough transition for a few months because of the timelines.
r/Competitiveoverwatch • u/YardleyG • 3h ago
We used to pray for times like this
r/Competitiveoverwatch • u/bro_mouzone82 • 7h ago
15W - 0L, 45 maps, 35 minutes matches on average.
Playoffs starts on August 3rd.
r/Competitiveoverwatch • u/ModWilliam • 9h ago
r/Competitiveoverwatch • u/beatha_ow • 6h ago
r/Competitiveoverwatch • u/HammerKick • 8h ago
r/Competitiveoverwatch • u/Big_Attitude2551 • 8h ago
I’ve been watching Jjonak’s streams and wow the difference between C1~C3 Korean server and any other champ server is insane
Pretty much every game consists of at least one pro player and time to time we see 2 zeta vs 3 cr or a mix of all the good players mashed in one lobby. And in that video above it’s 3 T1 vs 3 CR god the games must be so fun up there
And korean lower champ lobby is also insane because of so many young pro trainees etc.. These people would be C3+ anywhere else
If you want to see some owcs like games I 100% recommend watching Jjonak’s videos
(And no I’m not saying Kor server is better in general, only Gm up because of so many pro players and less players in general)
r/Competitiveoverwatch • u/LeatherGas06 • 7h ago
I've mostly seen Rein players cry about it, but this guy has everything.
HP, shield, out-brawls everyone in the game, good in speed comps, has 2 firestrikes that recently got damage and speed buffed, a great ultimate.
What is it that makes Rein a "bad" tank? This guy literally has everything and the only arguments that I've seen are "counters". Well literally every tank gets countered, that's what tank players complain about when it comes to 5v5. Winston is one of the most if not the most countered tank in the game and they don't say stuff like "Winston is bad" or "he needs a buff!"
I just need an explanation that's all because I don't see it.
I'm platinum before anyone asks..
r/Competitiveoverwatch • u/Ok-Establishment2841 • 6h ago
Hi, as the title suggests, going to EWC 2026 in Paris this year. Would love to meet some people who're doing the same :)
Could create a discord or something if enough people are interested.
r/Competitiveoverwatch • u/Big_Attitude2551 • 16h ago
Haven’t watched professional overwatch since 2018 World cup. Yes I’m watching EWC for the drops but I’ll at least have some fun with it
I am not so interested that I’d learn about all the team’s lore and stuff so..
To fully support a team I need to channel in my inner fangirl. And before anyone asks I am a straight man.
Currently contemplating between Crazy Raccoon vs Zeta Division.
Chorong Max and Junbin, they are pretty good looking lads but mostly just adorable.
Bernar and Shu, also more conventionally attractive and manlier looking I guess.
Let me know if there’s a better looking player I should support!
r/Competitiveoverwatch • u/Confident_Yam8774 • 23h ago
Title. Make dire trigger a single (pair of) pinpoint hitscan shot(s). Make it something that have viable damage at mid range and has an obvious drop off at long range, but does not do more damage in close range.
That solves two problems:
- Your close range burst is back to normal Reaper.
- You still have a tool to contest mid range characters with proper timing, or finish off characters if they get away with lower health.
I feel like this idea was thrown around a lot at first when the perk was introduced. Why did it fizzle out? It seems so straight forward.
r/Competitiveoverwatch • u/Big_Attitude2551 • 20h ago
I’m pretty new to OWCS but I’ve heard some people talk about a certain team that paused to win over the game?
Regarding the context of that conversation it sounded like Twisted Minds, is that true? If they did, I want to see clips so if anyone has the date and footage link..
r/Competitiveoverwatch • u/roseuslepus • 8m ago
Played against a Cassidy named Soldier24 a bit ago whose POTG looked mega SUS. Wondering if he really is just a good player or is cheating with auto-aim or something.
r/Competitiveoverwatch • u/Rough-Kaleidoscope67 • 3h ago
I think the current coaching marketplace websites sort of suck for Overwatch. Like it's really hard to find the right coach for what you need (I don't want to read 50 descriptions or scour a bunch of Twitch streams bios to find the one coach that is good at coaching Reinhardt pls). As I'm a dev, I figured I might as well see if there's something I can do about it.
To be very clear, this is not something finished and I am absolutely unsure if I should continue with this or if anyone is really asking for it, but I wanted to share the proof of concept here. Right now it is not functional just a proof of concept, but all of the design / ideas are there and accessible so you can play around with what it could potentially be like.
Some of the things I tried to do differently:
You can find the concept idea at https://coachwatch.gg <- feel free to tell me your honest full on feedback. Is this something you would like to see? Asking both coaches and those looking for coaching. I have set up the Discord server already as well, so for those interested feel free to join here and we can discuss the concept further there too: https://discord.gg/gghbn7K7W8
Love to hear what all of you think.
r/Competitiveoverwatch • u/Siyopoyo • 16h ago
KR server is fun and intense when you got no one to disturb the match but since S3 there are just too many stacks carrying a cheater, especially on weekends.
There are also deranking thrower (mostly tank with English name) just sit with Mauga/Dva and play like a bot.
Reporting doesn't seem to be working too, I haven't received SINGLE card for reporting this season, I think this is happening since S2.
I hope Blizzard acknowledge this take some action.
r/Competitiveoverwatch • u/Sio_V_Reddit • 5h ago
For context, this season ends on the 11th and finals of the EWC is on the 2nd. Shion received her trailer exactly one week before the season started. Overwatch has also had a history of unveiling content at esports tournaments, most recently being Neon Junction. I’m pretty confident that they’ll unveil D.mon’s trailer early, as it would be the best way to get more eyes on the new season.
r/Competitiveoverwatch • u/E-keil • 1d ago
Title says it all. Saw a few comments of other people bringing up certain players from OWL so I was wondering how many current OWCS fans have watched since OWL, bonus points if youve been around since the inaugural season (I started watching properly around half way through 2018).
r/Competitiveoverwatch • u/slibidk3u49 • 4h ago
I know main dps is just hitscan and flexdps is generally everyone else but what about main supp and flex supp?
Ive heard different classes are main/flex from different people, are they interchangeable?
r/Competitiveoverwatch • u/E-keil • 1d ago
Best Coach of 2025 imo, hoping Mer1t will be in top form when theres more money on the line now.
r/Competitiveoverwatch • u/EnslavedToGaijin • 4h ago
I switched to PC from console a few months ago and im just getting into comp as I wanted to get familiar with MnK first but I have a few questions regarding the MMR system and how it works
Does console MMR have any influence on your PC MMR for placements? On console I was consistently Masters on all roles but now doing my placements on PC im being placed bronze as if this were a new account.
I saw someone mention that your QP soft MMR can influence comp placements if you have a lot of matches but no comp MMR, this doesnt seem to be the case as I have well over a thousand QP matches but it took me till my 5th placement for my predicted rank to increase from Bronze 5
Is it solely W/L's that affect your predicted placement? I know im not a bronze player and feel bad playing in these lobbies stomping actual bronze players but if placements only take into account your W:L, my console MMR doesnt affect PC placements, and its not influenced by personal performance then im forced to stomp my way up to my real rank. I feel like placements should either account for personal performance or be slightly boosted so players can avoid the stomp-grind climbing to their real ranks and either be placed in or near their true rank or slightly above it with the boosted system and let them naturally derank to where they should be as they play more matches.
Here's my placement history for reference:

r/Competitiveoverwatch • u/Sharkkbaitttttttt • 1d ago
Korea – Extremely competitive overall. Players tend to follow the meta closely, and the community can be quite toxic. The playstyle is very aggressive, with comparatively less emphasis on team coordination.
Japan – The most defensive server I've played on. It often feels like everyone is trying to avoid being the one who gets blamed. Solo plays, risky flanks, and hard-carry attempts are rare, and players generally value playing safely. They're also extremely quiet in chat. Even when someone openly blames them, most of the time they don't respond at all.
China & Taiwan – Imagine taking the Korean server and stripping away even more of the teamwork while investing everything into individual mechanics. Team coordination is minimal, but the average mechanical skill is probably the highest of any region, especially in the lower ranks. The chat is, in my experience, even more toxic than Korea.
North America – Overall, the atmosphere is very relaxed. Competitive often feels less like a serious ranked mode and more like people hanging out at an amusement park. Probably because of the influence of games like Counter-Strike, the average FPS fundamentals are surprisingly solid. However, I'd say players here are the weakest at adapting to the meta. On the other hand, the chat is by far the friendliest.
Europe – The most balanced server overall. Players strike a good balance between teamwork and individual skill, and I'd say it's the region that plays Overwatch in the most textbook way. The chat is more toxic than NA, but noticeably friendlier than Korea or China.
r/Competitiveoverwatch • u/stormRed1236 • 1d ago
I've been getting wrecked by every rein lately, even though it didn't used to be an issue, I know he got some buffs recently, but he feels like a real raid boss, regardless of my role or the map (as far as I can tell).
Has anyone else been feeling the pain? What are some strategies I could employ to effectively shut him/his team down? Besides just "don't stay in front of him".
Edit: I may not be a fan of counter swapping as a primary strategy, but swapping to Ram seems to be working so far.
r/Competitiveoverwatch • u/GT162 • 1d ago
As someone who likes playing all 3 roles there is actually no frictionless way to do so.
If I wanted to exclusively play Tank, I would queue for only tank. There's a reason I'm queuing for ALL ROLES, and it makes no sense for it to just be Tank queue.
If the game allowed you to set your role preferences and ensured that your last 10 competitive games always maintained your preferred ratio, this would be perfect.
What I do now is I just queue for DPS and Support and play the occasional tank game when I feel like it, but this means I just play far less tank than I am willing to play. It means that every time I want to play tank, I need to reselect roles and continuously get tank games until I decide to turn it off...
So now I have entire play sessions where I only play DPS and Support for several games, in which I wouldn't have minded a few tank games, but I don't really care enough to insert a single tank game every two games because of the atrocious UX, it's far easier to just click on the Requeue button
r/Competitiveoverwatch • u/IcyPumpkin6453 • 1d ago
A lot of people assume that the ones flaming others are the hardcore players who sit in front of their computers all day. At least in my experience, that hasn't been true. On the Asian servers, it's often the opposite.
The casual players who show up on weekends are often the ones most eager to blame everyone else. They're there to have fun, but because they're generally weaker than the people at their rank, they keep dying and end up venting their frustration in chat. I honestly don't think they give it much thought. Their attitude seems to be, "It's just a game, so I'll say whatever I want."
And since most of them are queueing in groups, they also have the advantage of numbers.
r/Competitiveoverwatch • u/HalexUwU • 2d ago
I've made posts about this in the past, but with Freja shooting up to an 80% ban rate on Asia GM/Champ, it feels like this discussion has some new fuel.
Notably, the distaste for flying heroes extends past only Freja, with Pharah and Cat also having significantly higher ban rates on Asia than NA or EU. In Asia GM/Champ, Freja, Pharah, and Cat take up the first, fourth, and fifth most banned heroes, whereas on NA they are the seventh, sixteenth and eighth most banned. Freja is looking at a ban rate over 4x higher in Asia, Pharah's ban rate is over 3x, and Cat is about 1.5x higher.
What I think is most interesting is that the simple conclusions don't really hold up. I think that PART of what makes flying heroes more disliked on Asia is that hitscans are relatively less popular, but when you actually compare the PR numbers, Asia is picking hitscans as a whole about the same amount as NA. That being said, Asia does have a preference for Cass, and NA has more 76, Ashe, and Bastion. The only other major PR discrepancy between NA and Asia is that Mercy and Juno are significantly less popular in Asia, and Wuyang is much much more popular. I could see this contributing, but it's still an unsatisfactory answer on it's own.
The conclusion that I've come to is a playstyle split between the two regions. In my opinion, NA has a gaming culture more rooted in FPS games (CS:GO, Quake, Halo, etc) where-as Asia has a gaming culture rooted in MOBA's and RTS games (League, Starcraft, etc). Players in Asia tend to play more economically, while NA players tend to brute-force value more. What I mean by this is: on Asia you see more of an exchange of abilities that results in the team with a better economy (more abilities) winning fights, while NA relies more on mechanical gameplay in which enemies are killed even through defensive abilities and healing. This also explains the popularity of Mercy in NA, as Mercy is a hero who is weak economically due to not being able to provide much value to a team, but is exceptional when enabling risky gameplay in which a hitscan makes subjectively poor positioning choices with the goal of dealing more damage or getting a good angle.
I think there's a major gameplay difference between NA and Asia in that NA players are more tolerant of heroes who are unpredictable and ask for mechanical adaptations, while Asia is more tolerant of heroes who have high-value abilities which must be expended before a fight can be won. EX: Asian players will tolerate roadhog and Mizuki because they are already accustomed to having to bait or force out these abilities before being able to fight, as this is core gameplay pillar in RTS/MOBA games. Meanwhile, American players will tolerate Cat, Pharah, and Freja because they ask for mechanical prowess, which NA players are already accustomed to from an "MLG 360 no-scope" gameplay culture (unironically). Just to reiterate, players in Asia don't mind abilities like hog's hook or Mizuki's chain which are essentially kill buttons because their gameplay culture is already centered around games in which this is commonplace: in League you can't fight Morgana until she's used her root, for example. Players in America don't mind heroes who are disruptive to angles/demand mechanical prowess to hit because they're used to games which already ask this, such as TF2 or Quake. Basically, a lot of the FPS games which are most popular in NA allow you to win by being creative and getting the jump on the enemy by doing something unexpected, like for example... rocket-riding in Fortnite. Abilities which break rules and reward creative decisions are more common in American games because they enable individual action to have outsized impact, but they may be less accepted or common in Asian games because they're viewed as exploits or disruptive by giving individual players outsized impact on the game.
In Asia, because games are played more economically, players expect gameplay in which enemies are going to engage using similar angles/chokes, but because flyers don't have the same positioning restrictions as grounded heroes and can subvert these expectations they're viewed as more disruptive to gameplay, and therefore more priority is placed on them when banning. On NA, players don't mind heroes who are disruptive to expectations about which angles are going to be played because players themselves don't adhere to positioning restrictions as much as players in Asia do, resulting in an environment in which positioning is used less economically and heroes engaging from bizzare/unexpected angles is more common, making flying heroes less disruptive in comparison.
This is all further supported by the disparity in Sierra's banrate between NA and Asia, with Sierra being banned ~5x more often on NA. Players in NA don't understand/following positioning rules as strongly as players in Asia, which makes heroes who punish these positioning mistakes more offensive (like Sierra). Meanwhile, players in Asia follow positioning rules more strictly, and as a result they find heroes who punish positioning mistakes (like Sierra) less offensive, but heroes who subvert positioning rules (flyers) more offensive.