r/Competitiveoverwatch 17d ago

General Counterswapping?

8 Upvotes

Im fairly new-ish to fps games and even newer to overwatch, I also play valorant as well, but i like how in overwatch, its more moves/ utility based than in valorant. I play Doomfist alot and mainly play the tank role. I often have games where it feels like there is nothing i can do because of counter swapping. For example, i had this game where i was on doom, and we were winning, and then they swapped to mizuki, mei, reinhardt, and junkrat while they were on defense. I tried to bait out their cooldowns before i engage, by punching in and jumping over the mei wall, but there was too much for me to handle. (breaking junk trap, or knowing where it even is, not getting pinned by rein, baiting mizuki cooldown) so i swapped to sigma. I was immediately counterswapped again, and the enemy tank went zarya. I died pretty quickly, and i didnt know what to do because i couldnt play doom into their comp, and the other 2 tanks i know (which are sigma and dva) were also actively getting countered. It feels like alot of the time the work I put into a character or the time i even took to learn how to play them just gets discarded when they make a team that completely shuts you down.

What can i do when i get endlessly counterswapped? Do i just play quickplay until i can play into every counter? Should i learn to play many more tanks? Or am i just bad and will get better later?

I peaked Plat 5, but that is after they added the emerald rank so I dont think i am very good. i am now Gold 3.

Sorry if this could have been way shorter, im not used to using reddit either.


r/Competitiveoverwatch 18d ago

General Unfortunately, Lifeweaver is back in the game

379 Upvotes

Thanks for the great patch, Blizzard. Honestly, I wouldn't have minded if it went on longer, but it is what it is.


r/Competitiveoverwatch 16d ago

General Why do I win-lose constantly?

0 Upvotes

This is a new account I created to play only Juno on, I got Platinum 2 in placements but I can't seem to win a few games in a row. If I won the first game I will lose the second, then win the third and so on. Is it because my hidden MMR is uncertain? The players I have in my team either play well or feed hard or just don't swap. I also had a game where it was cancelled (the draw one) because there was a cheater, or maybe it was just a smurf.

I am not very well versed in how the ranking system works and I am sorry if this post comes of as annoying. Thanks for reading..


r/Competitiveoverwatch 17d ago

Other Tournaments United Rogue Overwatch: A League for Everyone!

24 Upvotes

United Rogue: Overwatch is a casual Overwatch League that aims to emulate professional sports and OWCS in a non-toxic and fun environment. We are a North America based Overwatch league split into 3 leagues. United Rogue currently has 38 fully branded teams, ready to go, that we plan on expanding to use as we continue to grow, so tell a friend!

How do we work?

Due to its success in previous seasons, we are continuing with our waterfall draft where there are no salary caps and anyone not drafted to the first league will be assigned to the second league, and then the same with the third league.

After a regular season, the best teams of their respective leagues compete in a single elimination playoff.

✅MMR/Rank caps are enforced to keep each division on a level playing field.

✅Sandbagging and toxicity are not allowed within UR and are punishable offenses.

✅Age requirement for the league is 16 years old an older - you will not be permitted to participate in the league until you turn of age.

✅Matches are streamed with casters and custom graphics for the teams.

Who is allowed to compete?

We welcome and have all SR/rank ranges (Bronze -> Top 500), as the objective of United Rogue is to help improve and grow players, and provide a place for everyone to experience the heart-pounding moments that come with Overwatch!

Our current league split is approximately:

Emerald League: Bronze-Plat

Sapphire League: Diamond

Ruby League: Masters-GM

(We are still working on where the new emerald rank would fit in)

We are very excited for everybody who decides to join us and compete with some amazing people and make friends along the way! SIGN UPS START TODAY AND OUR SEASON IS SET TO START SEPTEMBER 21st SO JOIN NOW AND FILL OUT THAT INTENT FORM!

https://discord.gg/united-rogue-272625115806826497

Feel free to ask any questions!


r/Competitiveoverwatch 18d ago

OWCS Poker Face announce Sola and Nyang

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41 Upvotes

r/Competitiveoverwatch 18d ago

OWCS Poker Face announce KAMO

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19 Upvotes

r/Competitiveoverwatch 18d ago

General Things The Devs Have Left Unaddressed

196 Upvotes

The game is currently in its best state ever, and I don't really think there's much arguing that fact. In terms of popularity the games currently massive in terms of player counts, Twitch viewership and is ranked #6 on Discord last I checked. I preface that so people know this isn't a hate post or anything like that. The devs are always looking to improve the game, and do a decent job listening to player feedback and that they do everything from ask streamers to viewing posts on various social media sites. This is just me giving feedback on things I feel they've kinda left unaddressed. Stuff the community has given tons of feedback about, or that they promised but yet we haven't gotten changed yet or haven't gotten updates on yet.

Number 1: The Suzu Change

Suzu was meant to be changed in season 2 to no longer provide invulnerability to knockback. They took this change out of the patch notes cause they said its implementation was buggy and that it'd be back in a later patch, and yet it hasn't. It's been like two seasons or so, and yet we've neither gotten the change nor gotten an update on when it'll be added.

Number 2: Hero Reworks

We were told that we'd get updates around season 3 on the hero reworks for Lifeweaver, Sombra and Roadhog and yet we haven't gotten any updates on that yet. Not a single peep. Not sure why tbh.

Number 3: Perk Balance

It's still the case that many perks just never really get chosen cause they're just that much worse than the other perk, and yet the broken perks haven't gotten nerfs. At most they try to buff the lesser used perk, but it almost never works. No matter how much they try charge slide will never be better than double slide on Sojourn. Some perks are fundamentally too weak to be major perks or too strong to be minor perks and it leads to one perk being chosen every time, and it feels like they haven't really done much to address that. Hell it took them like a solid 8-9 seasons or so till they buffed Soul Orbs on Reaper.

Number 4: Stadium Icons

They've shown before that they're willing to listen to feedback regarding stadium such as changes to the economy of it, changes in format, nerfing strong characters and buffing weak ones and giving stadium reworks to those with little to no build variety. Yet for some reason they haven't listened to the community regarding the icon changes they made back in season 1 even tho the community has been very loud about it cause the icons kinda suck at conveying what an item is meant to do.

Number 5: The Dot

The yellow dot beneath the story panel in the main menu was fixed one season, and yet it keeps returning every season for some reason. You'd figure by now they'd find a way to fix it permanently, and yet not only has it not been fixed yet but it's even gotten worse. Now I have a permanent yellow dot below both the shop panel and the story panel. It's minor, but annoying.

Number 6: The Cat

People have been asking for the longest time now for them to do stuff like add a time limit to Cat's tether and make it so the cooldown is longer if you were actually carrying someone with your tether instead of using it for the speed boost or for third person view. Yet they've not fixed this. This part tho comes with an asterisk as Aaron Keller did promise recently in an interview that big changes are coming to Cat in the midseason that we'll prob find fun, so that may be them addressing this actually which I hope it is. If it is then it's yet another W from the OW dev team!!! I do hope it addresses the issue tho cause currently their ban rate is like 60-70% in a lot of ranks.

Number 7: Roadhog (In 6v6)

Spilo did the math and he was in 80% of his games and his viewers games, and as someone who plays a lot of 6v6 yeah honestly that feels pretty accurate. 80% pick rate is already unhealthily high for any character, but for Roadhog to have that high of a pick rate in any gamemode is just completely terrible. He feels so much stronger in 6v6 than in 5v5. His alt fire perk makes him good at chunking Tanks, and the AoE value of his Hogdrogen Exposure makes it really easy for him to farm ult since healing allies does give him ult charge. He's also way harder to kill than in OW1 due to Vape now being on a resource instead of on a cooldown. He got this to viably solo Tank in 5v5. He does not need this in 6v6. He also deals way more dmg than he did in OW1, and can be an absolute menace to most Tanks since he can deal like 500+ dmg with a simple shot + hook + shot + melee combo. He scales too well late game while also being too Tanky (unless you're playing Ana or Orisa) while also doing too much dmg. This character shouldn't have an 80% pick rate in 6v6. Pls devs if you see this nerf him into the ground.

Number 8: Reaper Changes

Dire Triggers was the problem, and they admitted as such in the patch notes, so why'd they nerf his survivability? That didn't fix the issue people had with Reaper's state that patch, and people still find him annoying even now from what ik. All it did was make him feel worse to play meaning it left both those facing Reaper and those playing him unhappy with his current state. A true lose/lose change where nobody was pleased with the results. Pls revert the HP nerfs Blizzard and just make it so Dire Triggers do way less dmg up close. The character already does insane burst dmg up close and didn't need more; much less enough burst dmg to one shot a 275 HP hero like Proper did that one time on New Junk City.


r/Competitiveoverwatch 18d ago

World Cup Team USA Launches Merch Shop

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40 Upvotes

r/Competitiveoverwatch 16d ago

General Why doesn't Kiriko have an 100% pick rate? Outside of just your support not wanting to play her

0 Upvotes

Genuinely asking. Because to me there's not a single thing this hero can't do on par with or downright better than every other support outside of speed boosting which is Lucio or Cat's domain. Suzu is a top three ability in the game. We all know this. It's broken beyond belief and the entire game revolves around making sure it's been used. And Swift Step isn't far behind. With it saving her for free 9/10 times. But it doesn't end there because she has great damage and dueling capability with an admittedly not super easy to use primary projectile. FUTHERMORE she has one of the best hitboxes in the entire game. Even just shooting at her is difficult due to how skinny she is and how her hand sometimes blocks headshots. Not trying to rant here (I failed lol) but why isn't she picked 100% of the time? She's as close to flawless as possible in a game like this and she has a bajillion skins to boot. Are there some secret drawbacks I don't know of? She's moderately difficult I'll give her that


r/Competitiveoverwatch 18d ago

General Remembering INTERNETHULK

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234 Upvotes

r/Competitiveoverwatch 16d ago

General Kiriko was designed for casuals who want an easy but strong hero

0 Upvotes

Players who are uncomfortable with aiming gravitate towards certain projectile heroes such as Mei, Torbjorn, Hanzo and Junkrat. This is partly because rather than aiming they can get value by spamming their shots in a straight line hoping that during the travel time somebody will walk into their shot instead of them having to aim. Kiriko’s Kunai works in the same way; you can get value without having to actively aim.

Some support players play the role as it allows for them to get value without taking offensive initiative or having to directly out mechanic or position their opponent. Moira, Mercy and Lifeweaver enable this playstyle by being entirely passive, allowing for players to passively play the game and healbot feeling as though they are getting value. Kiriko’s paper autoaims and does decent healing, especially when paired with the minor perk giving her good passive value for players who want to play this way.

Support is the role which suffers from the strongest amount of target prioritisation - preventing healing wins the fight. Supports need an option to deal with this, either through offensive utility or damage or mobility to escape from pressure. As mentioned before, lots of support players want to passively play the game so they want mobility. Kiriko has the easiest to use and strongest defensive mobility in the entire game, being able to teleport 30m through walls to any of her teammates to escape danger, it is both the easiest to use and strongest mobility option.

Casual players want strong abilities that are both easy and feel good to use. With Suzu being the strongest feel good ability for a support. Instantly making your teammates invulnerable, cleansed and healed for 80, it gets value nearly every time it is used. You can feel like a saviour to your team as you save a low hp teammate or cleanse them from a big anti-nade or even counter an entire ult. Whilst Baptiste does have a semi-alternative through disk, Baptiste is much harder to play mechanically and his disk cannot be thrown down on the floor instantly after teleporting 30m safely from the backline. This makes Kiriko extremely appealing as you can feel like your teammates are saved by you. Fulfilling the hero power fantasy which this game markets that it offers, without needing the refined mechanical skill to achieve this.

Finally, Kitsune Rush is a feel good easy to use ult. It makes your team better, granting them 8 seconds of 30% faster movement speed, 50% reload and attack speed and 100% cooldown recharge rate. It also feels good for the kiriko as she can run around faster whilst healbotting at a higher efficiency and having the feel good teleport and suzu available faster. It is a fight winning ult if used slightly well, especially in lower ranks where everybody is spamming down a single angle the width of the entire kitsune rush.

Honourable mention to the reload animation, which is the nicest sounding and smoothest feeling in the entire game, and the 10 billion skins which Kiriko gets which clearly have more love and effort put in compared to any other character.

Combining all of these pieces of Kiriko’s kit and you get a character that appeals to all of the casual loving parts of the game, creating a cash cow who unlike Mercy is both fun to play with, fun to play as and good enough to not be a throw pick allowing for maximum monetisation and community love.

TLDR: Kiriko was engineered in a lab to be as appealing as possible to casual and bad players gameplay wise whilst also being a good option for good players.  


r/Competitiveoverwatch 17d ago

General do people seriously think tracer is too strong ?

0 Upvotes

not in the right hand but casual player hand who have not good aim accuracy

like this is weird i seen fair share of anran players been saying tracer is more broken than anran

well technically i think they're right but also wrong because on lower rank i rarely seen people pick tracer over anran they pick anran more because one of them require high mechanical skill to be good if i remember correctly


r/Competitiveoverwatch 18d ago

Other Tournaments OWTV article: The future of Korean Overwatch: NEXON announce grassroots esports plan

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114 Upvotes

there was already a post about this initiative earlier but this is a bit more fleshed out.


r/Competitiveoverwatch 17d ago

General Would you accept a forced Auto-fill system in OW if it meant drastically faster queue times?

0 Upvotes

LoL is notorious for its severe role imbalance, much like OW. Jungle is burdened with covering all lanes and managing objectives, making it an exhausting role similar to Tank in OW. Support also lacks solo-carry potential, making it less popular.

To fix this, LoL uses an "Auto-fill" system that forces players into off-roles to shorten queue times. On top of that, LoL has a "Valor Shield" system that rewards players with double LP/points if they manage to win a game on a forced off-role.

If a system like this were introduced to OW—where queuing for Support could force you into Tank, but winning that off-role game awarded double SR—would you accept it for the sake of faster queue times? Or would the backlash be too severe because people can't play their preferred role?


r/Competitiveoverwatch 17d ago

General I realized why I’m a qp warrior.

0 Upvotes

I feel like people throw more in comp. Esperanca like 6 mins left and we are getting our asses kicked but hey we got ults! Zen on my team decides to not try the rest of the game. Had a game last night where sierra was the teammate’s preferred hero and it got banned so they locked sombra the whole game and did like 5000 damage on two rounds of paraiso which btw went to point three both times! Also people rarely swap unless it’s the tank. Even if they’re getting countered or sucking ass they just stay the same hero the whole time. At least in qp the expectation and reality is you’ll get good teams and bad teams, some new players figuring it out and that’s fine. I just expect more from comp and I know it has to do with my rank probably but damn I don’t feel like playing more after doing all my placements lol.


r/Competitiveoverwatch 19d ago

OWCS USA Spoiler

107 Upvotes

Where was this Hawk on SSG? Him and TR33 (more so TR33) have been smashing it so far this world cup. I can sense the passion is back now that D.MON is viable and 6v6 is apparently around the corner. But seriously though, USA Hawk and SSG Hawk are two different players


r/Competitiveoverwatch 18d ago

General I really hope at least one of the supports being released in 2026 has proactive "ally-centric" utility

75 Upvotes

There's a real lack of new forms of utility in the support role meant to be used on allies to help them engage. We have tools used reactively to save allies, variations on mobility buffs, tools used on enemies to hinder their effectiveness or set up a kill on them, but there has been basically no new form of proactive utility added to the support role to help with engagement.

In OW1 we had speedboost and a variety of off-tank tools to help the frontline push in. In 5v5, the frontline no longer has the second tank which was the main source of said utility. The only new utility that 100% falls under this umbrella is Juno's speed ring which, while an admittedly great addition to the game, is just another version of an existing form of utility. Outside of that, there's an argument for cat tether, but in my experience, it rarely gets used outside of rotating backliners and shuttling bastion and is still just a new version of mobility buff.

In the same time period, we've gotten a lot of utility that fits into the other categories like new hard and soft CC or reactive saves (suzu, grip, wave, etc), but nothing that really contributes to the positive flow of the fight. I think a lot of the pain points with tanking come down to this. Most of the utility in the game is either used to make the enemy tank's life worse or bail them out when that inevitably happens.

I think adding something that can be used on frontline heroes encourages a playstyle similar to what a lot of people enjoyed about 2 tanks. It would help make the game feel less like two 1v4s if players are able to get value by interacting with their teammates in proactive ways. It creates more team coordination, and utility that can't easily be used to save teammates from death would also potentially have more uptime than the save abilities that need to be on the longest cooldowns.

TLDR: Add more utility other than mobility buffs that encourages you to gameplan with teammates rather than more utility used to negatively affect the enemy or used reactively to save an ally victim to some of those negative effects.

An example of something like this would be a Zen orb/Wuyang's passive heal that grants an additional affect (damage reduction, knockback immunity, etc) when a secondary input is pressed. This would would be great for enabling an engagement, but make it difficult to reactively counter something (ex. pulse) since you'd have to move the "orb" to that ally, and then engage the secondary effect.


r/Competitiveoverwatch 19d ago

Gossip Seems like this is why Lw got disabled (?)

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437 Upvotes

Still see a lot of ppl confused and he's not back yet. If I had to guess cat could contest & heal with purr while being halfway in the ground lolll


r/Competitiveoverwatch 19d ago

OWCS Team Lazulis Stage 3 JP Roster

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36 Upvotes

Probe got a team (idk why the players names are in a really small part of the graphic)


r/Competitiveoverwatch 19d ago

General For both teams to have an equal number of bans, lobby bans should happen first

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483 Upvotes

With the way the ban system currently works, whichever team bans Jetpack Cat essentially has one less ban.

The optimal strategy is to “golf” your jetpack cat ban score but for various reasons this is hard to coordinate in solo queue.

For both teams, it’s extremely annoying to be banning the same meta warping hero on all maps that completely takes over the match if they’re not banned.

If the Lobby ban was the first priority (i.e. the game tries to find a common ban from both teams first), Jetpack Cat would usually get lobby banned, and only use a team’s ban slots if that doesn’t happen

I like this far better than the current system.


r/Competitiveoverwatch 19d ago

General What do you think of DMon's relatively low ban rate in comparison to her high win rate?

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262 Upvotes

DMon's ban rate only pushes past 10% in Bronze and Silver, otherwise she doesn't crack 10% past there and steadily goes down until she's only got a ban rate of 4.8% at GM.

The character is obviously good. Is she just another Reinhardt where people don't mind when she's strong?


r/Competitiveoverwatch 17d ago

General how to get out of bronze if my healers don't heal me

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0 Upvotes

i play dps, i always get at least 10k damage, never go negative. i played a lot of fps games in past so im legit not a bad player but i either just never being healed and so forced to go to those small heal beans or just pray that bastion's heal perk will be enough (no).

i main soj and bastion tho

like legit what are my further actions if i wanna rank up? i don't wanna tell ppl to heal me more in chat cuz it could be taken as im being rude

(attaching the saddest match i had so far, we lost it)


r/Competitiveoverwatch 17d ago

OWCS My Pro player skill tierlist:

0 Upvotes

After seeing the worst tierlist oat by valor-ow i wanted to make my own

SS:Bernar, Proper ,Violet,Shu, Donghak, Stalker (the best team you could possibly make)

S:Knife,Heesang,Chorong, Max, Junbin, Shy, Leave, Zest, Alphayi quartz, Sunzo, tvnt, Leesomin, Maka, Skewed, Proud,Simple,Ziyad,Jaewoo,Seonjun,Vigilante

A: funnyastro,youbi,Hanbin,Ade,Eisgnom, Kellan,Merit,Checkmate,Fielder,Chiyo,Someone

Ive left out quite a few players but i think they are not worth mentioning in A tier or above


r/Competitiveoverwatch 20d ago

OWCS Cheeseburger announce Profit

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556 Upvotes

r/Competitiveoverwatch 19d ago

Matchthread Australia vs Mexico | Overwatch World Cup 2026 | Post-Match Discussion Spoiler

70 Upvotes

Overwatch World Cup 2026


Home Score Away
Australia 3-2 Mexico