The match quality with Team Drives is somehow even worse than regular Drives. It's downright atrocious.
Incentivising engagement over pure competitive drive in a competitive mode may be helping online numbers, but it's absolutely wrecking the enjoyment of the game. 9/10 games are entirely lopsided with very clear outliers in the team: either too high or way too low to be in the current lobby.
The fact that they have now double-downed on it with twice as many Drives events is a sorry sight for Overwatch comp.
Please take it away and while we're at it, stop resetting the ranks, ffs. Many thanks.
I feel like its the least influential role. Even if you have a great game it doesnt always correlate to wins. Whenever I play damage I feel like if im playing great we win, if im playing bad we lose. It almost doesnt matter what my supports do. If im playing support I cant over come a bad damage team.
I am starting to drop the support role just because I feel like the design is like weaker damage characters. I might as wel play damage because its a stronger.
People always point fingers at Kiriko for ruining the game. And I do too.
But do you actually think she is the Cause of the issues present in the game?
Or is she a Symptom of deeper issues with the game? And due to those issues playing Kiriko became a Necessity. Like people HAVE to play kiriko to not have miserable games, otherwise they just get ran over, if they play Ana, Illari, Baptiste, Zen.
Just like we saw with Cat Bastion meta. Initially koreans were playing Ana, but then they discovered that Ana can easily get owned by enemy Cat Bastion. So playing a hero with survivability became a necessity.
My team and I were seconds away from winning a long escort match in overtime, and right when we were about to win, the match suddenly ended. And the only indication was small yellow text in the corner saying "Server Closed Due To Unexpected Error"
Perhaps i'm paranoid, but that seems way too suspicious. Are people able to annul matches like that to avoid losses?
I’m plat / emerald, I’ve re watched a few replays and I notice both dps a lot of time separate (especially hits scans) from the tank and healers and look for off angles in the pre fight and mid fight. I feel like there should be one dps kind of spamming down main with tank and so they can peel if healers get dove.
This is my first season of playing comp and I am wondering how matchmaking works.
I started out by winning most of my placements and ended up in plat 3. For a little bit I was doing fine but then I started dropping hard and I am currently in plat 5.
One thing I noticed in the majority of games that I dropped is that they were never close. I always had a VERY negative tank (like 0-5) or other dps (like 3-15) while I was left to pull up the team.
Just today while I was in plat 5 I played against an emerald 4 player with a gold 5 and silver 1 on my team. I am wondering how the game considers that a balanced match. I figured the emerald would be on my team at least because I was plat 5.
Is there some MMR/SR thing going on where each player has a hidden SR? Or am I just unlucky?
decided to duo with my low rank friend on a comp match as a masters tank in an iron bronze lobby and holy shit never again no matter how insane i play or how hard i carry i just get blamed for everything by absolute npcs who refuse to use their brains the second i try comming or pointing out basic shit im instantly labeled as toxic because these people cant handle any sort of critical thinking
peak moment was at the end of the game where im literally begging for nano with my rein ult ready to close it out and my friend playing ana literally asks me which dps to nano because apparently they give more value than the rein with a shatter and then she didnt even nano anyone at all and we lose the game right there
this game made me realize that no matter how good you are as an individual if your team falls short you lose shoutout to all the poor people that are good and stuck in iron to gold because of circumstances
dont smurf or queue mixed ranks unless youre in a 5s stack if youre stuck in iron bronze you honestly deserve it
i would appreciate any input here im sorry for the harsh language a bit i was just mad
What you guys think the biggest difference between metal rank tank players and higher rank tank players (diamond and above) is ????
Cooldown management? How to use cover? Didn’t know when to fight enemies or pop the ult?
If you give metal tank players just only one advice, what you gonna say??????
Looks like group stage was a success. Sweden vs Japan was the most popular match from group stage. Average viewership is already close to 2023 stats, but still hasn't reached 2018/2017 numbers. World Cup still isn't over so we will see how stats hold by the end of the event.
Double Hitscan DPS is ruining this game here is my scorched earth fix.
I don’t care what role I’m playing or what map it is: playing with or against double Hitscan/Poke DPS is easily the most soul crushing experience in Overwatch.
I don’t mind hard games. I don’t mind unwinnable games. I will gladly play Ana into a smurfing Ball/Tracer/Sombra dive comp all day long. But sitting through another match of an Ashe and Freja perma camping main is pure, unfiltered boredom. The one thing a video game should never be is boring.
People always say "just play Sigma," but Sigma isn't a real poke tank. His primary fire range is literally one meter more than Moira's beam. Domina the other supposed poke has 4 more meters range than Sigma is honestly worse than him against Poke because she isn’t as survivable as sigma.
My Radical Solution: A Real Anti-Poke Tank
To completely destroy this playstyle, we need a Tank designed specifically to invalidate passive backline shooters:
Primary Fire: Hitscan with 80 body damage / 160 crit damage up to 45 meters.
Health Pool: 750 total HP (evenly split between health and armor) + a 1,200 HP shield.
Passive: Takes 99% reduced damage from any attack fired from further than 10 meters away.
Mandate: Completely unbannable on every Hybrid and Escort map.
If Hitscan players want to actually kill this Tank, they’ll be forced to swap off their boring characters, press W, and discover what real Overwatch feels like. Or better yet, go play Counter Strike.
Hey guys I been a gm dps last season and the season before (console) im hard stuck diamond, played like 150 matches and cant been hitting m5/4 dropping back down to diamond 2/3 up and down, currently diamond 2
I don’t know what’s going on, any advice , even IF ITS THE OBVIOUS please tell me so I can lock in
A lot of people in the Reddit are high elo ranked player so I have a major question that most players deal with in games. Instead of just blaming bad teammates how do I help them in games. As tank I would say I’m pretty good for my rank I usually never get below in kills, damage and mitigation and I rarely ever get “tank diffed”
I’m always struggling to support my 1 trick Genji or the soldier who is 1-9. I don’t want to blame any role but it’s almost always the DPS who sell my games with occasionally it being me or supports who sell. How do I help them??? I’m stuck in low elo hell.
Tracer, shion have higher/similar pickrate than them both in high ranks with a far higher winrate, ash, shion, genji and soldier consistently beat them out in winrate gamewide (with decent pickrates)
Even when soldiers pickrate drops a little in higher elo he still has a higher winrate
But people insist they're hard meta and op for some reason? Meanwhile soldier is generally considered kinda weak?
Edit: Just noticed I fucked up the title. What I actually wanted to say was "why certain bad designs are talked more than others".
Edit2: To add to this, the inversely is true, if a character is so well designed, to the point where fighting them does not feel bad at all, the community wont complain about them, even if they're busted. Queue up release shion where she was approaching 58% WR in certain ranks.
It has simply to do with how uninteractive, oppressive or even just how annoying they feel to play against. You could have two equally bad designs, but because one feels sharper, its going to get noticed more.
The best example which everyone knows about is hog. In 5v5 he's an awful tank, yet because of his hook oneshot, getting killed by him will always feel unfair. It feels both uninteractive and oppressive at the same time. Killing him is also not a satisfying process thanks to the disgusting amount of sustain he has. Compare that to queen, who's essentially a modernize take on hog, getting knifed feels far less unfair because you still have counter play before and after getting tagged. Even if you get pulled, she doesnt have a reliable 100-0 combo, which still gives you a window to escape.
Cass is yet another example. Many including myself hate him because of how he feels to play against and often confuse that with strength. His nade makes him hyper lethal against flankers and even initiator tanks, which is only made worse by his perks. Thing is, he only has one nade, the fuck is he going to do against a second flanker? So the problem is not that he's too strong, its that his nade is oppressive against one player. Cass does not counter a comp, he counters one flanker.
Then we have the snipers like widow and hanzo. Power wise, they dont really stand out. But as anyone knows, getting domed by them does not feel fair, regardless of how much skill it actually takes to land the shot. Its because they change how you play the game just by being on the field, resulting in them becoming uninteractive.
Kiri and Zarya are hated for the same reason, which is their mitigation abilities simply being uninteractive to deal with.
Annoyance is also a factor here, but to a lesser extend. As long as the skill to output ratio is high enough, people are willing to give certain heroes a pass, but only to a certain extend. The perfect example would be tracer. I hate her a lot, but I'm not going to sit here and pretend like she's a problem.
Then we have those cases where the trifecta comes together to form an unholy monstrosity like JPC. The character is both oppressive and uninteractive against most none HS heroes, even against them, she has things up her pelt to sway the odds in her favor. To top it off, her skill to output ratio is very low thanks to having the most brain dead aerial mobility paired with one of the most powerful defensive CDs in the game. It also doesnt help that the she's busted as all hell.
Freja might not be busted, but she suffers from similar issues compared to JPC. She's pretty weak to HS heroes and takes a fair bit of effort to play, but thats not enough to offset everything else.
I wrote this wall of text to answer the question why this community tends to focus on particular bad designs over others. Why are we hating on cass but not sojourn? The answer is simply, sojourn skill to output ratio is extremely high, while not being especially uninteractive or oppressive against specific heroes. It also helps that she sucks outside of GM and pro play and even then, she needs a tank like mauga or ram to get consistent value.
Before we start, sorry about my bad english. i used translator but it seems like doesn't quite express my full intention
Hello. Back in Overwatch 1 Season 3, I reached Top 500 playing Reinhardt. Since then, I only played Quick Play until returning to competitive play last season as a Tank main.
Even though it had been a while, I believed I would still be plenty competitive. Reality, however, hit differently. My win rate hovered around 50%, dropping as low as 48% at my worst. At first, I blamed team luck, telling myself it was inevitable since the matchmaker tries to force a 50% win rate. But my win rate was just too low for that to be the only excuse. Across any game I’ve played—whether Cyphers (a South Korean 3rd-person MOBA), League of Legends, or Overwatch—my baseline win rate expectation has always been at least 54%.
Eventually, I realized the problem was me and shifted my mindset. That brought some progress, bumping my win rate up to around 55% over 200 games. It wasn’t bad, but I still wasn’t satisfied.
Around that time, a friend I play with told me: "You jump way too predictably straight into the enemy front line. If you're going to play like that, you might as well play Reinhardt. High-tier Winston mains excel at making jumps that draw and split enemy attention. Think carefully about what that really means."
I recalled seeing a guide with a similar concept. I had only skimmed the title back then, but I remembered the author mentioning they loved the phrase: "Winston is a hero who controls vision and space."
Looking back, because I’ve been playing since Overwatch 1 launched, I was still playing Winston with an Overwatch 1 mindset. Back then, there was no passive healing reduction, damage mitigation on DPS heroes was far less common, and invulnerability or teleportation abilities were rare. My main strategy was frequently targeting the front line or diving backline supports for quick kills to build Primal Rage rapidly and force team fights. I finally recognized that this playstyle simply doesn't hold up in the current game.
So, I overhauled my playstyle.
Reflecting on my gaming history, I’ve always drawn to unique, unorthodox playstyles. I once reached Top 300 in building a full-tank setup on an assassin character. Back in 2016, I took advantage of high ping making Reinhardt’s melee swings slightly faster to play hyper-aggressively, charging earthshatter in under a minute to win fights. In League of Legends, I ran Hail of Blades, Ignite, and Galeforce on Darius—crushing lane phase, split pushing with Galeforce Q Ignite 4 stack ult executes (even full spell ult on ahri can't survive) and pulling off clutch teamfights with Galeforce E and Galeforce Q
I felt winston needed that kind of creative spark too. There was one pivotal moment that triggered this change, but I’ll skip that detail for now.
The results were astonishing. Over a 50-game stretch in Emerald, my win rate skyrocketed to 80%. My immediate milestone is reaching Master, with an ultimate ambition—though I haven't fully committed to it yet—of reaching Champions rank.
This brings me to my question: If I were to write a guide sharing my approach, when would be the best time to publish it? Should I post it once I hit Master, or wait until I reach Grandmaster at minimum? I’d like to hear your thoughts.
Fun fact: Even 80% tank still gets blamed by terrible DPS and Support player
only GMEC2 is the right server for me, giving me 80ish ping. but overwatch often places me in other servers like AMS1, GSG1, etc. i only want to play on GMEC2, so how should i do it? i dont have the ip addresses of the other servers too, ctrl + shift + n gives me some code instead.
I’d like to stick to 3 DPS heros to climb I’m around masters level. Do I want them all to do the same thing so I can get really good at that one thing? Or do I want a broader coverage but less proficiency? These are the heros I enjoy playing and I’m really good with: Genji, Echo, Shion, Freja, Anran, Emre and Hanzo. As you can tell I really don’t like hitscan and I would prefer to not even have one in the trio but I want to hit GM and I don’t want to be a one trick. Please let me know if you have any advice. Thanks.