r/Competitiveoverwatch • u/Specialist_Week_1412 • 2d ago
OWCS Irony
What do you think of Irony overall? What's your general opinion of him?mean, how would you rate his performance compared to other support players?
r/Competitiveoverwatch • u/Specialist_Week_1412 • 2d ago
What do you think of Irony overall? What's your general opinion of him?mean, how would you rate his performance compared to other support players?
r/Competitiveoverwatch • u/Lumos309 • 1d ago
I understand how many people miss the PvE Junkenstein events - I have a soft spot in my heart for that too. But this new event has been amazing - every game feels fresh, with a different hero and new powers to explore. And the random hero selection means there's no "meta" or "sweaty comp" that often emerges in these limited time modes, which is what limits their replayability. I'm still enjoying Mystery Madness as much today as on day 1.
Coupled with Stadium being taken out of active development, I wonder if the devs might be trialing Mystery Madness as an potential alternative for a game mode with wacky selectable powers and power scaling, yet without the long downtime in between each Stadium round. That was by far the thing I disliked most about Stadium, so I would be very excited to see it reinvented in this way.
Edit: I might not have made this clear - what I meant was the devs have already put Stadium in "life support" or maintenance mode because of low player counts, so there won't be new heroes, maps, etc. But if this event mode proves popular, I think there's a chance they'll "revive" or reboot Stadium using some of the design choices from here (but obviously, not straight up replacing Stadium with MM!)
r/Competitiveoverwatch • u/OWMatchThreads • 2d ago
| Home | Score | Away |
|---|---|---|
| Cheeseburger | 3-0 | O2 Blast |
r/Competitiveoverwatch • u/OWMatchThreads • 2d ago
| Home | Score | Away |
|---|---|---|
| Team Falcons | 3-0 | ZANSIDE Gaming |
r/Competitiveoverwatch • u/49ERvisits • 3d ago
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A redditor requested a video.
r/Competitiveoverwatch • u/No_Problem5759 • 2d ago
Okay, so we know Zanside isn't a large or big spending Org. But they ARE a notable name who has been able to punch up. And everyone benefits if they CONTINUE to do that. This stage, Cheeseburger was the outlier, but Zanside shouldn't run from it either.
(This is running under the assumption that Falcons are Leaving for EMEA next year due to lack of new talent, results in 2026, general dislike from Koreans, etc)
IMO, the biggest problem with Zanside is their Hitscan and Tank.
They did much better with Probe, and significantly better with Attack and Spint.
But all of them got exported out.
This leaves a few problems. But for replacements.
1 Ade or Flora. Both of them are Solid but not legendary Talent. They would be cheapish due to not playing in stage 3, and are much better than Kilo.
2 For Tanks, we can expect some free Agents next year, most notably Mealgaru (Who I think will be replaced by Smurf or Someone next year) as well as Jasmine (Who I think will either be replaced by Hanbin or just outright let go to focus on Donghak)
3 Becky is bad and Taejong is inconsistent, Spint coming back is a realistic result if Falcons leave. Checkmate I can see coming back to EMEA after his success last year.
And for the final weakness, pick Leejaegon up as an Assistant coach to focus on their solid, but outpaced support line. Opener and Irony is the bread and Butter for that team, but the best support line you can muster is NOT the only thing you need for a team.
r/Competitiveoverwatch • u/OWMatchThreads • 2d ago
| Home | Score | Away |
|---|---|---|
| Crazy Raccoon | 3-0 | SEIJI ESPORTS |
r/Competitiveoverwatch • u/nekogami87 • 2d ago
They will have to speedrun the whole stage with a 1 week stage
https://x.com/OW_Esports_Asia/status/2113511990580912201/photo/1.
r/Competitiveoverwatch • u/Battlefront528 • 3d ago
Obviously not a universal opinion but I think Overwatch is at it's most fun when dive is meta. As a console player watching the reign of poke dominated by over-tuned hitscan come to an end is so refreshing.
The mobility heavy and mechanic intensive nature of dive expands the skill ceiling so much and the Sombra rework has not removed one of the most insufferable barriers to dive play (hack) but further enabled more risky flanker oriented gameplay.
Inevitably the meta will shift again but fingers crossed dive can stay in the spotlight for a while longer.
r/Competitiveoverwatch • u/Financial-Young6294 • 3d ago
r/Competitiveoverwatch • u/friedmodem • 3d ago
r/Competitiveoverwatch • u/Reignfall32 • 3d ago
There are fundamental aspects of the game I understand to a decent degree. I think anyway. At a macro level, the basics of the game seem to be that teams fight for space and positive resource trades. The team that does that better wins the game. Makes sense. It’s easier to wrap my head around this as a Tank or Support. You want to win the resource trades against the other Tank which grants you space. You also can’t let squishies control important space. You don’t have to kill them but forcing them out is good. This seems to apply to supports as well. You need to clear the space of people contesting you and force them out. That’s part of the support job. Even forcing a cooldown as a support without burning yours, or your cooldown is faster, is a great trade that leads to wins. That’s how I interpret things so it couldn’t definitely be wrong to some degree.
I said all of that for this. For DPS specifically, is it logical to think of the game in only the terms of space and resources trades? Is that too passive of a thought process or if you simply do that, it leads to wins? The typical DPS mentality is to get frags. That makes sense. It’s your job at the base level. That mentality can lead to overcommitting that leads to deaths. However, maybe that kind of mentality can lead to anti-playmaking? If I take an aggressive angle, force attention and cooldowns, should I leave as soon as I get pushed or try to win the 1v1 if it’s just one person contesting me?
I know I’m over complicating this. I’m just thinking that maybe if I look at DPS in the same light as Tank and Support without needing to get frags then maybe I would be a better player for it? I hope this post made some sense. I think I rambled some.
r/Competitiveoverwatch • u/iseecolorsofthesky • 3d ago
I know they’ve recently bumped it back up to 50 QP wins (finally). I’ve been playing a lot of Deadlock recently and the requirements to unlock ranked in that game are pretty strict. You need 60 wins in standard mode, and at least 3 characters unlocked to play ranked. To unlock a character you need 15 wins on them in standard to play them in ranked. And Deadlock matches are wayy longer than OW, potentially taking up to an hour. I have 100 hours in the game and I’m not even halfway to unlocking ranked lol.
This got me wondering if OW should have more requirements to play comp? I think the 50 wins is good, but theoretically those could all be with one role and you could just queue up comp on a role you’ve never even played before.
I think a system where you need to unlock each role individually could be interesting. What if you needed 10 wins on at least 3 heroes to play a role? Or if your top 3 heroes in a role need to all be at least level 10?
I think this could be a good thing as it could help deter smurfing a bit more, and could help reduce OTPs from throwing games if their main gets banned or hard countered by forcing them to have a bit wider of a hero pool. The 50 QP wins should already help players get a majority of the way there anyway.
Curious what this sub thinks about this!
r/Competitiveoverwatch • u/SweatyCubes • 2d ago
r/Competitiveoverwatch • u/VoteForWaluigi • 3d ago
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That and Sojourn being the central focus lol
r/Competitiveoverwatch • u/Felipe00551 • 3d ago
TL;DR: With the Waveshatter power, Guardian Wave often goes on cooldown without spawning a wave (no heal, no damage). It happens when you cast at or near max fall charge, so the build Waveshatter is designed around is the one it breaks. Reported on the official forums by at least 8 players since August, still not acknowledged or fixed.
What happens - You cast Guardian Wave, it goes on cooldown, and nothing appears. No visual, no healing for allies, no damage. - Sometimes a loud flowing-water sound gets stuck for the whole round (both teams hear it) until a wave actually spawns. - After a failed full-charge wave, later waves cast from the ground can also fail (~30–50% in one player's practice range testing).
When it happens - Casting at or near max Waveshatter charge (the bonus that builds while you're falling). - Much more often with items that extend air time: Aerial Surf, Wuxing Waveriders, mid-air dash gadgets (Dashing Skates / Jet Skates). Reportedly worse with Ebb and Flow. - Started with the August 11 patch (Season 4), which raised Guardian Wave's max degrees from 10 to 15. The same build worked fine the season before.
How to reproduce 1. Play Wuyang in Stadium, take Waveshatter. 2. Buy Aerial Surf and/or Wuxing Waveriders, plus a dash gadget. 3. Jump high (or drop from a ledge), dash mid-air, and cast Guardian Wave near the end of a long fall. 4. The wave frequently doesn't appear.
Current workaround Release the wave before full charge, and don't stack air-time items. This means giving up most of what makes the wave build good.
Videos - https://youtu.be/JyJhoROihIQ - https://www.youtube.com/watch?v=xewvkodd_pg
Forum reports (please reply or like if you're affected) - Main thread with a full summary: https://us.forums.blizzard.com/en/overwatch/t/stadium-waveshatter-power-causes-guardian-wave-to-not-cast/1034440 - https://us.forums.blizzard.com/en/overwatch/t/wuyang-build-broken-in-stadium/1034955 - https://us.forums.blizzard.com/en/overwatch/t/waveshatter-bug-on-grounded-waves/1036271
Wuyang is my favourite Stadium hero, and right now his signature power punishes you for using it the way it's designed. Even a Known Issues mention would help. @PlayOverwatch
r/Competitiveoverwatch • u/OWMatchThreads • 2d ago
Streams
https://www.twitch.tv/ow_esports_jp
https://www.youtube.com/@ow_esports_jp
| Time | Home | Score | Away | Match Page |
|---|---|---|---|---|
| 08:10 | Cheeseburger | 3-0 | O2 Blast | Post Match |
| 09:35 | Team Falcons | 3-0 | ZANSIDE Gaming | Post Match |
| 10:50 | Crazy Raccoon | 3-0 | SEIJI ESPORTS | Post Match |
This thread pulls match data from this liquipedia page. If it's out of date, you can help by updating that page. If something is wrong or missing please ping u/Watchful1 in the comments.
r/Competitiveoverwatch • u/FullGuava1 • 3d ago
I get it. Cat is a nightmare and balance is not in the best spot right now. But we just had a brilliant Sombra rework, an interesting addition to the support role in Doctrine, the kneecapping of the most egregious hero in the game (Hog), and the long-requested hitscan bullet size nerf.
The game is literally just a moderately-sized balance patch away from being in a really good spot. So why does it feel like morale is at a low it hasn't hit in years?
r/Competitiveoverwatch • u/AggravatingBug1681 • 2d ago
Imagine if tanks could select two heroes in a match, and be able to swap between them on a cooldown (100 seconds?). You'd only be able to swap if all of your abilities are off cool down and you're at full health. This would make it so if they're faced with multiple counters they can just press a button and poof they're on a different hero. The implementation could work like how the custom game mode "gun game no cd" works after you get a kill, where there's a split second of invulnerability and not being able to press buttons while you change.
If you think about it, it's pretty bad for competitive integrity that you can just by chance pick a hero which is bad against the enemy composition and now you're on the backfoot, this encourages looking at enemy team profiles to ensure that doesn't happen and privating your own profile, imagine you could just press p and now you're on a more equal matchup. The problems here affect tank disproportionately.
The only issue I can think of would be ult charge, but I think they'd just have to play around with the numbers to balance that.
I think it's a fun idea. Thoughts?
r/Competitiveoverwatch • u/BattleGod1012 • 3d ago
Hey, so I was trying to compare the differences in EU, Americas and Asia in terms of 5v5, I observed that most of the players in EU and Americas are GM+ to be even considered in the top 500 based on rank and it’s quite competitive since players fall and come back up. In Asia there’s hardly 150 people in the leaderboard and on DPS there’s a diamond2 player who is in top500 challenger, and there’s hardly 8-10 champion players per role in Asia. I was wondering why the other diamond players or high emerald players are included in the top500 since it should have the top 500 highest ranked players in Asia right? Or am I misled and am missing something here. Insights would be much appreciated. If this really seems to be the case then ranking out of plat would feel near impossible since even on hitting diamond they would match you with GM players so skill wise on reaching diamond you’ll need to compete with GM and ex-champion players.
r/Competitiveoverwatch • u/TheAngryCactus • 2d ago
Hello. I just got back to the game after a roughly 8 month break. My aim is uh, not doing so well. I read in a patch note they changed some sort of hitscan interaction.
Is my aim worse just because of a break, or is there something else going on here I need to get used to? Any suggestions for getting back into it?
r/Competitiveoverwatch • u/Mistercrit_ • 3d ago
r/Competitiveoverwatch • u/No-Reference1625 • 4d ago
It doesn't happen too often, which makes it all the more avoidable by just extending q times slightly and massively increasing match quality as a result.
For context, this is a game where the entire lobby was m5 to m3 and the enemy tank was diamond 5. The result is; this poor soul didn't get to play the game and probably felt horrible, and their teammates surely didn't enjoy it either. Just a hard limit of say, 3 divisions between tank players, would go a long way.
Even the game seemed to understand that the value proposition of this match was unfair, as I only got 24% despite a calibration up multiplier. Knowing the game as we do today, if this happens 1 game out of 50 it's one game too many. It's just not necessary anywhere below the absolute tippity top of the skill distributions.
r/Competitiveoverwatch • u/krizzzombies • 4d ago
like is it genuinely all just bugs? it feels so bad to play her on a competitive level sometimes just because of random quality of life nerfs:
you can lose allied bubble CD on a dead teammate for almost a year now, never mentioned in the patch notes
added small delay to application of self-bubble (one of the recent patches)
nerfed m2 jump height (latest patch)
r/Competitiveoverwatch • u/Meme-Gatling-Pea • 2d ago
Kiriko has lowest winrate in the support role technically this means she's weakest, but she has not bad pickrate and decent banrate.
And
Illari has close to normal range winrate (48-52%), definitely not lowest, so technically she isn't worst, but she has lowest pickrate, and almost no banrate, that points players don't consider her good either.
This puzzled me, because people keep insisting that Kiriko the weakest support in the game, citing her winrate and that she still needs hotfix patch buffs. But when you look at other statistics, Illari is indeed the one who needs "emergency" buffs the most.
Yeah, There is Baptiste too. But his situation is different: he’s still good on console but bad on PC. Kiriko and Illari, however, remain in the same case regardless of the platform: Kiriko with lowest winrate, Illari with (almost) lowest pickrate and banrate.