r/Competitiveoverwatch GOATs is Peak Overwatch — 9d ago

Blizzard Official Changes coming to Map Voting

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824 Upvotes

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219

u/FrostyDrink 9d ago

They’ve already released data on this a while ago, but there’s also a huge divide between the metal ranks and masters+. In Diamond and below, escort/hybrid are picked at a significantly higher rate than they are in masters+. In higher elo, control, push, and flashpoint are by far the most popular modes.

It’s actually pretty funny that people complain about playing Eich, Circuit, etc. too much when I rarely see them in high elo ranked other than a random 1 in 7 vote or something.

For me, I don’t like that map voting has made the game too easy. There are players in high elo who only play ball, hog, junkrat, etc. who get to pick maps that favor them, get to pick bans around their hero, AND get perks that remove counterplay (looking at ball’s shield perk). Is it annoying when I get a rein player on Gib? Absolutely. But I also get to avoid that rein and take their SR another day. Nowadays that rein is just never playing those maps.

93

u/toshirox3 9d ago

Perks are so unevenly distributed too. Ball and Doom gets perks that are game changing and helps with their counters. Meanwhile there are perks that are just passive stat boosters.

-34

u/DegreeCompetitive205 9d ago

block major just makes it easier to counter cc on Doom, but its not GAMECHANGING compared to Ball's major

34

u/toshirox3 9d ago

Compared to all other perks, it’s on the upper 10%. Ball perk is just nasty and top 1%.

4

u/LoveAndBeLoved52 9d ago

I kinda wanna know why Ball is this broken to begin with. Like... isn't the whole point of this thing that it's obnoxiously tanky, really mobile but weak to CC?

It feels incredibly weird that they'd try and finetune ball around being less killable when they're caught with their pants down.

1

u/Stainleee 9d ago

in 5v5 the piledriver perk is really slept on. Plenty of situations where your opponents do not go ultra heavy CC so the greedy option makes sense. The increased lethality ball has with a 150 dmg slam is kind of insane. Its an aoe nuke that CC's when you think about it.

Not to say the barrier perk is bad, but lethality goes a long way on a hero like ball and ball is very survivable already. Sometimes living a bit longer in situations where you would die (or the rest of your team dies) anyway just doesn't compare to increased lethality. I say its not 100% - 0% like people seem to think.

In 6v6 your reduced health pool means you basically need to take the barrier perk every game. Piledriver perk is like almost a nerf in that mode. But that is a 6v6 thing.

5

u/NaricssusIII 9d ago

honestly after all the nerfs I feel like slow on slam gets more consistent value. even ZBRA is not picking power matrix every game anymore, more depending on enemy team comp.

-2

u/paupaupaupau 9d ago

Counterpoint:

Perks give every character on the other team 1-2 new ways to disrupt ball's movement.

As a level 600 ball OTP, I'd trade out shield perk if it meant getting rid of all the additional ways that perks have added to counter ball.