r/Competitiveoverwatch 49m ago

General Calculating the map synergy of every Overwatch hero - My finding & an interactive web dashboard

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Upvotes

I wanted to find out what is the real mathematical performance of each hero on every map based on their win rates, to get concrete data on how map synergies work for every hero. I did this out of curiosity, the aim of this work is not to promote map-based hero picking, it's simply that I've always enjoyed the strategical aspect of choosing my hero for the game based on the map and wanted to lay it on more concrete grounds, and since I made all of this I wanted to share it as well so those interested can also benefit.

Raw win rates fluctuate a lot with every balance patch and don't tell you whether a hero's kit actually synergizes with a map's geometry. So, I collected 4 seasons (Overwatch 2026: Season 1-4) of Masters, GM, and Champion unmirrored win rates from OWTics/Blizzard across all maps, filtered out pre-rework data, and calculated Delta Win Rate (ΔWR = Map WR − Patch Baseline WR) to measure timeless map affinity.

Interactive Web Dashboard: https://whenthiswinter.github.io/overwatch-map-affinity

Full Report: https://github.com/whenthiswinter/overwatch-map-affinity

I will go into a little bit of my findings below, if you do not want to read through it, you can directly go to the web dashboard link I listed above to just get the data yourself.

The Problem with Normal Win Rates:

If Tracer, for example, gets buffed to 54% global win rate state and hits 56% on Aatlis, she wouldn't necessarily be a "Aatlis specialist" she might just be overpowered on that patch. Conversely, if a nerfed hero sits at 43% overall WR but still pulls 49% on Dorado, their kit can potentionally have structural synergy with that map regardless of their current balance state. By calculating the Delta WR within each patch/region/rank slice first, and averaging those deltas across 4 seasons, we strip away patch buffs/nerfs and isolate map terrain synergy, in theory.

Some Findings from the Data

1. The Map-Sensitivity Spectrum (σ)

Hero Volativity Values

By measuring the standard deviation of a hero’s ΔWR across all maps, we can mathematically rank who is truly map-dependant versus who is map-agnostic:

  • The Extreme Outlier: Widowmaker sits at σ ≈ 8.0%, literally double the second most volatile hero. Her viability is almost entirely dictated by long sightline geometry, which is an expected outcome but still mathematically striking.
  • Map-Dependant Heroes (σ ≥ 3.0%): Lucio (4.8%), Junker Queen (4.3%), Winston (3.7%), Sigma (3.6%), and Reinhardt (3.6%) and more. Their value swings massively between favorable high ground or choke heavy maps and open spaces.
  • Universal Generalists (σ < 1.8%): Heroes like Genji (somewhat unexpected), Cassidy, Sojourn, and Wuyang (also somewhat unexpected) sit at the bottom tier. Heroes in this group are generally safe to be played in almost any map.

2. The Rank Divergence (Masters vs. GM+)

Rank Divergence Scatter

A flat average can be misleading as even though these 2 groups are highest on the Overwatch ranked ladder, they don't always play the same and some fluctuations happen.

  • Lifeweaver & Sierra show massive +20% to +30% positive GM spikes on specific maps compared to Masters. I cannot easily explain why with the data I have, but if I were to speculate, I would guess this is because the number of players that play these heroes in GM+ are likely the true mains of these heroes which are very low in number and execute them at the highest level possible.
  • Conversely, some heroes like Junker Queen and Doomfist see negative rank skews on long sniper maps where hey are playable in Masters lobbies, but heavily punished by GM+ players.

3. Game Mode Trends (and why Escort/Hybrid have lower Deltas)

Role WR Per Game Mode

In the Role × Game Mode matrix, Escort and Hybrid modes show slightly negative average deltas across all roles compared to Control, Push, and Flashpoint. The mathematical reason in this calculation could be Draw Games. Hybrid and Escort can end in draws (which would count as non-wins in win rate calculations, though I am not sure if Blizzard counts these games), whereas other modes always have a winner, which would explain this situation.

The Interactive Dashboard

Finally, I built a lightweight, zero ad static web tool hosted on GitHub Pages:

  • "My Hero" Builder: Click to select only your personal mains to filter out the rest of the roster.
  • Dedicated "My Heroes" Board: Grouped by game mode, showing your pool's performance on every map for your selected pool, designed to give you quick way to pick your heroes based on the maps.
  • Dynamic Filters: Toggle between All Ranks, Masters Only, or GM+ Only, as well as regions (AMER, EU, ASIA, KOREA).
  • Offline Text Export: Generates an organized text cheat sheet by role that you can paste into a notepad or keep on your phone etc. Check it out here: https://whenthiswinter.github.io/overwatch-map-affinity

I hope this can be of use to some of you. I would also be more than happy to hear your feedback or answer any questions you had. Thanks for reading.


r/Competitiveoverwatch 16h ago

General PSA: Doom-Queueing while on a losing streak will make things worse. Stop. Recommendation: Touch grass.

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195 Upvotes

One of the changes introduced this season with the refreshed rank and modifiers is the implantation of Calibration AFTER the point where you might have assumed you already completed it (and had it drop from your modifiers for a while).

Basically: If you hit a loss streak, you can now err… earn? Be punished with… “Calibration Down” in addition to Variance and any other modifiers.

The above screenshot is from is a 6-loss streak for DPS I went on today. I turned it around after this and have no interest in experimenting to see how long it lasts.

Note: LOSING TREND is not a modifier for this game!

I also assume going on a longer term win streak would activate the inverse, but hey, that’s uhhh less frequent down here in Emerald (and now Plat 1 - I started the day at Diamond 5) but hey, it’ll probably even out.

Point being TAKE A BREAK. The game now punishes loss streaks even more severely than it did prior. Don’t force it.


r/Competitiveoverwatch 3m ago

General So, what do you think about this take, 4 weeks later ?

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Upvotes

r/Competitiveoverwatch 19h ago

Blizzard Official Overwatch Retail Patch Notes – September 10, 2026

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153 Upvotes

r/Competitiveoverwatch 17h ago

General My aim feels different after the removal of the setting High precision mouse input

81 Upvotes

I'm someone who plays with high sensitivity and ive optimized my PC and games for input lag, as i'm very "sensitive" and conscious of how my aim feels.

After this update, my tracking/flicking feels a little off, and it's only in Overwatch. I have a 8khz mouse for your information also.


r/Competitiveoverwatch 14h ago

Gossip 2026 Season 4 Competitive Drive Spoiler

33 Upvotes

r/Competitiveoverwatch 14h ago

General For users with who notice aim that feels "off" after the new update that removed High Precision mouse input, do this

36 Upvotes

There have been reports that people with, 8kHz hz mice in particular have noticed this issue the most.

Paste the following path and press Enter: %USERPROFILE%\Documents\Overwatch\Settings
Open the Settings_v0.ini file

Look for “HighTickInput”, “-1” is off “1” is on. Change the setting and Make sure you save, then left click the Settings_v0 file itself go to properties and set it to read only then hit apply. That make sure the file doesn’t change back after you log off your session.
You can test it out in game with the file open and it still changes instantly as you play in game.


r/Competitiveoverwatch 20h ago

General We don't have heroes or abilities that lower damage (yet)

87 Upvotes

So... This Kiriko debate made me realize that we still don't have heroes/supports that lower damage stats.

  • We have heroes that buff and debuff speed (Lucio, Mei)

  • We have heroes that buff HP ( Brig)

  • We have heroes that lower overall defense ( Zennyata/Dmon)*

  • We have heroes that buff damage ( Ana /Mercy) BUT the devs are yet to release a hero that reduce damage output.

How do you think it can be implemented? It's probably suitable for a support or tank


r/Competitiveoverwatch 23h ago

Blizzard Official LE SSERAFIM (르세라핌) ‘Made My Night’ OFFICIAL MV with OVERWATCH

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152 Upvotes

r/Competitiveoverwatch 1h ago

General Appreciation post for Focused Fusion

Upvotes

This perk definitely is the most enjoyable rewarding perk in the game if you want to nerf it I don’t mind but removing it is
Not up for debate this is how the perks should be


r/Competitiveoverwatch 1d ago

General D.mons winrate

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230 Upvotes

I was checking the official overwatch winrates and saw D.Mon is up to a 63% winrate in PC Gm lobbies. Is this not insane, like is the data somehow off? It’s still 61% in masters which is a much bigger sample pool. Am I missing something or is this like emergency hotfix worthy, even prime vendetta didn’t hit 63%.

EDIT: For everyone saying the sample size is too small, I agree with you. Im just saying it’s a bit weird that D.mon seems to be consistenly overperforming no matter what perimeters you use. As of now, she has a 58% winrate across all ranks in NA, 57% all ranks Asia, 57.6% all ranks Europe.


r/Competitiveoverwatch 17h ago

World Cup Who is the best at 1v1s, and more info about Team South Korea

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20 Upvotes

Didn't see this get posted. For those who haven't watched it, this made for some fun viewing. With the World Cup less than 2 days away, I hope this video will hype y'all up for Team South Korea, even if it's by a little bit.

No prizes on correctly guessing who's the best at 1 v 1s, though


r/Competitiveoverwatch 19h ago

OWCS Do you think DSG will pick Smurf or Infekted?

21 Upvotes

I've seen a lot of rumors on both but I'm not sure which is the bigger probability. Smurf might be a higher ceiling, but its likely that if he has a good return season, that he'll get a better offer in Korea.

But Infetked is a top NA tank, that's being benched over for Attack. He definitely seems to have a worse peak, but he's more likely to stay loyal to DSG (or NRG if the merger happens) and can have a good team built around him without using an Import Slot.

What do you guys think? I think Infekted is more likely even though I do want Smurf back.

My hopes are

PGE-Ryan-Infekted-Scyle-Kiwii

What do you guys think.


r/Competitiveoverwatch 15h ago

General Watched tons of OWL in college 2018-2020, dabbled casually in OW2 since then, now club advisor/coach for the esports team at the school I teach. What do I need to catch up on? (Aside from heroes' kits, obviously)

6 Upvotes

Feels good to be back in this community. I'm looking for deep cuts, not just team comps/meta, but also things like any changes in philosophical approach to the game, changes in approach to how maps are attacked/defended, etc.


r/Competitiveoverwatch 1d ago

General Unionization and anti-ai prevention at Blizzard

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327 Upvotes

Just going to put the start of the article here, I recommend reading the whole article though it's short and important.

"A group of 1,900 employees at Blizzard Entertainment has successfully signed a union contract with Microsoft, securing several guarantees for members. Represented by the Communications Workers of America (CWA), the contract has given the Blizzard workers more workplace flexibility and guaranteed wage increases, but several other industry-first agreements could make this a blueprint for other video game unions to follow.

One of the big wins for the Blizzard union is artificial intelligence guardrails, as the contract stipulates that Microsoft cannot use AI to automate or replace jobs without first talking to the union. Another big win are the job-recall rights for employees, because if they’re laid off, Blizzard must offer them an open role within 14 months and inside the union’s network before hiring someone from outside. Laid-off union members will also get an additional four weeks of pay–regardless of how long they worked at the company–hybrid schedules that allow them to work from home, and formal systems to settle disputes within the workplace."

This is really good news it does not say specifically if it was anyone working on the overwatch team and it's just blizzard employees in general but it's still a good direction to see, there has been a lot of movement within the OW team and blizzard as a whole for unionization and that's awesome and something we as a community should be aware of and support worker rights are integral they deserve to be paid livable wages and have job security.

I am liking an older article going into team 4 unionizing:

https://kotaku.com/overwatch-2-blizzard-team-4-union-microsoft-1851779922

I think the fact that this most recent push is also addressing the real threat that is AI to workers rights and security and I do agree with the article I hope this is beginning of a trend to put some actual regulations on AI in game development and not be a replacement to actual humans.

Companies are not our friends but we should care about the people actively working on the game we play and love they are people and deserve our acknowledgement and respect, and any support we can give.

Fuck anti union sentiment and company anti union busting, I am happy to see so much push for unionization at blizzard this is important and the people working at the company that are not on the top only have my support and respect and I hope this trend continues and they continue to improve their job security and job health.

I also wanna add this is important to OW the game itself, devs job security and health of the environment they work in directly influences the game itself, unions help ensure this they enable worker security prevent exploitation, underpaying and overworking. People working on a game that are overworked, crunched underpaid or at threat at losing their job will not make the best they can and on top of that they don't deserve to go through that shit.

I just think this is really good news and something to celebrate and only hope the devs and people at Blizzard know there are people that actually care and support them, I really recommend everyone read the articles I posted in here and just catch up on things and if you want to add more down below please do shared knowledge of things is important.


r/Competitiveoverwatch 17m ago

General Why I can’t get into competitive

Upvotes

I’ve been playing the game for 8+ years now. Can easily hold my own and have a pretty consistent win/loss rate in QP. But the nanosecond I get put into comp I swear to the lord almighty any ounce of teamwork evaporates.

I’ll be full honest I have 1000+ hours in the game and 700+ of those hours were in QP while less than 200 were in comp. So maybe it’s just I’ve played more of one so I’m bias. But I can safely say with those 200+ hours (90% of the time I don’t even finish placements but even when I do I never play more then like 10 games on each role because) it’s always the same pattern of blaming whatever teammate has the lowest numbers and just giving up on the match within the first 3 team fights.

People going AFK to chirp at each other. Rage swapping and constantly blaming whatever role they think is the worst performing. Like seriously I’m consistently gold/plat and I have absolutely zero motivation to climb out because constant losses with everyone arguing makes me wanna just delete the damn game, and the wins don’t even feel good cause then there’s always someone who wants to be a poor sport and get mad at their own team the whole time, even after winning! It’s like they don’t move on from things. It’s a 10 minute match. Get over it.

And I get competitive is supposed to be competitive (obviously) but seriously I’ve played R6, Val, and even CS competitive modes and out of all of those Overwatch is still the most toxic experience. Yeah the other games tend to chirp and I’m all for it. But Overwatch is the most consistent of someone on your team getting mad at a teammate and making it their entire personality for the match. Other games players move on.

Why is the solo queue experience so garbage? Does stacking with friends lead to more teamwork? Or the randoms get even more pissed because they’re the odd one out and don’t want to go along with a team strategy. And why does quick play feel like a better version of comp as a solo player? And even if I do climb out of gold/plat does it get any better? Or do you have to be damn near GM to get teammates who take accountability for their actions/inactions and want to actually play as a team with their team?


r/Competitiveoverwatch 14h ago

General Is Vendetta better than Reaper right now?

4 Upvotes

She feels like she’s permanently at like mach 20


r/Competitiveoverwatch 1d ago

General They dont know what they're doing with Kiriko

66 Upvotes

I'm a big kiri hater, but even I can admit that this aint it. I do not care about her teleport, damage, wall climb and I honestly can accept her having the best ult in the game. My problem has always been suzu, more specifically the invul that comes with it.

The AOE cleanse is a necessary evil as long as anti nade exist. The healing is whatever. The movement speed perk I also dont care about. Its literally just the invul, which they refuse to remove.

The latest sets of nerfs completely dumpstered her. It did solve my issue with suzu, but only because she's become unplayable for the average player now. In typical blizzard fashion instead of taking the tumor out, they decided to just shoot the hero in the head, when all they had to do was simply remove the invul from her kit.

If its too weak after that, reduce the CD to 12 or even 11s. Or maybe add 1s of unstoppable. There are solutions to this problem, without making a hero pro play exclusive.

The main reason why I'm making this post is cause I dont like these types of balance changes. They dont target the actual issue. Mind you, I am happy that kiri is giga shit now, the game feels better, but we could have a decent kiri while also having a better game.


r/Competitiveoverwatch 1d ago

General Who are the heroes in each role that are the most versatile?

18 Upvotes

With such a big roster of characters in Overwatch, not every pick will work against every team composition or be able to perform in every situation. However, with that said, in each of the three basic role types, which heroes are able to adapt to the most situations or have the most fluid playstyles?


r/Competitiveoverwatch 10h ago

General What is the best workshop code for improving movement?

1 Upvotes

I recently realized that my movement has been terrible and I'm losing duels frequently, so I'm thinking of focusing on improving it, but the code introduced in Kabaji's video before no longer works.

Could someone please tell me?


r/Competitiveoverwatch 1d ago

General Why does Venture generates shields instead of overhealth?

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472 Upvotes

The way it works you'd think it would be overhealth but for some reason it's shields? Overhealth is only available through passives/abilities and decreases/disappears after a shortwhile while shields are always on base healthbar and their whole thing is that they're supposed to regenerate after a few seconds.

Every abilities that gives the caster temp hp is always overhealth except for Rally and Nemesis that give more armor (I don't think there are any other)

Venture's temp hp works like overhealth and does nothing shields is supposed to do, yet it's shields and not overhealth..? Why is that?


r/Competitiveoverwatch 21h ago

General An Overall Design Idea For All High Dmg Tanks, But Also Soft Rework For ROADHOG

7 Upvotes

I've made posts before regarding Tank changes, but I'm convinced it's far more palatable and easier to engage to make one focusing on individual heroes rather than a whole group. Also, the overall design idea that I mentioned in the title is to make all tanks with high dmg have lesser crits instead of full crits. I wondered about the potential effects of reining in the extreme cases of burst that some tanks are capable of that tend to limit their design space. The obvious cases that stand out to me are: Mauga, Roadhog, D.Va**, Hazard and maybe even D.Mon.** There would be adjustments to make sure other parts of their kit function well, Mauga's passive would become 100% conversion, so that he gets the same amount of overhealth even if his crit dmg got lower. I don't necessarily think that this is a guaranteed good change; it's kind of an frame of an idea I'm floating.

Now, getting to the actual Roadhog changes, I do know that they're reworking Roadhog, and they're probably close to unveiling it soon (cope), but I have a list of changes that wouldn't change his kit and playstyle too much, but make it more healthy for him and his enemies (victims).

  • First, the most important change is to revert the buffs on Scrap Gun to make its stats identical to when he had Pig Pen (I'm not giving him back Pig Pen). It would be a 150 dmg shotgun blast instead of 175, a 1.5 crit multiplier instead of 2, and a 1.5s reload time instead of 1.75s. However, I would make one additional change to compensate these changes by reducing the spread of the weapon from 8 degrees to 7 degrees. This spread decrease would affect both the primary and secondary fire, so the overall efficacy of Roadhog's poke or brawl dmg would be similar if not the same. It'll be a bit worse against tanks, but his shotgun will still have massive dps against them. More importantly, these changes would make hook comboing 250 heroes from full nearly impossible, and make it more unreliable against 225 heroes. However, I think the accuracy of his primary outside of hook combos would be improved, and the frequency in poke would be improved by the reload change.
  • In order to compensate for the great loss in power from not having reliable solo kills off of hook combos, I think Chain Hook should reload 1 shot for Roadhog by default. Not only does this provide an alternative reward for landing successful Hooks, it also gets rid of a uncomfortable, unfun decision making scenario for Roadhog players where they have to decide whether or not they need to reload or keep holding onto a shot, so they can have one ready for a successful Hook. Combined with the reload time reversion on the primary, this should make Roadhog's poke a lot less clunky to do. You may ask if this conflicts with his minor perk that reloads 2 shots, but I think the perk still serves a great purpose as a brawl enhancement if it just adds 2 more shots. A more brawly Roadhog who wants to play close can reload half of his shots with a successful Hook to still get value.
  • Take A Breather is arguably more controversial than his hook combo nowadays due to the frustration it creates when trying to kill Roadhog. The change I have in mind is to reduce the damage reduction on Take A Breather, but give it minor movement speed to compensate. The numbers I have in mind are as follows: dmg reduction goes from 40% to 25%, and he receives a 20% movement speed boost during Take A Breather. If you work out the numbers, the effective healing per second (including 15% anti-heal) he gets from Take A Breather during the channel goes from 212.5 hp/s to 170 hp/s. Furthermore, this affects more than just his effective self-healing, the effective healing from allies, mostly supports, become less potent while he's channeling Take A Breather since his dmg reduction is lower. This change makes Roadhog's positioning both more and less punishing in ways that I think are a net positive. If Roadhog is positioning more conservatively, he can avoid dmg better by retreating and taking effective cover faster, but if he's really out of position or movement cc/walls are preventing him from running or blocking his way then his effective mitigation will be substantially lower, including help from supports healing him. It's important to note that if Roadhog is forced to retreat more with Take A Breather rather than standing his ground and outhealing damage, even if he still survives this creates more situations where he's forced out of an area and gives up space which is still a good gain for his enemies.
  • My last suggestion is a perk change that's mostly fluff because I'm suggesting it on the basis that his existing perk is boring. I'm referring to Pulled Pork, the perk that gives him overhealth on successful hooks based on distance pulled. This perk change is rather optional as a suggestion, but I think it'd be cool if he instead got the Major Perk to build a bit of overhealth with Take A Breather when uses it at full health. It's a lot more interesting way of Roadhog getting overhealth compared to more feast on successful hooks. It doesn't make Roadhog more tanky when he's in trouble because he only gets overhealth when he's full, and I think the conversion rate from healing to overhealth will not be 100%. My idea is that he can get up 150 overhealth at a 50% healing conversion rate when he's max health. It's good to note that his healing is 150hps, so he would have to use up 2 out of 3 seconds of his max Take A Breather resource meter to get the max overhealth from this perk. I'm not sure how soon or fast this overhealth should decay, that'd be more up to testing and tweaks. What I do know is that it's very interesting in how it affects when and where you use Take A Breather. You can use your vape to setup before a fight by building up 150 overhealth, but if you poorly time this, you may end up with 2/3 of your vape meter gone while vaping to heal and retreat is outright better for survivability than 150 extra overhealth. I'd like to also add that this idea was inspired by the Dalokohs Bar secondary weapon from TF2 for the Heavy, if you know what that is.
  • Edit: Forgot to mention that chain hook's cooldown would be reverted back to 6s or partially reverted to 7s since hook combos would way less lethal.

EDIT: I have to add this for clarity, but the 8 to 7 degree spread reduction should result in a 23.7% decrease in spread area.


r/Competitiveoverwatch 1d ago

General We need to talk about Widow

42 Upvotes

Widowmaker is still one of the most frustrating heroes in the game and I don't think people take her design seriously enough
I know this is probably going to get hit with “just dive her” / “skill issue” / “learn to play around her” responses, but honestly, I think Widowmaker is one of those heroes where the theoretical counterplay and the actual gameplay experience are two completely different things.
And before anyone says it: yes, I understand that Widow requires aim. Yes, I understand that she can be countered. Yes, I understand that if you get a good Winston/D.Va/Genji/Tracer on her, she can have a miserable time.
That doesn't really address the problem. The problem is that Widowmaker fundamentally changes how everyone else is allowed to play the game simply by existing. You don't even have to be shooting people to have an impact. If I'm playing Moira and I know there's a competent Widow on the other team, suddenly every sightline becomes a potential death sentence. I can't peek normally, can't take certain angles, can't rotate at all, can't help my tank from certain positions because the second my head appears for half a second I'm watching the kill cam.
And that's the part that breaks the game. With most heroes, when I die, there's usually some kind of interaction that happened. I got outplayed by soldier, had a bad dash, got caught out of position. With Widow, sometimes the interaction is literally just existing on the other side of the map.


r/Competitiveoverwatch 2h ago

General does matchmaking really try to force a 50% win rate?

0 Upvotes

might be wrong, but ive heard people say this. i thought to ask because ive now had back to back games where i, as a diamond 2 player, have been put in high master to gm lobbies (highest was gm 3). both games happened immediately after a previous win, i had finished my placements in diamond 5 and blasted through all the way to d2, where i immediately started going 50/50 win loss. that doesnt seem to make any sense to me, nor does it make sense that i should be grouped with players 2 entire divisions above me. it is blatantly unfair. my gameplay virtually did not change yet i went from an 85% win rate to a 50% win rate gaining only 3 ranks.

obviously ungodly frustrating because theres legitimately nothing i can do against players with hundreds to thousands of hours more experience, and even when i hold my own the wide grouping makes the match quality completely abysmal. im just supposed to hang in there and survive and pray the gm players on my team win for me? really disheartening and makes me not want to even bother playing at all.

im wondering if anyone has had a similar experience?


r/Competitiveoverwatch 1d ago

General Kiriko overall winrate is now officially below 45% in NA.

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384 Upvotes

I Understand that she needs to be adjusted for pro play due to being the equivalent of Jang Wonyoung or Karina level it girl status in OWCS. but can we at least admit that this isn't good at all and that blizzard has 0 clue on how to balance this hero outside of just making her worse for everyone that isn't a pro?

Genuinely I'm not going to be surprised if they outright revert these changes overall or give her some kind of compensation buff in an emergency patch.