Were is this way, because I played since beta and each interation made folks angry or made them quit for several reasons.
Torb changes, bastion changes, mercy changes, symmetra changes, hcl/paris, goats, comp, owl, reaper, roadhog, barriers, dps changes, role changes, rq, hacks, smurfing, main hero, main role, one tricks, mei changes, d.va changes, hero releases.
Every single one of these made the game great and worst at same time, so until this day I never saw a state in this game that pleased everybody.
Control what outcomes can be it’s possible, that’s why math, physics, science works when they create a enviroment that makes a restrict set of choices they can prove the same outcome several times if done at same steps. That’s were implemented in almost any game doesn’t matter if it’s rock-paper-scissors, tic-tac-toe, chess,rpg, action, co-op, br, moba, card games or 3d action team based shooter. Because even on chaos we have a set of rulings, just it’s a matter of how many of these are controled or planned. Because anything can be restricted to the point that we reduce the outcome for a plausible and controled value. Be willing to do that it’s a matter of choice, time, money and design philosophy.
Several games in the past restricted the player choices by narrowing their paths, several games made the outcome based in your choices. Overwatch isn’t different from them, just it’s a matter of how many expected outcomes are valid for them. Because at the end of the day, if folks aren’t doing what you planned them to do, it’s your fault, because you created a thing without realistic goals or expected outcomes and even after several years you didn’t figured out the proper way to do it. Maybe they figured but was inviable, either way they will keep trying until get even more unavoidable things become a norm and they need to proper handle them or change the game itself.
As game tester I know a lot of design choices and philosophy. Most of the choices they made improved the game in certain aspects but the root cause was never addressed, because often means a major rework in the entire game. OWL just sped things up, but the outcome was inevitable if they wanted to increase and keep their playerbase at certain thresholds. 5v5 will make the game to become something else and that change more often than not it’s reversible.
UX/UI play an important role that most folks don’t realize. But at end of the day what it’s popular or trending it’s what matters. The mainstream game/tool/object almost never will be the best option, but it’s the most convenient choice because several folks are using it. They’re changing things to appeal to broader audiences and get more revenue and playerbase. Using a “popular success recipes” to achive their profit. Money moves the world and what folks often choose it’s where often money comes.