I’ve noticed that highly mobile heroes in Overwatch tend to receive the most complaints. Take Sombra, for example—her stealth lets her engage easily, and her translocator gives her a reliable escape. While I personally don’t find her particularly strong or annoying, the number of bans she receives clearly suggests that most players disagree.
The same goes for Wrecking Ball (who I think is the weakest tank) and Doomfist (who I’d argue is underrated). They’re frustrating to play against because their strongest asset is their ability to disengage quickly. Genji, Tracer, and the flying heroes fall into a similar category—high mobility often means low counterplay for a lot of heroes and players.
This brings up a question: should the game introduce more tools to counter mobility? Stuns used to serve that purpose. While it’s true that stuns affected immobile heroes too, we can’t ignore how significantly they impacted mobile ones like Ball, Doomfist, Sombra, and Tracer—especially considering how effective McCree’s old flashbang was against her. She had to play in his area or move past him a lot, and while her recall often saved her from his fan, that’s still a major piece of her kit removed thanks to McCree.
Overall, I think mobility is a major sticking point for the player base. Whether it’s Widow’s grapple, Freja’s kit, or Sojourn’s slide-jump, these abilities often let heroes escape just when you’ve got them cornered—and sometimes they turn around and kill you instead.
Is mobility the actual issue here? Can it all just be a skill issue? Because clearly that doesn’t matter when Sombra’s perma banned; people don’t care about it being a “skill issue”.