Putting Ball in the same category as Hog, Orisa and Mauga simply because he has a positive win rate is already a flawed argument. A win rate slightly above 50% doesn’t mean a hero is overpowered; it means the hero is, broadly speaking, performing reasonably well. If Ball is sitting around 6th among tanks while nine tanks are below him, that hardly paints a picture of a hero dominating the game.
And yes, Ball can be incredibly frustrating to play against. But frustration and balance are two completely different things. Ball is specifically designed to avoid playing like a Reinhardt and instead create disruption, force cooldowns, take attention away from his team and then get out. A good Ball finishing a game with zero deaths isn’t automatically evidence that he is too tanky. That is literally part of his design. His mobility is his engage, his escape and a major part of his survivability. If you take that away, you aren’t removing some unnecessary advantage — you’re fundamentally nerfing the hero’s identity.
The argument that Ball is “back in the fight before most heroes can even reach a health pack” is also pretty weak. Yes, Ball can return to the fight extremely quickly, but that mobility is what allows him to function in the first place. Other tanks have much stronger traditional frontline presence, while Ball creates space by constantly forcing the enemy to react to him. That’s a different form of tanking, not inherently an unfair one.
As for Adaptive Barrier, that’s actually something you can reasonably debate. The perk does give Ball additional survivability, and I can understand an argument that it might be too strong as a perk. But that is very different from saying Ball himself is fundamentally too strong. And comparing him to Doom and arguing that every tank should have equal access to counterplay is not really how Overwatch works. Different heroes are supposed to have different tools against their counters. The fact that Ana, Discord or Sleep can punish Hog or Mauga doesn’t mean Ball shouldn’t have defensive tools of his own.
If Ball were genuinely overpowered, you would expect him to consistently overperform across ranks, maps, matchups and skill levels. A win rate barely above 50% doesn’t demonstrate that. What it demonstrates is that Ball is viable — and that highly skilled Ball players can get a lot out of him.
And that’s probably the real issue here: Ball can be extremely frustrating when played well. I completely agree with that. But “this hero is frustrating to play against” is not the same argument as “this hero is overpowered.” A good Ball can completely disrupt a game without necessarily dealing the most damage or getting the most kills, and that can feel absolutely miserable for the opposing team. That doesn’t automatically make his kit unbalanced.
So sure, argue that Adaptive Barrier needs to be toned down or that certain aspects of Ball’s survivability could be adjusted. That’s a legitimate balance discussion. But taking a roughly 50% win rate, combining it with “he sometimes finishes games with zero deaths,” and concluding that Ball should be weak like Hog, Orisa or Mauga is not a particularly convincing balance argument.