Even if in Valorant you CAN get annoyed, the game doesn’t feel unfair to the point of anger. Anger there is limited to losing 1 round to unpredictability, or the enemy doing a bad play that gets rewarded.
But there aren’t any unbalanced mechanics in that game (or at least, the broken aspects of the game are very minorly broken), and you also have a decent enough solo carry potential to be able to carry most games (if you are good) while still requiring your team to win.
In Overwatch, in contrast:
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Broken heroes every patch (Baptiste for example got buffed for no reason in spite of having been extremely obnoxious in like s22, proof that Blizzard doesn’t care about having a balanced game). It generally takes forever to balance said heroes out of the meta even though after 2 weeks of meta settling it becomes apparent the game is not fun and there are (typically, at high level) 2 carry heroes and 4 spectator heroes every meta.
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boosted players
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players playing so bad heroes that the game becomes uncarriable even if the other 5 people are trying (this is mostly Masters+ stuff but still why keep heroes like Hog or Genji in the game if you only get flamed and reported for playing them?)
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6v6 format makes individual feel meaningless while at the same time small misplays carry big responsibility (basically, there is no upside, playing good doesn’t get rewarded that much but playing bad is punished immediately)
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map design is extremely cancerous (you essentially always have to walk a chokepoint to recontest an objective, exposing you to tons of spam damage, Firestrikes and basically you often have to use 50% of your cooldowns just to survive the choke cross at which point typically 1 ultimate from the enemy team suffices to clear up your squad, which is part of the reason why the game feels so ‘steamrolly’)
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there are modes that shouldn’t be in the game (for example, 2 CP). Also, stalling is broken in the sense that 1 person shouldn’t be able to stall 6 attackers standing on the objective, more people should be required to fully stop the timer vs a great number of attackers sitting on an objective.
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tank as a role is too easy, yet carries too much responsibility and has too big impact (basically, it’s easy to play well on tank, but if you play badly, your team loses immediately no matter their efforts to counterbalance you playing bad). This is not to say that you can’t lose as tank, IF you play well, it could be that the enemy tanks are also playing well enough for the game to be a DPS/support diff (or hero picks diff), BUT in general tank has no skill progression to the role which is why it feels extremely unrewarding and repetitive, also it’s one of 2 roles where playing meta tanks matters the most.
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healing is too strong in this game and in general the notion of teamfights being so drawn out because there is a certain DPS incoming and HP/s incoming on tanks is unhealthy for the game. The game should be more about using your cooldowns and aim in an efficient way to end duels fast (applies to all 3 roles). It shouldn’t take 30+ seconds to kill a Rein because he has pocket and Zarya constantly rescuing him. While you could make the argument that Rein has no business dying to DPS (which I can even approve) because tanks should be ‘tanky’, something like Rein vs Rein or Zarya vs Zarya should be over in seconds and not be a constant game of bait cooldowns, go behind cover, re-peek until one makes a mistake because both sides are playing with perma pocket. This type of gameplay is more pertinent to WoW and we saw that it’s not a good game design because it leads to teamfights being too drawn out and plays being too predictable to the point that you can’t really “clutch it for your team”, for example 1 Firestrike on the enemy Rein has almost no impact as it gets immediately healed.
These are considerations that any good CSGO, Valorant, etc. or keep FPS player would make after 2 weeks of playing this game. But for some reason, Overwatch devs and community try to shoehorn the notion that this game is “fairly well-balanced”.
I think some of these considerations are what make Overwatch ‘unique’, so I don’t think every item on my list should be addressed as problematic, but 80% of the items are surely worth thinking about.
I think also due to all these problems, OW can be very frustrating to play and this frustration is reflected by comms where (on EU at least) everyone is either silent or quick to be toxic because the game feels overall frustrating to play and that breeds toxicity.