It’s a hot take, but I feel like it’s needed. Virtually the entire character roster is at their best in the hands of players with good aim. Most people don’t even try to practice.
They just enter games and pray they hit a headshot, all while seeing their accuracy suffer on their career stats.
I propose a mandatory aim training session of 5-10 minutes before a player can enter comp, which is made optional for high elo.
Poor aim is one of the biggest skill issues in the game. Great aim is one of the best ways to escape “Elo hell”.
I use IOSTUX’s Aim trainer (JPYHG) but an official Blizzard one would obviously be better and would probably help them gather better data on the playerbase regardless
Unless you’re a spectator, it’s required for all heroes. Brigitte is probably the only hero you can kind of get away with not having good aim, but Brig without whip shot is tantamount to throwing.
Make TDM a requirement to unlock comp. A lot of players just have no sense of self-preservation and playing TDM fixes a lot of bad habits while forcing them to tune up their aim/positioning.
I feel aim training is the better choice only because it can be done in a short amount of time (5-10m) and the results are impactful for every hero. 5mins of daily aim training to play comp isn’t that crazy of an idea if players get better and they give you a reward for it (BP Xp or legacy credits).
Primal blade requires a good amount of aim, since you need to be able to send someone in the direction you desire instead of yeeting them randomly around the map. Moira’s succ has a fairly small cylinder volume, despite the myths about it being “auto aim”. Mercy’s glock has an aim requirement because it doesn’t do a lot of damage if you can’t aim–and rest assured, the glock does do a lot of damage if you can aim.
Not in the slightest. TDM is a more immediate reinforcement of good habits in taking duels you know you can win, and positioning so you can take duels you know you can win–these are the two most critical things in making you a better comp player. The most important thing about winning “regular” matches is that you don’t die, and while you’re alive, you make sure the enemy team stays dead as much as possible–it’s not “getting on the payload”, the payload only moves when the other team can’t contest it.
Hotter take: Aim isn’t the main thing, or even in the top 5 things, holding back players below gm. It’s barely even a factor for most of the playerbase.
You can only really do this in a general way, like “yeah, kill the Mercy first, usually”. Target priority does change based on win-con and who’s doing what at the time–while Mercy is usually a high value target, if you can pick off the Genji that has blade up instead and deny the res, that’s a way higher value pick than Mercy herself.
How do you explain that scenario in a “training” environment?