When you look at pick rates, do you only look at when the hero is picked for the majority of the match? What if someone plays genji for a minute and then swaps off to a different hero for the majority of the rest of the match, does that still count as a win for genji’s pick? If you look at the total play time of heroes, do genji still lie in the middle of the bracket?
From my personal experience, Genji is extremely weak right now, but I am not surprised if it has still reasonably high pick rates, but mainly because many consider it the most fun and interactive heroes, and are willing to play it even though he is very weak. On the contrary, I think a lot of people don’t find mei to be interesting to play, but they are simply playing it so that they can win. These two types of polar populations could be the explanation of the similar pick rates.
The other thing to consider is heroes like Mei, Doom and Reaper requires so much less skills and practice to excel compared to heroes and Tracer and Genji, where you can make so much more mistakes on the former heroes and achieve the same impact as the latter ones. That’s probably why heroes like genji are perceived as super weak right now, because it is completely unplayable unless the player is EXTREMELY skilled. I think this is one of the result of the so called “power creep” that everyone is complaining about - the game just added so much more CC (almost every new heroes added has some sort of CC, Sigma’s rock (which I am still not sure why Genji cannot deflect it) and ult, Sombra, doom, brig, orisa…), and that hurts a lot of the vanilla heroes (especially the mobile ones, which happen to be the most fun ones to play) that were designed without taking account into all the new cc’s added. If Genji was released today, do you think he would be a reasonable design? He is almost never able to pull out his ultimate without being stunned and cc’ed to oblivion.
I think a lot of the cc abilities that impact movements need to be really re-considered and toned down. Sigma’s rock needs to be deflectable, orisa’s pull needs to have smaller range or less slow time, changes similar to those made to doomfist a few patches back which makes heroes impacted by doom’s ability able to move faster. These mechanics are very unfun and uninteractive and I think is what is hurting the game the most. Once they are gone or tone down to longer cool down or less cc time, mobile heroes will be able to be decent again and that may make heroes like widow and hanzo less oppressive.