Yeah, I know how overbuff works. Itâs not a site for comparing stats, itâs a site designed for self improvement. The admins never claimed authority on winrates, only on how individuals perform.
there win rate is irrelevant if it is not weighed with its pick percentage. many of these changes constantly just lack the true way forward for the overall game balance. there is so many that needs tweaks all at once, and we need to get rid of the some of the preconceived notions that have been busted with other heroes. let alone all the other problems the game has had since beta that still feel hugely unaddressed.
You say that but at the same time your âargumentsâ very clearly highlights that you donâtâŚ
âItâs BS becase Blizzard told me soâ
âThe admin never claimedâ (that wasnât even the argument btw)
So. Nice try I guess?
But while winrate in a certain role is cute, winrates arenât a good measurement for hero performance especially when compared within a role rather than across the roles especially since winrates naturally curve towards 50% when a hero is a must-pick because if both teams use one then the hero will always receive 1 win and 1 loss or 1 draw at the end of each game. Thatâs why niche heroes have occasionally hefty winrates: theyâre not on the opposing team when they succeed. A good example of this is Pharah who probably has a very hefty winrate, but is almost a complete throw pick in high tier gameplay aside from her strongest maps in which sheâs mediocre
The cute thing is that atm we have a tank (Sigma) dealing more damage on average than the most successful and powerful DPS hero (Hanzo) in high tier gameplay while plenty of B-tier DPS are in a state where they dictated the meta before like for example 76. The average power creep to Bap, Hanzo, McCree, Doom, Tracer, Junk, Ball and Soldier doesnât seem that bad from the dev side, but these heroes are actually holding a lot of other heroes as hostages from viability. Itâs like a rock-paper-scissors situation where the dominant Bap/Sig/Ori/Han comp with itâs double barriers, aoe healing, immortality field and close range burst/pick potential is the only proper answer to the low TTK of the game because at the moment you often die as Hog if you get a hook and try to combo on plain sight before you can use your breather. D.va or Zarya wonât do any better. Believing that the power creep isnât as bad as players think it is with all this in mind is Iâd say very naive
No, heroes shouldnât ever be reworked. Never
Almost like thereâs some magical way for the company to have transparency and use several decade old tech to provide their customers with the same internal data they have access to.
If you donât want people to badmouth your company with bad data, give them real data.
Question Dodged. Nice work Jeff.
My thoughts exact, thereâs too much parroting in these forums for sure.
Genji and Soldier are fine.
It was between 70-80% at one point, which is insane. Well, one thing dev posts here show is that they donât learn from their past mistakes, just try to bury them and hope people forget.
According to retired OWL pro Jake they tried giving advice to the deve team about balancing but that "they never listened to us: despite what they claimed about consulting pro players. Another Blizz lie.
For them to be middle of the pack for winrate means they have to be mechanically sound, because at least from the publicly available sources most every other hero besides a small batch of âmetaâ ones have similar pickrates (+/- 1%) in-role.
You also have to remember that metas have inertia, due to skill retraining and the detriment of âconventional wisdomâ. For example, McCree and Reaper are commonly thought to be in an ok state at the moment, and have the pickrate to match, yet the publicly available sources show their winrates to be among the worst, according to Overbuff.
This says nothing about pick rates and the general skill-value curves. For the former, you would expect very niche heroes to have higher win rates since they are generally only picked when the situations highly favor them. For the latter, one of the major problems that has been slowly introduced into the game is easier heroes (ex mei, reaper, orisa, moira, etc) being either as or more effective overall than difficult heroes (genji, tracer, winston, zen, etc) which is a complete inversion of the skill-value curve
I know a dps who has that aswell
starts with D and ends with t
While your observation is valid (see: Overbuffâs skew for Sym and Torb), Bliz also has access to better stats than us, such as time spent on heroes in match, which if they have a smart statistician is used as a weight in calculating their winrates.
At least from publicly available sources two much more âmetaâ heroes, Reaper and McCree, have much worse winrates- among the worst in-role- than either Genji or Soldier.
It is another dimension. I call it âBlizzarro Worldâ, it is like Bizarro World, but without the bad grammar.
A few months back me and a few guys got into a huge argument about overbuff. We did some intrinsic investigation into how the site operates. Feel free to check my post history and find the thread where it was discussed.
i hate to be that guy but whats power creep?
But a cursory look at the history of the game shows both Soldier and Genji being very strong picks despite being objectively weaker at the time.
How can you deny power creep when both of these characters have had their power crept upwards?
Noun. (collectible games, video games, role-playing games) The situation where updates to a game introduce more powerful units or abilities, leaving the older ones underpowered.
~Wiktionary