its a 5v5 tank in 6v6. I’m not even trying to be exaggerating about it, but he is topping damage chart every game and not dying. weaken his barrier or reduce grasp duration. or reduce his damage
he is the highest damage, best defense tank that can attack and defend at the same time, It’s not even close to the 2nd best tank in 6v6, its absurdly difficult to kill him and he is a raidboss every game. every other tank is much weaker in 6v6 except him. no counters and wrecks everything.
He’s the child of Jeff Kaplans crawl walk philosophy. Something about early overwatch heroes were meant to be simple whilst later heroes such as sigma could do much more than earlier heroes
I was a Sigma main seasons 18-30 – haven’t touched him outside of MH, much, since then – so I may be biased here, but I’ve never seen him, as a core concept, to be particularly overpowered… just powered: a solid, good around loadout for almost every situation.
I have had no trouble dealing with him in 6v6 as junkerqueen or Dva, he cannot handle people being in brawl range of him and you can literally just wait for him to use his rock and then dive/rush him stop shooting when he uses grasp and then just burst him down.
The nature of DPS vs any role forces devs to overload/overtune Supports and Tanks to have any sort of resemblance regarding role balance in queues.
If every role was equally balanced power-wise, DPS queues would be like 10x longer because the amount of people who want to play DPS outnumber the people who play other roles by an insane margin.
(This is not an OW exclusive problem. This is just role based games in a nutshell).
The more the DPS role was deprived of defenses, utility and team survivability while also problem DPS are allowed to stay problems, the more the support/tank role had to be buffed to compensate.
Sigma exists because hitscans run wild and unopposed and the playerbase refused to allow their nerfing down to balanced levels. He is literally a monument to Widow mains’ crimes.
I don’t think DPS are really at fault of the Sigma design.
I think Sigma design was the devs first seed of what eventually lead to the implementation of 5v5, namely that 6v6 tanks were built upon having a big exploitable weakness on the assumption your duo tanks would cover that weakness (i.e. Dva+Winston) and it was frustrating when that duo tank failed to cover for you.
Sigma was designed as a “swiss army knife” that moved away from that exploitable weakness and more into generalist territory where he was ok into everything, but not as good into stuff as good as dedicated tanks. The problem is as it always is when it comes to tanks, tuning.
Unpopular opinion maybe, but I think Widows crimes are mostly to blame on healers.
The shift to high throughput healing (in addition to barriers, but mostly high healer throughput) meant that every Healer could pump out insane numbers if they were kept safe and teams were functionally immortal to everything except OHK’s and big burst windows like when Anti-Heal turned off healing completely.
The rework to Mercy (moth meta rework with single target res) meant that she became much better at pocketing Widows because getting picked as Widow became inherently less risky with res as a cooldown vs an ult (and Widow has always been a good pocket target since she tends to sit in a place favourable for Mercy to ping pong between her and her team).
The crimes of DPS are mostly on the behaviour of the playerbase rather than design of DPS champs themselves. (Except Widow, but that’s because unconditional OHK’s are pretty poor design in a game that is as team based as Overwatch is).
Widow has been a problem even when OW’s healers were healing for scraps.
There is functionally no reason to run any other DPS except the safe, instant oneshot one. This is what caused GOATS, literally as said by the team that created it. And why the meta in high ranks was tank stacking for a whole year before GOATS existed.
Every healer that has been added to the game has had higher and higher throughput. GOATS worked because three healers, even three low throughput healers, had enough juice to outsustain basically everything.
Even Illari, who is pretty indisputably the most DPS orientated Support we’ve had added to the game, is still head and shoulders above Zen and Lucio in HPS.
The support design problem as a whole is “every support has high throughput so throughput becomes less valuable than whatever busted utility they bring”, which is why Moira falls off insanely hard compared to other healers who on paper should be much worse.
It’s a chicken and egg type situation where Widow is boosted by high HPS because that makes her both resistant to being killed by anything but an OHK (and the only character who can reliably OHK a Widow is another Widow) and because Widow is the best character at OHK’ing, she remains valuable.
IMO the only real solution to the Widow problem is to simultaneously lower her OHK capabilities while also drastically lowering the average HPS that Supports can pump out. IMO rather than nerf the DPS passive, Blizzard should have just buffed HP across the board again, reducing Widows OHK capabilities while the high level on the DPS passive would make heroes who focus on sustain able to wither people away even through direct healing.