doing a Quick Look there’s a lot of tin foil hatters complaining about it - but I didn’t see any actual convincing / damming evidence that it has genuinely been implemented. At best I’d seen some cherry picked examples that can at best be explained with latency.
It’d be like me posting this video:
And going “proof they use skill based hit detection!”
I genuinely wouldn’t be surprised if overwatch plays more with its match maker than blizzard will admit in regards to anticipated match outcomes, but thinking its making you whiff shots because “well I’m just too good. So obviously it’s nerfing me so I miss a bit more” is some high quality copium
Well yes, and also with regards to OW some people might suspect hacks now more often than before thanks to the bigger hitboxes.
But i am pretty sure any gm/t500 hitscan player would notice any hit box manipulation like that very fast and could point it out without issues. As in ow you dont have many weapons with spread / recoil that i believe could mask that kind of manipulation to some extent.
Most of it probably comes just down to lag, and the replay system not really being 100% accurate often.
Regarding that doomfist clip, yeah, quite many think the punch hbox gets bigger when its charged up.
The way you’re explaining it makes me think it’s a crutch for bad players. Like if your bad at the game it’ll increase the hitbox size or drag your mouse over their head more?
Either way, this sounds like a horrible idea. Messing up shots that were intended to hit or allowing horrible shots to land is just dumb.
Accuracy values as in how it reports out? So if my accuracy is 40%, but I’m “skilled” (whatever that means), it might say my accuracy is more than 40%?
Or do you mean it actually adjusts things like spread and whatnot to actually give me greater accuracy in the game?
if it’s parametrized damage numbers , it should be easy to actually find out if that’s a thing. then, if it’s perturbations added to view motions that’s another story, good luck documenting that one without breaking ToS in 1 billion ways