Not really.
Widow isn’t a Balance Issue, or a Tierlisting Issue.
Widow is just has a frustrating Counterplay issue.
The problem is that most people don’t know formal game design concepts.
Here’s my interpretation of Cadwell/Walker’s work. (I.e. Riot and Valve)
“After you make your Choice, your Opponent should have the capability, to respond with their Choice, which includes the awareness that a Choice exists, and enough time to understand and react with their Choice”.
But you can take your pick:
Like are we violating Tom Cadwell’s principle that counterplay should not just have the capability to counter, but the time and obviousness that a counter should be used.
https://leagueoflegends.fandom.com/wiki/User_blog:JAlbor/GDC_2013:_Teamplay_and_Counterplay_in_League_of_Legends
https://www.gdcvault.com/play/1018273/Counterplay-and-Teamplay-in-Multiplayer
Or are we violating the Sid Meier and Soren Johnson, style “Optimizing Fun out of Games” design issue? Where “Technically possible to defeat” was absolutely not sufficient by itself.
https://www.designer-notes.com/game-developer-column-17-water-finds-a-crack/
- https://youtu.be/CcRQIwpisg8?si=bTq9qg1ntvQPFVBG
Or Robin Walker’s “We literally designed the character Widow is based on, and we empirically measured that onesided counterplay lost significant amounts of players”
https://www.teamfortress.com/post.php?id=2477
- https://youtube.com/clip/Ugkx64FToNYymfNZVC5az1aVaeJWFEkqyDoU?si=TcGSHBPlZgTCF_Bu
And, my post, where I detail how every other modern PVP FPS game in existence follows the above rules.
But not Overwatch.