So high, I’m a relatively newer player to Overwatch and in my brief time here on the forums and Youtube videos, whatever, and I’ve already become sick of the rampant toxicity and misinformation. So here’s some things I see the forums tend to forget a lot.
Only 2 healers have to aim their healing, Moira and Ana. Of those 2, Moira doesn’t really have to aim her healing either. Every other support has non-aim healing.
Not all heroes are balanced around their 1v1 potential. This is because Overwatch heroes are usually balanced by a) the aspect of a normal FPS kit they embody (like how Ashe is the sniper/shotgun combo), or b) the fact that it’s a team-based game. Tracer, Genji and Mccree are far and away the best duelists in the entire game, with Mccree being completely dominant in FFA every single time. But in the actual game, he’s very balanced normally. Moira can be oppressive in 1v1, but in the regular game, she’s fairly balanced as well
Tank-heavy formats are the worst in any competitive game ever. That has always been true either because the tanks become unstoppable juggernauts or because healing is too strong and only burst damage is reliable anymore. This is the current meta at the time of this post.
DPS is not usually a good measure of combat effectiveness unless you’re talking about auto-aim or hitscan weapons. This is because projectile weapons rely more on the enemy player as well as the person shooting. Junkrat’s grenades are pretty useless at 10 m or more for this reason, which is why his high damage is mitigated. Similarly, Reaper is useless because although he does 140 dps, depending on the distance and the size of the target hitbox, he’s guaranteed to miss anywhere from 20%-50% of the 20 pellets in his shotgun which is why his actual damage is far less.
Most of the most oppressive ultimates in the game are those that cannot be blocked by shields because only shields and support ults can stop damage ults in general. Zarya’s graviton and Sombra’s EMP are the best examples of this because they are virtually unstoppable at every level except in extremely specific circumstances. Because they have guaranteed value to negate the enemy team’s movement/abilities, they are very frustrating to deal with.
On a side note, stopping non-damage ults is usually highly impractical to do even with hard CC.
Citing hard CC as a counter to a certain hero or ultimate isn’t really a good argument because hard CC stops literally everything in the entire game. Nothing is immune except for Orisa and Zarya Bubbles.
And last but not least, most of the weaker heroes in the game have shared 1 fundamental flaw: they dont’ have 2 abilites to use in combat. Original hanzo, Original Mercy, Original Junkrat, OG Torb, OG Symmetra, and Reaper all shared this problem. Every single one that climbed into the meta was given a 2nd ability to be able to use in combat. Junkrat’s 2nd mines and hanzo’s lunge, mercy’s e-resurrect. To make F-tier heroes actually useful, they all need to have at least 2 abilities to be able to use in combat.
This is an interesting connection that I’ve never made, or seen anyone else ever make. I wonder how far this goes, and what the exceptions are (Orisa comes to mind)?
i’d say in general, besides Orisa, only Mei was slightly too weak because her icicle fire rate is just too slow to be reliable, as it is a projectile. Also Doomfist when he’s not working properly
On the other hand, Bastion, the weakest hero in the game, doesn’t have 2 abilities he can use in combat, because his “change” makes him have to stop shooting.
I have made it plenty of times in the past. Basically heroes role in the meta are like pieces in a jigsaw puzzle. The puzzle changes with each meta, and what determines whether a hero fits into it are their unique features.
For example, you could remove all of Soldier 76’s abilities and simply increase his attack damage by 50%. Now he would be an amazing DPS. But you’d be hard pressed to actually design anymore heroes as there would be very little variation to heroes with that type of design, and all the abilities would then need to reach that level of damage to compete.
Instead, it’s the usefulness of their abilities that determine how strong the hero is. And the general ease of their use that determine their overall pick rate. Like Symmetra. She’s not necessarily bad. But because her teleporter ability require so much coordination, it’s really only at the high end where players are forced to organize that she has a chance to shine. And if she’s not a meta pick there, her pick rate will be abysmal.
It really irked me when they said they weren’t planning anymore reworks, because both Reaper and Bastion are severely in need of them. Not to toot my own horn, but I recently posted a thread with some ability suggestions here for anyone interested in such suggestions:
Torbjorn and Symmetra still aren’t very welcoming heroes. Even with their buffs.
The problem has always been their consistency and/or damage output. Reaper, Hanzo, Junkrat, Torb, Symmetra, and Bastion all share this (among others).
The changes to Torb and Symmetra aren’t all that great in the consistency department. Symmetra’s utility still lies in her teleporter rather than her ability to really pressure an enemy.
Torbjorn is still a lot like the older version of Hanzo: relying on randomly killing a target as a means to an end. His utility lies in pressing E every once in a while.
They buffed Junkrat and Hanzo to be more consistent with their abilities, having two concussion mines and Hanzo with his now burst-fire storm arrow.
Mei was buffed to pierce-freeze multiple targets, but even that didn’t really bring her up to snuff.
Some changes simply will not help heroes stir up into the meta, because those changes do not make the hero more consistent or more dangerous. They are simply different.
1000th post! I figured I’d celebrate by posting on the first post I ever made here. It’s kinda interesting reading the things I thought a year ago and how much of it has changed and how much of it still applies.
I guess I was mostly right…?
Well whatever, I’ll leave other people to judge that.
Only for applying the heal and it’s more along the lines of ‘look in the target’s general direction, auto-aim does the rest’. That’s quite a stretchy definition of ‘aim’.
has the only real lock-on weapon left in the game. If anything that’s not aiming.