GOATS was sort of a reactionary composition against the one-shot meta, which became an issue because how powerful healing was getting.
This is called suppressive fire.
Her ultimate can’t kill with one shot anymore. She’ll need teamwork and assistance for that. And barriers are a great counter.
They don’t. Most are limited by cooldown.
Hanzo doesn’t have infinite arrows. He reloads after every shot, just like Sigma.
They love the combos.
They did.
Try again, he does reload after every shot.
Guess I’ll just list-off all one-shot combos again.
- Reinhardt Charge
- Roadhog Hook combo
- Sigma Accretion combo
- D.va Call Mech
- Orisa Javelin wall slam combo
- Doomfist Empowered Rocketpunch Combo
- Junkrat Trap+mine combo
- Ashe “double-tap” combo
- Reaper extreme CQC (one-shot)
- Widowmaker Scoped critical hit
- Tracer extreme CQC headshots
- Junker Queen Jagged Edge to Carnage to melee combo
- Ana Sleep, Grenade, Shot, Melee combo
- Zenyatta RMB charged headshot
- Baptiste “double tap” combo
- Cassidy Magnetic Grenade FTH combo
- Wrecking Ball Piledriver + Bullet combo
- Lucio headshot melee soundwave combo
- Hanzo headshot.
- Kiriko “double tap” combo
- Genji headshot + Swiftstrike combo (and variants).
And I think that’s all of them.
As you can see, most of them are actually tied to the Tank-roles while the most difficult ones are mechanically driven and found on the Damage-role. Others that are less difficult are tied to cooldowns.
Whether you want to argue which ones are more “fair” or not is irrelevant. Overwatch has a ton of one-shot combos and combinations that can be executed as easily or as hard as can be, and the game demands that you keep up with its frenetic pacing. There are countermeasures to quite a few of these, and teamwork will present a lot more safety to one-shots that you might realize.
Now, it’s up to you to decide whether asking for that kind of teamwork is possible, or whether Blizzard is demanding too much from its - largely unorganized - playerbase for that teamwork.
For the most part, Tanks are largely immune to the above combos, and they and Supports are the most readily capable of defending against one-shots and combos (some exceptions, ie. Deflect). Remember that most of the damage in this game is tied to the resiliency of Tanks and bringing them down.
Want a slower paced game? You’re likely asking for the moon.