its a factor in all ranks, its just easier to out scale it by improving and then being able to outplay it in the lower ranks.
it becomes more noticeable by gm because its harder to outplay people when they arnt making ten thousand mistakes a second.
it doesnt prevent people from climbing, like metal ranks love to claim, but it can make it more difficult to win a match.
this was true in ow1 but in ow2 its become alot more potent.
like if your a plat genji player and the enemy team is runnin double sniper, ana and zen with a a rein as the tank: this makes the genjis life really easy…but if the zen swaps brig and the tank goes zarya all of a sudden the genjis life is a bit harder.
swap the snipers for sym and torb and the genji cant engage on anything without risking death.
a really good genji could still carry this plat match, but he’d do it by punishing mistakes the plat genji wouldnt recognize or be skilled enough too act on.
if you take that plat genji and give him an ana for nano he now has a much easier to act on win con. so even tho the entire enemy team is harder for him to engage on normally with nano blade he’d still get value while the smurfing genji wouldnt need the nano to do it.
so the ana made the genji’s life easier while the enemy teams was making it harder.
which is what i mean by it scaling the difficulty for players.
honestly thats not even just dps, thats all roles.
a really aggressive support will do the same, and plenty of tanks try to play like they are rambo.
its more that the lower ranked players dont have the awareness to know whose alive and they dont have the experience to know how to play around their team.
(when i say playing around the team i dont mean team comps, i just mean engaging when they are all together)