The coach gun does 90 damage max with huge spread, hardly effective as a damage dealing ability.
Fair: Reinhardt’s Charge is the fairest and one of the best designed abilities in the game. It has a short animation which can be interrupted. The charge itself can also be interrupted. The charged target can be saved (Zarya bubble). All of this allows for excellent counterplay which is based on timing, positioning, and game sense. Even when an enemy Rein is charging at you from a distance, you can move out of the way, then he can try to adjust and turn to pin you – another great example of skill and counterplay. This may seem like a lot of ways to counter it, but there need to be because Charge will instantly kill anyone that’s not a tank. It’s a high-risk, high-reward ability. Requires some skill to pull off successfully and skill to counter. Just fantastic design overall.
Unfair: Brigitte’s Shield Bash. It’s an instant stun with no possible counter. There is no animation or cast time, and then Brigitte is right up in your face. She’s fairly tanky and heals herself by attacking, so giving her 2 CC abilities, one of which is just plain poorly designed, just feels awful. McCree’s Flashbang is similar, but McCree is squishy and if he misses or doesn’t kill you he’s screwed. Flashbang is a high-risk, high-reward ability. While Shield Bash is low-risk, high reward.
Also this may be a minor point but does anyone feel like Shield Bash and Whipshot are reversed? It makes more sense to me that getting cracked in the skull by a flail would stun you, while getting body slammed by a shield would knock you back, but it’s the opposite for some reason.
McCree is most fair.
If a character with the loudest footsteps manages to get within 5 m of you to hit you with a flashbang that 25% the time flat out doesnt work our passes thru your body you should die.
Most fair? Mei’s freeze. Plenty of counterplay with it’s low range, ramp up (as opposed to other CC’s which are instant) and the fact it can be either cleansed with Zarya bubbles, blocked with barriers, or the followup can be mitigated with something like Matrix or CC on the Mei.
Least fair? Probably Hack, simply because it lasts too long and cripples certain characters while being nothing but an annoyance to others.
Before Doomfist’s nerf, I’d say say Slam/Uppercut due to the airlock making his followup impossible to avoid.
Lucio boop, Hammond’s pile driver. Orisas halt, and despite the whining I never got on the hate bandwagon for briggites bash
Look again at the criteria I used to determine for most fair:
Most fair:
Sombra Hack cause it can be interrupted by anything and it does no damage by itself.
Orisa Halt because it can be interrupted by barriers and is a projectile with a slow travel time that can be avoided and does not do damage.
Uninterruptible CC that does damage as it CCs is the least fair, imo.
And Ashe’s CC doesn’t just do damage, it does a LOT of damage. 90 is almost half the health pool of most non-tanks. It cannot be interrupted.
And as with Mei, Ashe’s damaging knockback comes on a character who has an AOE that does damage.
And as with Mei, Ashe’s damaging knockback comes on a character who has an ult that also CC’s. BOB (the 1200 healthpool turret that never misses anything in a 40 meter radius) comes with a Reinhardt style charge that can pin and kill any 200 healthpoint character that it knocks into a wall.
Sleep Dart
Shield Bash
Most fair- Sleep, it requires aim to get the most effect out of it.
Least fair- Rein pin, honestly the suck box on it is completely wack. You can be standing on top of a Payload and rein can just charge to the side closest to you and suck you in and you die.
The most fair are boops
The most “unfair” are the full loss of control stuns
I bet everyone saying most CC isn’t “fun” is playing a hero that has some form of CC, since that’s hard to avoid in overwatch - AND has fun using that ability as part of the heros identifying kit.
Lucio, D.Va, Junkrat, Sombra and Ana’s.
I enjoy Ana’s especially because it’s fun af to both watch and perform your own
snipe-sleeps on pesky, mobile heroes.
The slow mechanic is ship to me, turrets or freezing, the game should never give you a difficult that you can’t avoid with skills
Probably hook cuz it takes skill to pull off but unlike sleep dart it doesn’t last 100 years lol but sleep dart is also pretty fair
I can assure you, that Ashe’s coach gun CAN be interrupted.
They aren’t fair when I’m in the game because I swear I have magnets on my feet! /s
U know one of them are an ult right?
Most fair: any of Rein’s cc, Junkrat’s trap. Almost all of them are fair tbh.
Least fair: Mechanically I feel like it’s Mei, since it punishes people who have low DPI; this is not to say Mei is unfair or overpowered in any way, it’s just laughable that when I played with 4k+ DPI I’d routinely brain Mei and nowadays I basically throw my mouse out the window trying to turn and 1v1. I wonder how it functions on console - surely you have absolutely no chance with a gamepad.
My least favorite: Honestly, Ana’s sleep. It’s a death sentence that can add up to 6 seconds to your respawn timer, has a truck like hitbox and generally feels cheap. It’s not really OP, it’s just unfun in its current iteration. Also maybe Sombra hacks and again the issue here is duration and ease of use, it feels like I’m playing WoW arena all over again when I sit around waiting 6 seconds to play my character or die. Also I have no idea why it reduces your sound levels. Blizzard’s infatuation with long duration, easy to use CC beguiles me, it’s just boring at best.
All of them are equally fair now that DF’s abilities don’t airlock you anymore.
The only unfair CC left in the game is getting hacked for 10 seconds from emp+hack as a tank.
Most: Ana’s sleep dart
Least: Sombra’s Hack, McCree’s flashbang
Charge,jump boop,sleepdart and piledriver. Ccs that need you to actually put yourself in risk and have a sense of planning behind them pretty much.