What Makes a Hero Unfun to Play Against?

I’m sure that we’ve all seen the many complaints about hero balance here on the forums, but with the recent increase in complaints about Sombra who is statistically nowhere near OP I started to wonder if balance is really what people are frustrated with. Almost all of these heroes who are OP, but not statistically OP seem to fit into one of a few categories that people find “unfun”. I put together a list of things that seem to make people consider a hero unfun to play against. Feel free to add your own.

Getting killed by someone you didn’t know you were fighting
This applies to spam, snipers, and hyper mobile heroes. This is one of the big reasons people don’t like playing against snipers especially Hanzo who has nearly silent arrows that can make kills seem random. It also applies to flankers seemingly appearing from nowhere and spontaneously dealing massive damage. Bastion can also create this effect in some scenarios. This one got much worse when the falloff was drastically reduced for several heroes many patches ago. Usually this is described as a hero feeling random.

An ability directly removes all counterplay in a fight
This is the primary reason for complaints about abilities like Shield Bash, Flashbang, and Hack. Stuns directly remove all counterplay by actually preventing you from controlling your character. They’re typically part of a combo that leads to unavoidable death. Hack doesn’t lead to unavoidable death for every hero, but depending on the hero it effectively prevents them from participating in the fight until it wears off. EMP can also create uncounterable ult combos. Usually, people call these heroes unfun to play against, but still call it a balance issue instead of a design issue.

Passive survivability
This one isn’t always super obvious. Some of them like Reaper, Moira, Brig, and Doomfist clearly fit into this category with their damage mitigation passives, but this also effects Mercy and Tracer. The key frustration that comes from this one is that these heroes consistently erase your progress as you fight and can only be beat by dealing more damage than they can consistently mitigate.

Mercy doesn’t create this effect by winning fights herself, but she has the ability to apply it to anyone she wants at any time while her passive provides a similar effect for herself. Tracer mitigates damage by avoiding it and recalling removes all of the progress in a fight, creating the same effect. Bastion can also fit this, but it’s actually his passive subtly increasing his effective healing by 20% and his team taking advantage of it that creates the effect.

These heroes can feel unstoppable if either a player’s aim or character choice prevents them from dealing sufficient damage. This is typically what people are actually talking about when they refer to a hero as “low skill” in relation to hero balance. To clarify, the goal of balance is to make every hero equally effective in their own way. It has nothing to do with the effort required from the player to do so.

The only counterplay to a hero is not encountering them
This is another reason why people don’t like snipers and one of the frustrations with Earthshatter. The key to this one is that you can clearly see what the enemy is about to do, but there’s literally nothing you can do about it. Earthshatter going around the payload made this really common with Reinhardt. This happens with snipers when your team’s shield goes down. This was also what made Doomfist so frustrating when his abilities locked you in place until you reached the ground. This can also be part of the frustration related to stuns and plays a large part in the complaints about Genji’s ultimate. Generally these heroes are described as oppressive.

The interesting thing I noticed about all of these categories is that they all involve certain situations lacking counterplay, but aren’t necessarily related to balance at all. Even though some heroes not having counterplay for certain situations is frustrating it doesn’t mean that a hero is statistically OP. This is also how Zenyatta can be meta for the majority of the game’s existence, but not be considered OP by people.

He always takes atleast 2 shots to kill people by himself and applies the visual effects of his Orb of Discord to clearly indicate that Zenyatta is trying to attack you. None of his abilities prevent you from fighting back with everything you have. He only starts to regenerate his health if he’s been out of combat for a long time, so it shouldn’t start erasing your progress in the middle of a fight. His Orb of Harmony has negligible healing that can easily be dealt with. He also isn’t very mobile and his orbs are projectiles that can be dodged, so you aren’t guaranteed to die if you encounter him without anywhere else to go.

The point of this thread isn’t that fitting into one of these categories makes a hero OP, but instead that bad balance is blamed for a lot of things that aren’t actually related to balance. If we can recognize whether an issue is actually related to balance we can suggest changes that will actually fix the problem instead of questionable bandaid fixes like nerfing frustrating heroes until they become tolerable, because they aren’t picked anymore. Maybe then the developers will actually read what we post here.

tl;dr
Read the bold words in the post. When people complain about balance without the support of statistics they’re usually complaining about one of these things and not balance. Their complaints are still valid, but calling them a balance problem pressures the development team into making the wrong kinds of changes.

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high damage spam is annoying, but flankers you can expect them.
passive surviability is not that bad, you just have to factor it in.
hard countering in a game with free hero selection is pretty cancer.

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According to the forum, every hero is unfun to play against, for whatever reason.

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I’ve looked at the entire hero list and thought about all the complaint threads in this past week

and the only heroes I don’t think anyone complained about fighting against is Soldier and Mercy

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As soon as he kills me he is unfun to play against.

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Generally it boils down to these two questions. “Can I react to this threat in such a way that I won’t die? If so, how much time do I have to react to it?”

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Anything that takes away control from you.
One-shots/combo’s that can’t be avoided.

Being unfun to play against is rather subjective especially considering the game is heavily based around counters. One person may hate fighting against a tracer while another doesn’t mind her at solely due to the heroes they main.

Though I think there at least two reasons why people call certain heroes unfun to play against.

  1. Massive power gaps. When a hero heavily counters your hero, you’re going to find them unfun to play against such as Pharah vs most hitscan or Pharah vs Brigitte.

  2. Loss of control. The characters that remove or did remove control from your character no matter how small always seem to be the most hated such as Sombra, Doomfist and Mei. If you know anything about loss aversion, you know people hate losing more than they enjoy winning.

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“If x hero kills me, x hero is unfun to play against”

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I think there’s more to the widespread unfun hero complaints than just getting killed by x, so they’re unfun. A few people will always complain like that, but typically if more people than usual are complaining something different is probably causing the complaints. A lot of the time balance is blamed for it, but sometimes it really isn’t about balance. When balance is blamed for all of the problems the devs make changes to the actual balance and don’t address the issue, because the issue was a poorly communicated problem with frustrating design. When that happens everyone thinks the devs have no idea what they’re doing, because they didn’t fix the non-balance problem people actually wanted them to fix.

Some hero/heros that requires you to drastically change the way you play or your team required to play the game.
Example: widow, Pharamercy, Mei, sombra, old torb+sym (350hp squishes lol or 650hp rein).

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that’s what I’m saying

No one has a problem fighting Mercys or Soldiers

Well I’m sure some people have a problem with the former but are too embarrassed to tell others

My apologies, I misread your post. Deleting my other reply. Yeah I think you’re right.

Nice post, was a good read.

The one thing I feel like I should mention is what type of balance you are talking about.

Statistical is one thing. Having too much power on an individual hero is another entirely. I am not in favor of Blizzard balancing heroes based on statistics. At least not the ones that the community compiles.

I would rather see all heroes strong in one area and weak in other. My biggest complaint in this department is that people can rarely separate statistical advantage to a power threshold that is too high.

Example: Genji is ______ but because ______ he is “balanced”. Mind you, I don’t give a damn about Genji, I just had to use a hero. If you look at his deflect upon release of the game. It was deflecting things from behind Genji and further then the hero model away from the character. Even if statistically Genji is balanced, that ability, which Genji has access to quite often, is vastly over tuned compared to other heroes that do the same job. I would call that unbalanced.

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you forgot something:
if a streamer says so, it’s unfun

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  • auto aim (turrets, aimlock)
  • boops
  • unfetted high damage spam (hanzo, junkrat)
  • low skill high reward abilities (hack, moira orb)
  • charge offering the perk of mobility but absolutely zero drawback for using it that way
  • brigitte (as a hero entirely)
  • instant burst heals (nano, repair pack)
  • resourceless AoE healing
  • resurrection
  • wallhack
  • tank and support ult charge rates

To me, a hero is unfun to play against when, in the hands of a decently talented player, he or she can get away with fu***ng anything.

IMO, this is Genji’s case, perhaps Tracer’s case (to a lesser extent) as well.

I’ve always seen Genji as a pain in the a** to deal with. He has one of the highest mobilities in the game and deflect makes you feel like you can’t really attack him like you would attack everyone else. He is too “untouchable”, much more than any other 200 HP character.

I find Tracer’s skills (especially Recall) and high mobility too generous as well, but at least she has 150 HP to balance that.

I think most of it boils to countering as the weakest hero you can think. Like Zen.

When you play DVA a lot , you actually hardly get frustrated. Any threat is counterable. If not, you have bad game sense

This deserves to have been taken more seriously.