Somehow, this post aged EXTREEMLY WELL! All points are still relevant, and i seriously think Blizzard should take a long look at how they do “Reworks”. The root of the problem is the same that made 6v6 an issue, and 5v5 is an issue now too, it just feels worse. The competitive system while being “updated” is essentially still the original system from Overwatch one. 100% range is essentially 100 points. and the win and loss of rank is the exact same range as it has always been. You win you gain 20-25 points you lose the same if you lose. How is this any different from the point where Gold 2225 SR wouldn’t be listed as Gold 4 and 25% “progression”. Old wine new bottles. And Sombra is just the same… The VIRUS even if you win the duel you are dead if you do not get healed. Its a dead mans trigger but it sticks to you. It’s the same reason why Cassidys grenade is bad, echo’s sticks are bad etc. You can win, but you will die anyway because low skillfloor heroes are INTENTIONALLY unballanced. You don’t have to make it feel good to lose, but at least don’t make if feel like being cheated when you win, and still die in a 1v1. Agency for each player vs. teamplay you cannot have both these are mutually exclusive. Chess isn’t played with a setup where you can chose pieces that are “easier to move” for new players so you only have Queens that can do all move types with exception of the horse. No you play with 1 queen each, and your terms are equal. Sombra, Kiriko, Lucio, Moira, Echo, Venture, Wrecking Ball, and Doomfist, they all have the same thing in common, they can get in, get value and get out with ZERO risk, they can lose the fight and still survive, meanwhile, Ana kan win the fight vs. sombra but she still dies if she doesn’t have grenade, get heals or can run to a healthpack THAT ISN’T hacked. Pharah has splash damage, and she doesn’t even need to hit her shots to get lots of damage in there, okay fine, but then don’t make her splash damage supressive as well. The game lacks tools for dealing with a good pharah because she gains value from being able to spam damage and cc from behind cover. Genji is being nerfed to oblivion over and over to the point where he is just useless now. And all because people who lost their 1v1 with a favourable matchup vs a genji repetedly requested nerfs. Genji is weak, and even pros need to play genji and only genji for genji to ever be viable. Orisa, Sigma, Mauga etc. these tank has the issue that they are all always able to do everything, you give them “Agency” and yes that precisely is why they will always be busted or useless heroes. Because they cannot be alround characters and not be either dominant in everything or useless. At the same time you cannot make a role that has only 1 player in it rotationally ballanced and then provide hardcountering ability to the support role in the name of agency, because while it gives agency to the ANA that she can play anti-es vs Roadhog, if you have to play Roadhog to deal with a doomfist or a winston or something, you are now being faced with 2 tasks and only agency and a tool for 1 at a time. You rely on your team to also switch, and they don’t want to switch then. There’s something fundamentally wrong with this approach and Hack is just as broken an ability as it always was, but now sombra can get away for free, and get secure kills vs. supports that have no way of escaping or winning a fight, they will be forced to sacrifice position and play in the middle of their team where they are now exposed to random spam, because in overwatch 2 we have no off tank to peel nor tank, so the supports are now at the mercy of their team, because it doesn’t matter if they win the 1v1 vs. Sombra because they will die anyway. It means that tanks can uncontested roll through teams, vs dive tanks, and it requires a bunch of coordination which you will not find on most of the ladder. And the problem isn’t going to go away with fancy graphical updates to the competitive system, or new skins in the battle pass, or fancy words such as “rework” when it’s at core the same hero, with the same issues, and design flaws, and now she just has a “virus”, perma invisibility, and no translocator to destroy. And the game is 100% worse than it was in Overwatch 1, People who argue that you were just shooting barriers have clearly not left the fact that this was a very solvable issue that is THE SAME issue the game has now, but now there are more heroes to contribute to the issue and its overall worse. Rammatras ultimate is not only large but surely you can then outrun it right? NO WRONG, you cannot it has speed boost. Mauga has an unblockable charge, because he is solo tanking and doesn’t need a bubble to protect him, so he is basically reinhardt but better and he has range, he can do ash dinamite as a PRIMARY WEAPON! And it’s effective at range and close up. Look ana is strong at range but not close up, without significant skill, this is good, but MAUGA, Sigma, Rammatra, they other new heros can do it all. And its a fundamental issue with game design: DO NOT MAKE SUPER HEROES, make niche heroes, which can do something unuique and special which changes the gameplay when they are played, but keep them good at that one thing. The notion of Agency died the moment Role-Queue got invented, you cannot fill the lacking position with 2-2-2 locks, and there are no tools for dealing with leavers, the game will punish you just as hard for being unlucky as being beaten. This is why people are not having fun. Ultimates are essentially been turned into cooldowns activated by E. Kiriko’s cleanse is borderline insane to have. If you wanted to fix the agency issue for tanks and not overbuffing them, they should have the simple passive that their ultimates can only be blocked by tank abilities, and dps ultimates can not be blocked by tanks, but supportults can block them instead. while supports should not be able to obliterate an entire enemy team, like moira and illari’s. they should be focused on keeping people alive and enabling the dps or tanks. Don’t give imortality abilities to support vs. tanks. and don’t give tanks the ability to roll an entire team, but keep an entire team required to work together to kill them. If a role can do it all, or has heroes who can do it all, its not balanced anymore. And This issue is just the only constant thing about Overwatch, 6v6 was never the issue, Low risk high value and misunderstood balance cause the issue in 6v6 and 5v5, and now the update to the grouping system has essentially killed the incentive to play as groups, why even have 5v5 for queuetimes if people are sitting in the queue for 15 mins and getting less win or lose rewards, as the same time as getting the same poor quality game, or toxic teammates. or both. 7 Months on and the criticism is still valid for Sombra. several years on and the game still suffers from the same fundamental design issue. It’s getting kind of pathetic at this point that a AAA company cannot figure this basic princple out as described countles places including litterature such as Tracy Fullertons Game Design Workshop book. Fundamentally if a player is bad, don’t reward this player with a cheat! Encourage him to improve instead!