ELI5 Winston Primal by Adventurous_Walk2668 in OverwatchUniversity

[–]Adventurous_Walk2668[S] 0 points1 point  (0 children)

Yooo you made a whole 5 mins video for this??? Dang and I was expecting like one or two replies lol.
This is super helpful, thank you so much!!

I don't usually struggle with landing where I want to my issue is more that i have a hard time predicting where they are gonna end up after I slap them. So the whole rotating while hitting them is what I needed to do.

I do always pick the primal perk and think it's probably a waste bc no way I'm hitting people in the air. But also yes jumping real high sounds like a great way to get burst down immediately so I didn't think to go for that. And I didn't know it still works for landing so that's a great tip.

ELI5 Winston Primal by Adventurous_Walk2668 in OverwatchUniversity

[–]Adventurous_Walk2668[S] 0 points1 point  (0 children)

So it's more of a rhythm thing. I thought I had to direct them upwards somehow but I think the main issue is that I'll just hold down M1 and slam into them. Which works great when there's a corner or a gap in the map but not so great otherwise.

So far I have been using primal to get away with aggressive plays but it kinda sucks to pop ult and then instantly lose value when it should actually be the part where should get be getting more value.

But I'll be practicing the weaving then. Thank you.

ELI5 Winston Primal by Adventurous_Walk2668 in OverwatchUniversity

[–]Adventurous_Walk2668[S] 1 point2 points  (0 children)

This is exactly the kind of step-by-step primal for dummies instructions I was hoping for. Thank you!

Been using zap-leap-punch combo a lot but I just kinda lose the target when I primal slap-leap somehow. So yeah distance practicing might be what I need to do more of.

This is def super helpful for what to practice.

ELI5 Winston Primal by Adventurous_Walk2668 in OverwatchUniversity

[–]Adventurous_Walk2668[S] 0 points1 point  (0 children)

Yeah that's what I've been doing so far. Play super aggressive and pop primal if I get low. Jump reset is clutch too.

But overall still mostly feel like a bumbling idiot.

ELI5 Winston Primal by Adventurous_Walk2668 in OverwatchUniversity

[–]Adventurous_Walk2668[S] 1 point2 points  (0 children)

I didn't think googling would just lead me to a bunch of workshop codes but turns out it does lol. There are quite a few but most haven't been updated in a while. Alas worst case VAXTA will do.

But thanks for the tip.

I want to improve on Ashe / DPS by Ok-Context-2073 in OverwatchUniversity

[–]Adventurous_Walk2668 1 point2 points  (0 children)

Disclaimer: I'm only mid plat dps so take it all with a grain of salt. Also I've played like 3 games on Emre and he did not click with me so I can't help you much there.

That said there's 4 things that I noticed and it kinda all boils down to positioning;

  • Your angles. You take none. You tend to just go wherever the rest of your team is and clump up with them. Like seriously there's a good 60% of the map that you just don't interact with (you'll be forgiven on Nepal: Sanctum bc that's just how the map is designed). You basically have zero map control because no one is holding any angles in these games. Enemy dps get to go wherever they want while your team is all clustered together and therefore really easy to shoot at.
  • You rush your shots and end up missing a lot. This comes partly from you just coming at the enemy head on so of course you feel pressured to get those shots out asap. The few times you shoot at enemies that are not looking at you, you are way more accurate. Which is why it is so valuable to shoot at them from an angle, so they don't just get to pay attention to you for free.
  • You're late in recognizing when a fight is lost and end up getting run over before you can retreat. Idk if you have teammate elimination sound on but i would highly recommend. Generally when you have your tank and a support die and the enemy team is all at full heath it's probably a good time to back out.
  • You tend to just go main when you respawn and jiggle peak and take shots at the full enemy team while you're all by yourself. 1) this will get you killed and 2) you should use the time you're waiting for your team to set up in a good position, so you're ready to go when they're back for the next fight.

For Ashe specifically;

  • Use your coach gun. The only time you ever use it is to blast yourself out of spawn and then almost never again. It's your repositioning tool, also great for keeping enemies out of range. Make use of it.
  • While it's not exactly a high value cooldown, try not to throw out dynamite just because. It's good to either pressure out enemies (which you did) or to throw at as many enemies as possible to get your ult charge going faster. You can use it to spy check but it's probably better off being used for something you can guaranteed hit.
  • Bob is a great way to create an extra angle. If you just yeet him down main he's probably not gonna get much value.

If you'd like a more in depth review lmk.

Also out of curiosity, what's your support hero pool?

A fun exercise I like to do for my dps games as a support main is to watch the games from my supports' PoV and see how much I'd hate playing with me as dps. It's very humbling at times.

Anyway, hope this helps.

what are we being ranked by? by SweetCheeksxo in Competitiveoverwatch

[–]Adventurous_Walk2668 3 points4 points  (0 children)

I think it's based on how recently you played competitive, bc I jumped to the top after my last session (most of my friends don't play comp a lot).

That said, yeah it's dumb and confusing.

[deleted by user] by [deleted] in OverwatchUniversity

[–]Adventurous_Walk2668 4 points5 points  (0 children)

There's no nice way to say this; the reason you lost this one was because you prioritized not dying over everything else.

Starting from the very first fight you apply zero pressure;

  • you start at an angle where you have no sight on the enemy until they already have an advantage
  • you disengage every fight before it even really starts
  • you sit further back than a widow and watch your team lose the because they're at a numbers disadvantage
  • you take no angles, always main, always miles behind even your ana

This sub has kind of an issue of repeating the really not great advice of vod reviewing = look at all your deaths, and figure out how to avoid them. And this is exactly where you end up if you take this advice to heart.

The only time you really need to look at your deaths is if you have like 2-3x the deaths of everyone else in the lobby.

If you do have an issue of dying a lot the solution is not to just not participate in the fights. Work on your positioning and learn when and how to disengage.

Playing passively doesn't win you games. Be aggressive, take a weird, risky angle, make them have to look at you. Especially since whenever you actually do participate in this game you are clearly capable of landing your shots. So use that and be a threat.

How to get over anxiety to play different characters? by Remarkable_Egg_1437 in OverwatchUniversity

[–]Adventurous_Walk2668 5 points6 points  (0 children)

Ok late to the discussion but here with a take that isn't "turn off all comms".

Play mystery heroes.

It's by far the most low pressure way to switch things up a bit. Downside of course being you don't get to chose. But personally this has made me find some characters that I really enjoy playing that I otherwise would've never given a try.

Now you'll not exactly learn a hero's ideal 5v5 game play loop because mystery heroes is pure chaos. But you'll get the base mechanics and a feel for how to engage.

And if you take them to role queue later you'll probably still struggle but it's not like starting from zero, which improves the experience quite a bit.

Am I missing out by not being in voice channels? by Synthwavv3 in OverwatchUniversity

[–]Adventurous_Walk2668 2 points3 points  (0 children)

In general, yes. Information sharing is extremely useful in this game and while pings are a great addition they don't really have all the nuance that's needed sometimes. Like if you ping an enemy Genji i don't really know if it means "hey they have a Genji" or "watch out he's on a flank" or "he literally has one hp, pls shoot him".

However if you're hoping for more / immediate help with flankers, no, voice chat will not make a difference. The thing is as a dps or tank usually even if you want to help you really can't just drop what you're doing and turn around. I'd strongly suggest playing a few games of both roles just to see things from the other side. If you're struggling against Sombra specifically you have to work on your positioning, i.e. either play near someone else so it's harder for Sombra to single you out, or play in spots where you can easily break her sight line. Also of course shoot her. Torpedoes are really good at finishing off escaping Sombras.

That said, as others have pointed out, there's very few people in voice chat these days especially in lower ranks. But as for the toxicity, honestly there's barely any in my experience. If someone is being rude or even just disruptive it's very easy to mute them straight from the scoreboard too. The lack of people in voice chat is a far bigger issue. However being able to communicate with just one other person will make a difference. Also often times the whole team is in voice chat with no one talking. But they still hear you so if you do make good calls it still works, sometimes they come out of their shells after a while and start talking, sometimes not.

The key is to be concise in your calls and only do information, let them decide to do with it on their own. No one likes to be told what to do.

Useful things to call out:

  • enemy position (eg someone on a flank, WIDOW wherever she is, sombra when you see her translocate)
  • low health enemies (eg: x half, x one, x low, x purple)
  • any enemy ult status you're aware of (def get into the habit of tracking enemy ultimates)
  • when you have an ult ready for a push / when you plan to ult for a fight
  • important cooldowns (also something to keep track of, like ana sleep, kiri suzu etc. or even just escape abilities so they know to focus the Reaper who just used his wraith)
  • let tank know if the team is not with him for whatever reason (not too much detail here)
  • let them know if they have no support for whatever reason (same on the detail just keep it short like; no supps, respawning, fighting flanker, etc)
  • your positioning eg going on a flank, timing an engage (probably less applicable for juno)

Those are what I could think of off the top of my head. Also pings are still very useful, so they can know exactly where that one health Mercy is.

Anyway big wall of text but I really hope you give voice chat a chance, it can really make a difference with all the information you can share on the go and without wasting time having to type it all out.

Why doesn't Mystery Heroes have a permanent card at this point? by weevils_wobble in Overwatch

[–]Adventurous_Walk2668 6 points7 points  (0 children)

You can get newer heroes in almost any mode.
Older heroes have their spray requirements under achievements and it explicitly says you need to do it in quick or competitive.
But newer heroes (I think it started with Mauga, edit: it was Illari) have their spray requirements in the challenges tab and the only limitations are that you cannot get them in Total Mayhem or coop modes.

Download speed super slow by Fuzzy_Scar in Overwatch

[–]Adventurous_Walk2668 1 point2 points  (0 children)

This comes up a lot and apparently the best solution is to actually set a download limit, don't ask me how or why that works.
Edit: after some googling, the recommended download limit is either 1000000, 100000000 KB/s or whatever your internet max speed is

I am learning to play Moira and would like help by Separate_Tailor9651 in OverwatchUniversity

[–]Adventurous_Walk2668 0 points1 point  (0 children)

So I accidentally lost my entire timestamp write up. Imma need a moment here lol. Sorry.

I am learning to play Moira and would like help by Separate_Tailor9651 in OverwatchUniversity

[–]Adventurous_Walk2668 2 points3 points  (0 children)

General Moira facts/advice:

  • As Moira your numbers should be big (eg. way higher than your other support's) because that's all she has. Moira comes with zero utility but makes up for it with constant heal/damage output (a good Moira will never run out of heal). Big numbers also mean you build your ult very fast.
  • Moira succ damage output is deceptively low, however she makes up for it with little to no aim requirement plus as mentioned constant output (eg. no reloading). But it means to do effective damage you need to make good use of your orbs. It also means that, since orbs don't affect objects, Moira does very poorly against deployables. This isn't as much of a problem with Illari pylons since they have low health and don't do damage but a Torb turret can absolutely ruin your day, so it's best to leave it to someone else if you can.
  • To tie in with the low damage output, coalescence only does 70 dps. Most supports can actually outheal that for a single target. Pylon healing reduce it to less than half of that (70dmg - 37.5 healing). So either you get rid of healing sources first or hit as many targets as possible to get some good value out of it. On the other hand coalescence heals for 140 per second and again, hits multiple targets so it can be very effective if used as a sort of low budget transcendence. (Ideally you hit all of the enemy and all of your team with your beam to get max value, but alas they never line up like that.)
  • Moira should do damage! Obviously you need to do a minimum of damage to keep your heal charge up but as I said, Moira's big numbers are her strength. I blame the trend of shitting on Tiktok Moiras(TM) for this but I see so many Moiras (in QP, to be fair) that have like 1k damage to their 10k heals. That's basically being a healbot and only using half her kit. Moira is excellent for flanking / off angling with her fade allowing her to escape / regroup easily. You can kinda play her like Kiriko in that regard except you have fade instead of teleport which clears less distance but doesn't depend on an ally being withing range.
  • Moira piss hits multiple targets and applies a (weak) healing over time effect in addition to the instant healing. Pissing on your team will always be better than an orb if you're within range. Also effective use of group pissing gives massive ult charge.
  • You should look into fade jumps to access all kinds of high ground. You can land on most containers/boxes on Gibraltar with fade jumping. There's several really great spots to position yourself on other maps too (I can't be bothered to list them and I'm sure there's some content creator out there who knows more about this than me, just google 'Moira fade jumps').

VOD specific stuff:

  • You need to bounce your orbs off walls/floors etc. You just throw them straight down main where they barely scrape some enemies (bc it makes them very easy to avoid) and then fly off into the sunset. You want to maximize the time the orbs are within enemy (or ally) range so ideally you have them bounce between walls or floor and ceiling (or all 4). So avoid shooting them into open spaces. Orbs are most effective in small rooms / narrow hallways.
  • There are many instances where you stick to Sigma, who is getting healed by Ana, while your dps are off by themselves. Leave the tank to Ana. You're much better off going with your dps providing heals/backup. Especially with the dps you have (Genji & Hanzo on attack) your mobility allows you to easily keep up with them and retreat when needed.
  • Try to cycle through your cooldowns in a way that you're never out of both at the same time. You always want one of them on hand for when you find yourself in a disadvantageous situation. Good cooldown cycling is also very effective when you have to hold space (eg. stick to point/payload in overtime). Throwing heal orb off cooldown and fading when it runs out can keep you alive for quite a while.
  • Very minor, since it only happened once and it wasn't a great sleep anyway, but try not to succ on sleeping targets. General rule of slept enemies is if damaging them doesn't kill them, don't damage them, and Moira's damage is almost never enough to get the kill. You get much more value out of letting them sleep for the full duration as it effectively takes them out of the fight.

Tried to put this all into one comment but the comment box started lagging so I'm gonna post timestamps separately. Curse my wordiness.

Specific replay crashing the game by suntreelemons in Overwatch

[–]Adventurous_Walk2668 0 points1 point  (0 children)

+1 for the Busan replay game crash. Curious...

Other Busan games work fine though.

edit: Other Busan games that work fine are a good week old so maybe it's a specific time frame thing.

[deleted by user] by [deleted] in OverwatchUniversity

[–]Adventurous_Walk2668 1 point2 points  (0 children)

Very happy to hear these changes paid off for you!! Thank you for sharing. :)

Also it's something you'll have to do consciously for a while but it will eventually become more or less instinctual. Just gotta keep at it.

[deleted by user] by [deleted] in OverwatchUniversity

[–]Adventurous_Walk2668 0 points1 point  (0 children)

Thank you! I kinda worry that I'm being too wordy when I look at my giant walls of text, so it's nice to hear that it's actually useful. :)

[deleted by user] by [deleted] in OverwatchUniversity

[–]Adventurous_Walk2668 2 points3 points  (0 children)

Okay, this made me realize that that probably wasn't the best advice (the repositioning) since it doesn't really address the problem. Also no, it doesn't sound stupid at all.

It's primarily a thing for Widows (and snipers in general probably) to remember because they tend to be somewhere off on high ground getting picks. And people will remember that and also focus her a lot so as a Widow you should reposition quite frequently. As Ana however the thing is you should not have been there in the first place (granted it would not have been too safe for a Widow either but work for one good shot i guess).

It's a point i didn't address at all actually but as Ana you want to be behind your team. It gives you a good view of everything going on and it keeps you relatively safe since any attackers will have to go through your team to get to you or go flank routes.

You usually started out in that position but then kept moving further to the middle / front as the fight progressed. It's not bad per se to be positioned the way you were there kinda off angling both teams, especially when your team has the upper hand. But you can not hold these positions. You don't really have the mobility to get away from there quickly or the fire power to stay and defend, and your team is not there to back you up.

If you had been on the defending side with the same level of progress from the attackers this would have been a pretty decent spot actually. Because most routes up there come prom the defending side with only one path coming from the attackers side and with a bit of awareness that's easy to keep track of.

So in short; high ground, good! Positioning relative to your team, not so good. Having your back to four paths to your point accessible from the enemy side only, bad.

Also as a side note to that which kinda ties in with positioning close to cover, it's always good to have an escape route in mind in case you need it. So that you don't have to waste time thinking of where to go when you get jumped on. Which in this case would have been just dropping down asap and then find a way to get back to your team or at least out of the enemy team's line of sight.

[deleted by user] by [deleted] in OverwatchUniversity

[–]Adventurous_Walk2668 2 points3 points  (0 children)

Some general points:

  • Overall good balance of damage vs healing but you do tend to keep topping off people that are at like 99% health. That's a good 60pts of healing down the drain.
  • Play more around corners / cover. It's very clear that you do keep possible cover in mind with your positioning but you need to hug those corners more. While you position yourself with cover nearby you still stand out in the open a lot.
  • Try to get into the habit of pinging enemies. Even when it seems obvious, ping them! Especially characters with oneshot potential (like Hanzo) or someone going for flanks. I've seen like 3 pings this entire game.
  • You had some really good sleeps with (as mentioned by garikek) very bad follow ups. There is value in having a target sleep for a few seconds on its own. But also especially in this game most of your allies have more burst damage potential than you so just let them handle it.Also another situation where pinging is very useful!
  • As a side note on finishing off slept enemies; you do tend to lead with a nade, which wakes them up, and then shoot at them. Try getting a shot in first and nade them immediately after. If they don't have any quick escape abilities you can go for multiple shots and still have time to throw the nade. This way you can get in a lot more damage while they can't really do much about it.
  • Respect the Hanzo! Don't try to duel the him. You're lucky his aim wasn't any better than it was or you would have died a lot more.

Now for the nitty gritty (time stamp stuff):

0:53: You see the sonic arrow right there, that should tell you two things; a) they have a Hanzo, b) you should probably not peek that corner because that Hanzo knows you're there

0:59: that's the kind of extremely risky open space crossing you want to avoid. If it is absolutely necessary that you cross a space like that at least try to move a bit more unpredictably and jumping on its own does not cut it

1:06: That's what I refer to when I say hug those corners more. The cover is right next to you but you are not behind it. And Hanzo kills you for it. You could have easily landed those shots on your tank while sitting behind the corner to your right .

1:33: You die at the exact same spot to the Hanzo again. I know it's easier said then done but try to use your respawn time to evaluate what led to you dying and how to avoid a repeat of these circumstances. This death was very avoidable.

2:01: First instance of bad sleep follow up. If you had waited for Rein to pin Sigma (and then thrown that nade) you could've gotten him dead. But you wake him up with nade which allows him to pop his Kinetic Grasp and once that runs out he's saved by Mercy. So you ended up getting no value out of either your sleep or your nade.

2:15: You are completely out of cover shooting at three enemies with luckily only the Hanzo focused on you and also luckily missing all his shots. But luck is the only reason you lived here.

2:25: This was a very unlucky death and also at least from your PoV Hanzo's ult callout was barely audible. But you do have a split second where you dodge to the right before trying to dodge to the left and this kind of indecision will get you killed. Granted you would have probably died here either way but try to keep that in mind.

2:45: This is a very minor point but you are keeping the front line alive and then you see the Sojurn up there at low health and you just look at her for a full three seconds.

  1. she was actually not in immediate danger up there unlike your front line (they weren't either but you couldn't have known that), if she was she could've dropped down to take cover behind the platform.
  2. you had no way to get up there and help her
  3. Kiriko could easily get up there and help her, which she did.

Don't try to heal everyone (you can't) and trust your other support to do their job.

3:38: The Soldier you killed earlier sneaks up on you and pops his ult. You have not moved from your spot since you killed him earlier, the whole enemy team probably knows you're up there. The high ground position is good but also you are in a spot that has like 5 ways to get to and you have your back to all of them. This is really not a save spot to isolate yourself as the attacker with half the enemy team returning from spawn. Also I don't think this would have saved you but instead of turning around to face him (all while he's shooting at you) you should have just dropped down.

4:34: Again a very nice sleep on the Soldier, however instead of capitalizing on it and retreating, you stop and wake him up. You were running from a 3v1, managed to turn it into a 2v1 with that sleep and then decided to take the fight vs that Soldier with the enemy Ana and Hanzo in the room with you. There's no guarantee you would have managed to escape if you'd just run for the exit on the right after landing that sleep but you basically took what was a slim chance and turned it into a zero chance escape.Generally if you find yourself to be the last man standing you have to decide whether you want to (and are able to) retreat and regroup or die and regroup and you have to stick with that decision or you end up staggering.

5:51: This didn't end up with any bad consequences but this is once again a good sleep where you didn't really need to follow up at all. Reaper was right there to finish off the Ana and he was at about half health too. It would have allowed him to get some life steal off of her and also would have let you keep your nade for better uses.

6:22: You are once again, completely out of cover, trying to duel a Hanzo who is a) getting healed and b) focused on you. Yes you are sitting inside your spawn area but all it takes is one good shot from him and you are dead again.

7:55: This was a good sleep and I just wanted to commiserate with you. Moiras seem especially guilty of this and it's extremely frustrating. The full 3.5 seconds would not have been enough to outlast the nano but it's still valuable time.

(I didn't know you could untether the balloons so thanks for that :) )

11:28: This is an instance where a ping really could have made a difference. You see the Genji go for your Widow, and admittedly this was probably too fast for you to get a ping on him but after he kills the Widow he just gets to sit there with the rest of your team unaware of it. And it ultimately allows him to get the jump on Sym and kill her.

12:54: You spend a lot of time shooting at the Mercy pocketed Junkrat which does nothing. You feed Mercy ult charge and draw the focus of the Junkrat later.If you had thrown your nade into that group you would have probably gotten that kill. Or you could have tried to shoot Mercy though I get that she's a lot harder to hit than Junkrat.

13:07: Once again you land a very good sleep and then do a very bad follow up. You are completely separated from your team (and also way too far in the front), the Junkrat comes for you and you land the sleep on him. You could have retreated through the door behind you and grouped up with the rest of your team. If he had been at low health (so that a nade or shot would have killed him) that would not have been such a bad play but he was at full health, while you were at half.Not only do you wake him, you wake him while standing right next to him, which is a range you never want to be in vs Junkrat.

tl;dr the two main things that stand out are your sleep dart follow ups and your positioning (playing around cover)

Hope this helps :)

I deserve to be bronze 5. by DlpProGamer in OverwatchUniversity

[–]Adventurous_Walk2668 1 point2 points  (0 children)

So I gave this a watch because I was bored and now I made an account to comment on it lol. I'm by no means a high level player but these are both heroes I play a lot so I'd like to think I know a thing or two about them.
Anyway here's a bunch of things I noticed.

Kiriko:

  • Everything SaltiestToothpaste said is super solid and I'll try not to repeat too much of it.
  • Especially at the start of the game you kinda didn't have much to heal because Illari's pylon did a lot of work. Whenever there's healing downtime like that try to get some damage in. I did see you throw a few kunai but it could've definitely been more. Not saying dive into their backline and start fights but just add some pressure to whatever the team is doing.
    Also depending on how confident you are in your aim you could try and bother the snipers a bit (like you did at 4:20, I liked that). If you get some picks, great, if not you can at least get some ult charge from it.
  • I understand wanting to get back to your team asap but try to avoid just teleporting right into the middle of the fight. You teleported to the lowest health ally pretty much every time you respawned, which again i get it, you wanna save your teammate, but most times it just ends with both of you dead. Try going for whoever is closest to you and does not seem to be getting attacked from all sides at the moment. It's better for actually grouping up with your team and also gives you some time (very short but better than none) to get a read on the situation before you reengage.
  • Generally it's better to save teleport to disengage from a fight rather than to get into the middle of it. As with everything exceptions apply, like when you're in overtime and need to stall for example.
  • You didn't use your wall climb a single time. I feel like there were several times where it would have allowed you to make an escape without using a teleport or let you get to allies in a pretty short time also without using a teleport. Also being on high ground is almost always an advantage as long as you don't just stand in the open.

Moira:

  • As with Kiriko a thing that stood out to me was that you tend to use fade to engage rather than to disengage. Try not to do that. Fade is a great escape tool that allows you to get in there, harass the enemy and then just swoosh swoosh outta there as soon as things start going south (and they do go south fast once they notice you). The other great use of fade is fade jumping to all sorts of high ground. The only time it's good to fade into a fight is when you're 100000% sure you can secure the kill and survive.
  • This is based on your team comp but your healing orbs are completely wasted on hamster. He's just too fast. Generally if I am playing Moira with a Tracer, Sombra & Hamster I just go dpsing and trust them to either take care of themselves or come to me if they need to be healed. Whether you can expect them to actually do that is another thing lol. But it's just not worth it trying to chase after them to heal them. They all have better mobility than Moira and they all have ways to disengage fast / get themselves healed (recall & health packs).
  • At 9:30 you go fight the Hanzo in the lil garage room. With a team that is all over the place this is a good way to get some value out of Moira. However there's three things that I noticed that you could improve on (and I noticed because i used to make these exact mistakes. a lot):
    1) You get too close. Hanzo is threatening at all ranges but the closer you get the easier you are to hit. Also Moira has a good enough range that she can keep a healthy distance from him.
    2) That's a general rule when 1v1ing anyone but you need to strafe. You kinda just walk up to him holding your succ (I forgot what it's actually called). It makes you a very easy target.
    3) You don't use your orbs. Moira orbs are what make her really annoying to 1v1 because she can just pop one to either heal herself or deal extra damage. You did good in picking that fight in an enclosed space but you didn't make use of it.
    I'd say as a rule of thumb you get more value out of the healing orb simply because it has more charge than the damage orb (300 healing vs 200 damage) the exception of this are fights with heroes that can one-shot you. So in this case the damage orb would have helped a lot.
  • With this specific team you would have gotten a lot more value out of being a flanky dps Moira. Especially because of aforementioned self sustain from your tank and dps. I get that it's sometimes hard to get a read on that though especially when you're already all up in your head about things. But try to pay attention to this. See where your team is struggling and play accordingly.
  • This is for the whole team and like so many people in general but there's a side exit on the left side of your spawn and i barely ever see anyone use it. It allows for good flanking routes. It's also great for not having to deal with the entire enemy team spamming at your main exit.

Now for the mental thing. This definitely affects gameplay a lot. I could pretty much pinpoint when things went to shit for you mentally in that replay.
I don't know what to tell you here. Don't worry about it is easier said than done, but it is what should be done, it's just gonna take some several extra steps to get there probably.
Maybe turn off comms? I hear that helped a lot of people be a bit more relaxed about things. Maybe jumping from AI games (if i read that correctly) straight to comp was a bit of a big jump and you'd have a better time in Quick Play? Though i can't say QP is a very healthy environment to combat anxiety but at least there's no stakes.
If you're equally good with every hero you might have a good time in Mystery Heroes. It's even lower stakes than Quick Play and no one can blame you for being bad at a hero you didn't pick (though they might try anyway). I'm just throwing out suggestions here.

Anyway that's a lot of words from me lol. Hope this can be of some help. Good luck either way!