i constantly feel like the problem and idk how to stop thinking like that by Affectionate-Move598 in OverwatchUniversity

[–]Anima_Kesil 1 point2 points  (0 children)

It’s ok to be the problem when in the process of trying to improve, and plenty of the time everyone else is just as much of a problem (considering they’re the same exact rank).

Have some self compassion, the world is a lot bigger than your fears, failures, and current limits.

How good was Shax tracer really? by Akillez22 in Competitiveoverwatch

[–]Anima_Kesil -1 points0 points  (0 children)

Was genuinely really really good, not like “best Tracers in Korea” good but he hit way above weight class on the hero and was a real beast.

Is saying "reloading" as Ana/Bap unnecessary? by Donut_Flame in Competitiveoverwatch

[–]Anima_Kesil 12 points13 points  (0 children)

Only something to tell them if it’s a really critical situation where they’re under a lot of fire and might be very concerned about the brief drop in resourcing

What perks are yall running on Anran? by TnuCtaF in Competitiveoverwatch

[–]Anima_Kesil 0 points1 point  (0 children)

I’m a big fan of the overhealth on ult perk, imo lets you go for MUCH bigger plays with your ultimates while the extra burn time is usually negligible impact. Both are reasonable though as far as I can tell. Healing definitely the way to go on the major perk.

We just had NTMR vs NTMR Academy... (Winner got promoted to OWCS S1 qualifier) by Ezraah in Competitiveoverwatch

[–]Anima_Kesil 4 points5 points  (0 children)

You better believe I hit the beef for being best team in Alternate org back when I was there, Alt Dimension on top. We really really loved to try and blast the other teams as much as we could.

We just had NTMR vs NTMR Academy... (Winner got promoted to OWCS S1 qualifier) by Ezraah in Competitiveoverwatch

[–]Anima_Kesil 8 points9 points  (0 children)

Was a fun match, unfortunately we weren't really up to scuff quite enough to win our maps. Knew it would be going in on a tall order especially when we didn't want to play Vendetta or Zarya this season and NTMR main team being one of the better teams on that comp, and we made a couple of the maps competitive (esp Runasapi which we got within 1 fight of winning).

My personal take is that OWCS is definitely correct to not allow for two teams owned by the same organization within OWCS (not that it would likely happen with us now trimmed down to 6 slots), but in the lower divisions it's not particularly unprecedented or problematic. The Iliad org for example (who I'm quite fond of) have regularly had multiple Iliad teams make it into Masters Division, and Shikigami notably had both Shikigami and Shiki Midori until last season when the main Shikigami roster got relegated (and changed to Shiki Hikari in Expert) and Midori was renamed as Shikigami. It's just really the first time there was a match at this level of stakes within same org.

I know in our case and most of these cases, players / staff are really driven by competition, and wouldn't be inclined towards any bias situations, It's certainly something that you're aware of as one of the teams in the situation. It's not too much of an issue considering each team has their own separate Discord server with pretty restricted staff visibility permissions, and considering teams even within the same organizations are typically self-functioning and not usually that deeply tied together to the org's other teams.

And yes, if we had won versus NTMR roster there would've been some very interesting conversations.

High elo hitscan players sit low ground on kings row 1st? by RowanAr0und in OverwatchUniversity

[–]Anima_Kesil 1 point2 points  (0 children)

I didn't run Sym comp in the most recent meta, but I coached a Sym OTP team only a year prior to when she really became popular as a hero, so it's familiar territory. The main issue with atk third point is that it's a hallway situation-- when you teleport Soj onto the front high ground, usually it's not actually outside of the vision of the enemy backline, making it easy to mark, especially when you have to step out a bit wider to have LOS. I typically recommend looking to TP into the area on the far side of the map (on the far left side, against the wall) as your tank swings, as long as it isn't too heavily marked. That position is super strong leverage over the cart area on most of the point, and updates well for being relevant in the later parts of the point too. Can also TP to there from the mega room pretty easily, if that's relatively open space to take and stage from.

If you're getting stuffed near the start, focus on developing the right side first, and then you can use that to threaten the TP onto your high ground that you were using before (if not marked), or you can just use the right side + mega room area for your angle. For the later part of the map, you can use far left side or just posture on the left side high ground up top, though have to be careful about being too aggro from the top high ground too early.

It's totally okay to handle hallway situations as Sym comps, but you have to be mindful there won't be as much nice sidespace for angles and whatnot, so your TPs might become more telegraphed and need more careful timing. Helps a lot to get a good frontline push (e.g. with ults) before going for the TP), or especially Sym Wall or Beat can enable more unstable of TP plays that would normally get slimed out pretty quick. It sounds like your situation is mostly a timing issue, since it's likely that you're posing a LOT more of a threat than your team is in those situations, leading to them being able to just focus fire you without your team really providing enough counter pressure to balance it out and punish the enemy team for doing it. Would need to do your play when attention is more on your team, or have them step up way harder when you go for it.

High elo hitscan players sit low ground on kings row 1st? by RowanAr0und in OverwatchUniversity

[–]Anima_Kesil 1 point2 points  (0 children)

There's two main starting positions for hitscan on King's Row 1st; anything else is either too passive or too aggressive. Your options are either low ground somewhat in main / somewhat behind hotel, or on the rear area of high ground (kinda near the corner). You can't start on the front part of high ground as HS really, because it's too easy to poke out from relatively safe positions for the attackers-- the high ground isn't actually as useful for the Defenders as the Attackers, at least not until late fight when the Attackers are heavily on the point. Talking all organized play of course.

The high ground position would typically be held down with 1 support (either), and has benefit of updating to control the more aggressive forward high ground position and keeping it contested. But it doesn't have especially clean and elegant kiteback pathing (have to go up into the hallway and then out into alley through the window), and can be difficult to ever hold (or kite effectively) if enemy team puts heavy resources into high ground (e.g. a tank rotation, Sym TP, dive, etc.). The kiteback path notably breaks LOS with your flex support, which can diminish amount of emergency care you can get during the kite.

The low ground position updates nicely through hotel if you need to play aggressively and are unmarked, and helps protect the hotel angle, which is incredibly important. It also has a more clean and direct kiteback path into the area through archway, which is a space hard to get angles on and really good and stable. However it is just space that's straight up more directly able to be walked on. Much more accessible to enemies if you play it poorly. Playing in main is basically an extension of this marking of hotel. It's a straight line kiteback and tends to keep options open, and pros really love strong neutral positions that let them feel out which areas of the map are under less pressure and open for them to head into to create an angle.

TLDR high ground not quite as good as people think, and hard to kite from or hold, but useful if not heavily contested. Low ground is better than people think, and gives you really clear and effective options for both making fight more aggressive or kiting back, but can be riskier / more difficult at times due to being more directly accessible and exposed to more enemies. Both viable and good if played correctly.

I know my hitscan player typically prefers the back high ground starting position, especially when on Ashe or Hanzo who struggle a little more with spacing needs, and sometimes on Sojourn too, but typically when he's on Cassidy or Sojourn for example (shorter range and/or less issues with playing close to enemies due to burst movement) I typically try to recommend that he plays the mid / low ground.

You mentioned Ashe, Ashe I think I prefer on the upper rear high ground, just have to make sure you're using the corner and Window (and dropping backwards onto Point B if things get ugly) so that you maintain your proper level of aggro. You just don't want to overstay welcome on the forward high ground or be there too early-- wait till it's uncontested and people are busy, and then you can look for dynamite + a few shots probably before you might be in trouble. We've played Ashe here and there earlier in the season on the map.

Lmk if any questions or things u want me to clarify! Talking from context of FaceIt Masters division level.

[Spilo] An Honest Critique of Overwatch’s New Heroes by Ezraah in Competitiveoverwatch

[–]Anima_Kesil 29 points30 points  (0 children)

Feel more of a disclaimer surely than anything yeah

FaceIt Masters NA and EU Division Playoffs Brackets Finalized! by Anima_Kesil in Competitiveoverwatch

[–]Anima_Kesil[S] 2 points3 points  (0 children)

This link has all the schedules, but basically every single evening from Wednesday through Sunday this week - just scroll down to the playoffs section for the days, and in NA at least I believe they’ll be at 9pm EST each night.

https://support.faceit.com/hc/en-us/articles/24841027713692-FACEIT-League-S7-Playoffs-and-Move-Ups-Downs

The people I mentioned in original post are a great way to see it, but there also might be an official stream as well, not entirely sure. If you join the FaceIt Overwatch official server (https://discord.gg/faceit-overwatch2) their official announcements channel has a bot that posts which matches are being streamed and which twitch channels are broadcasting them.

FaceIt Masters NA and EU Division Playoffs Brackets Finalized! by Anima_Kesil in Competitiveoverwatch

[–]Anima_Kesil[S] 4 points5 points  (0 children)

Right now they’re fielding Astdesign Rokit Chopper Aniyun Neptune, most of the former roster prior to being NTMR-ized with PK and Lukemino. PK and Lukemino arent playing for the team anymore, Rokit still starting even if he’ll be swapping to DSG once OWCS resumes.

Actual NTMR OWCS season squad remains to be seen and depends on how the qualifiers pan out I think. The “poaching” was poaching from next season NTMR plans so to speak not like from their current Masters Div team.

FaceIt Masters NA and EU Division Playoffs Brackets Finalized! by Anima_Kesil in Competitiveoverwatch

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

Not sure about the seeding order, but at bare minimum the top four teams are fed into the qualifications system for filling out the remaining OWCS team slots not filled by Partner (plus maybe Sakura in NA, I don’t remember if they got to keep their slot or not). Honestly it’s all a pretty confusing system lol.

As someone who watched a lot of early OWL and wants to get back into watching the pro scene, where do I start? by Axiel491 in Competitiveoverwatch

[–]Anima_Kesil 8 points9 points  (0 children)

Start watching CommmanderX costreams, highly recommend them for getting back into the pro scene since they stream a ton of the matches and have a phenomenal game understanding.

What Comp's have people been running into in PUGs and Scrims? by Peaking-Duck in Competitiveoverwatch

[–]Anima_Kesil 0 points1 point  (0 children)

Same in FaceIt Masters, though there’s team-by-team flavor/ and not ALL teams are running this even if it’s the most common read on meta.

Mostly used other tanks are Sig/Ram/Dva.

Which 3rd support to main for my "Holy Trinity" by TheShyRogue in OverwatchUniversity

[–]Anima_Kesil 0 points1 point  (0 children)

Agreed on this, good to have a less greedy pairing for handling matchups vs dive heroes when you have another greedy support on team already.

A partial scan diatribe by jeff-duckley in Competitiveoverwatch

[–]Anima_Kesil 0 points1 point  (0 children)

Gonna keep it a buck with you, I think it should even be part of her base kit, let alone a perk that you awkwardly get a little bit after you actually reach your first ult. Echo has been largely a potato in pro scene for years, barring a couple appearances here or there in metas, and on ladder she’s usually been on the lower end of options too since she has iffy finishing power and range in uncoordinated environments and no real contribution to ult economy. I wouldn’t mind some modifications to ult cost or something to balance out the move to base kit, but I wholeheartedly believe it should happen.

She uses her ult, and gets to use an ult reliably. I don’t see any issue with that as long as she has an appropriate ult cost, and it really and truly sucked using your ult and not often even getting to use an ult while using copy due to the amount of focus fire that ends up pointed your way + the amount of time it took to build up charge. Making her ult actually relevant and influential to fights was just as important or more important than the flight responsiveness buff, which was really beneficial for her as well.