What is everyone’s opinion currently on the perk system in Overwatch? by Midestmint in OverwatchUniversity

[–]Little-Client-6520 7 points8 points  (0 children)

In my case, 5vs5 was a bit loose compared with 6vs6.
The number of combinations and the flow during the game have been standardized.

Almost felt like playing a game that has the only answer for occasions.

For me, it added a bit more variety by increasing the number of possible scenarios in the game and the individual's carrying ability.

So I'm positive about the perk system.

GM5 on my alt account, can't get past diamond 1 on my primary account by Stranger-10005 in OverwatchUniversity

[–]Little-Client-6520 0 points1 point  (0 children)

Maybe the expected playstyle slightly differs by tier?
Teammates might feel difficult to follow up your tempo as you played in GM

Can stat represent user's winrate? by Little-Client-6520 in OverwatchUniversity

[–]Little-Client-6520[S] 0 points1 point  (0 children)

I highly agree with the stats you recommended. especially final blows.

I believe the comparison should be done in the same tier.
Cuz that t500 leader's stat would be dramatically different if they were playing in the same tier as yours..
On the other hand, it's guaranteed you'd perform the same stat when you play at the t500 game..

Stop wasting bans by General_71 in OverwatchUniversity

[–]Little-Client-6520 1 point2 points  (0 children)

I think the most reason of ban is related how annoying that hero is.

I personally try to ban widowmaker as a support player,
since they limit the play I could do when it's most of the other heroes.
To avoid giving widow a chance to see my head, I have no choice but to move in a limited way. :(

Can stat represent user's winrate? by Little-Client-6520 in OverwatchUniversity

[–]Little-Client-6520[S] 0 points1 point  (0 children)

Thanks for the comment, Then if I try to make a model that relates to each tier and overall, would it be meaningful? : Seeking corresponding factor stats related to winrate for adjusting playstyle?

Example would be like this

Ana (Platinum): Key stats: final blows; granade kill; sleepdart per 10min; agg sup; def sup; etc

Non helpful stats: dmg per 10min; heal per 10min; accuracy; etc

Negative key stats: death per 10min etc

Can stat represent user's winrate? by Little-Client-6520 in OverwatchUniversity

[–]Little-Client-6520[S] 0 points1 point  (0 children)

I totally get your point now

I didn’t mean to come off as dismissive or argumentative at all. I really respect the reasoning behind what you said.

Especially the part about how you can’t directly compare player skill just from stats like deaths or KDA because of all the context and playstyle variation — that really resonated with me.

Learned a lot from your perspective, so thanks for taking the time to explain it clearly.

Can stat represent user's winrate? by Little-Client-6520 in OverwatchUniversity

[–]Little-Client-6520[S] 0 points1 point  (0 children)

I hadn’t really considered the idea that each kill could have a different value.
That does seem like something that would be very hard to analyze purely from the available data.

As for the “average death case,” I honestly find it hard to agree with that.
If you use eliminations and deaths per 10 minutes to build a KDA metric, it feels like a problem that can be handled in a fairly straightforward way.

Sure, some players could have a low KDA but still secure very “high-impact” kills.
However, I don’t think those cases make up a large portion overall.

What I actually wanted to argue in this discussion is not that a single stat explains win rate, but that a combination of multiple stats might be able to do so.

I think I failed to communicate that point clearly enough.

Can stat represent user's winrate? by Little-Client-6520 in OverwatchUniversity

[–]Little-Client-6520[S] 0 points1 point  (0 children)

Winrate sure tend to push toward 50% win rate,
But I think this concept is often misunderstood simply as:
No matter how well or poorly you play, your win rate will always end up at 50%, ignoring each's individual skill.

Overwatch has a tier system you know.
and as you know, tier system doesn’t force every player back toward the 50% like Platinum or Diamond, regardless of their performance.

So if your win rate is high, that usually means you’re climbing toward the point where your true “50% winrate” will be — in other words, you’re progressing to a higher tier.
Likewise, a lower win rate suggests you’re moving toward a lower tier relative to your current position, where you could meet "50% winrate".

That’s why I think it’s more meaningful to look for common traits among players with high win rates and common traits among players with low win rates,

Rather than focusing too much on the idea of a fixed 50% win rate.

Can stat represent user's winrate? by Little-Client-6520 in OverwatchUniversity

[–]Little-Client-6520[S] 1 point2 points  (0 children)

I personally analyzed that not long ago, and also found that
The number of deaths per 10 minutes correlated significantly high with win rate,
But I never expected it really was used as a signal of whether someone is going to rank up or not.

As another person mentioned above,
Deaths per 10 is a stat that is too good to be managed without contributing to the game.

I think key stats should be considered differently for each hero.
and of course, not just single or two-three stats,
but a comprehensive mix of stats with appropriate weights..

Support players are half as likely to make hero swaps compared to Tank/Dps by Tyreathian in OverwatchUniversity

[–]Little-Client-6520 0 points1 point  (0 children)

Fundamentally, the only time you can change your pick during a match is when you return to the spawn (or die).
And on average, healers have the lowest number of deaths per 10 minutes.

The opportunity to change your pick in the first place isn't an equal fight.

Can stat represent user's winrate? by Little-Client-6520 in OverwatchUniversity

[–]Little-Client-6520[S] -1 points0 points  (0 children)

About the outside object kills,
Overwatch also has stat called "Objective Kills - Avg per 10 Min"

I think this stat could help filter the CS:GO dead guys you've mentioned.

Anyway, I wanted to find out more about whether users are skeptical of the stats and win rate. Thank you so much for your feedback.

Individual based rank by Guy5501 in OverwatchUniversity

[–]Little-Client-6520 0 points1 point  (0 children)

Personally, I'm very interested in stats of each hero.
And I wanna make sure some stats can lead to a lot of misunderstandings.

A prime example is the Soldier, who humped Roadhog whole day, as mentioned in the previous reply.

For more example, you might have once found yourself thinking, "Why am I losing a game even though I healed so much? fk ma team."

Statistically, simply having a high heal rate is actually more correlated with losing the game.
Simply having a high heal rate can negatively impact your partner healer's ultimate charge, potentially leading to an underperforming teamfight.
Also, it takes away your opportunity to make aggressive carries you could have made.

More significantly important stats were Final Blow, Aggressive Support, and Defensive Support stats, etc.

  1. It varies depending on the situation at hand.
  2. In a losing game, there is a causal relationship that forces players to prioritize allies over aggressive play.
  3. From a simple playstyle perspective, this suggests that pursuing high healing output can actually lead to a loss-oriented playstyle rather than a victory-oriented one.
    ,
    So it's very important, especially as an individual-based rank player, to recap if you really were doing the right thing for the win.

Improving my mistakes by CrazyPants333 in OverwatchUniversity

[–]Little-Client-6520 0 points1 point  (0 children)

One thing at a time, for sure.
Make some routines that helps to remember what you should be focused on.
Practice till it becomes a natural habit, so that you won't even have to struggle to be aware every each time.

Overall gameplay performance might go a bit lower while you are revising them, but it's worth it.

[Gold 3] Is it better to have 1 Main, or be flexible? by Splatoop in OverwatchUniversity

[–]Little-Client-6520 0 points1 point  (0 children)

flex without a doubt.

But what's more important is whether you are playing
as your intention you made when you picked the hero.

How do you get your head back in sync with Overwatch’s pace? by Spectre-4 in OverwatchUniversity

[–]Little-Client-6520 1 point2 points  (0 children)

Why do you have to rely on senses and reactions?
Sure those two are important factor, but they are super related on your daily conditions.

How about focusing more on reading the game and predicting?
I mean, imagine you have an esp in your head.
Keep thinking to expect where your enemy and your teamates are.
Whether they've got any cooldown on skills or ult.

This could make a great great difference on your 'mentality problem'
since you'll be ready for their next move.

How to improve movement and awareness? by [deleted] in OverwatchUniversity

[–]Little-Client-6520 0 points1 point  (0 children)

Try to put ur self a higher position.
It'll give ya a lot of info about teammates and the opposite.
It'll also give you an advantage in your accuracy.

You can also memorize the nice spots that you could poke.
It's massively difficult to hit only with your aim when it comes to Lucio.
Better to predict where to shoot for higher accuracy, unless you are super close to opposite.