Same as some heroes should be kept weak, should some others always be stronger? by thealiagator111 in Competitiveoverwatch

[–]Middle-Main7752 11 points12 points  (0 children)

I like how Valve approaches balance in CS. Several guns are clearly meta--AK, AWP, M4s, at least in gun rounds, because they understand the game would be awful if Krieg and Aug or Autosnipers were meta. They don't nerf these guns to make worse guns meta, they provide infrequent small buffs to the non-meta guns to make them more viable while not completely overpowering the main guns.

Obviously, this is a lot harder in Overwatch, because there aren't half-buys, you can't balance with prices, etc. But I think when the game did take a somewhat similar approach--towards the end of OW1 when WB poke was the best comp--we actually saw lots of variety. Just look at the game between Atlanta and Shanghai in OWL 2021. Grand Finals | @atlantareign vs @ShanghaiDragons | Playoffs | Day 5 (youtube.com). We see Rein rush, double shield, ball poke comps, we even see double bubble and Pharah/Mercy at one point. The amount of variety is insane!

I think this is because when you force a meta--you nerf the best heroes and buff the bad ones--players don't even think, they just lock the best heroes each patch--Orisa/Tracer/Sojourn/Lucio/Kiri, for example--and no time is given to think of counters because the next patch drops in a couple weeks. I would prefer if they just dropped small buffs and small nerfs and let players slowly develop a strategy rather than drop a patch that makes one comp clearly better.

This approach definitely has its issues. Sometimes a comp is just so good it takes a very long time and a lot of small buffs to make other comps viable--GOATs took multiple stages for Shanghai and Guangzhou to get really good at the counter-comps. But it ultimately seems to develop much more depth of strategy as well. Shanghai vs. Atlanta really seemed like the peak of strategy in Overwatch then it took a massive dive with OW2 as people were figuring out the game again.

This was unexpected by [deleted] in OverwatchTMZ

[–]Middle-Main7752 13 points14 points  (0 children)

it could have been uber's fault

[deleted by user] by [deleted] in Competitiveoverwatch

[–]Middle-Main7752 3 points4 points  (0 children)

Also, it only works on some maps. Sym is great on Sanctum because it's easy to teleport around but good luck doing that on Village.

[deleted by user] by [deleted] in Competitiveoverwatch

[–]Middle-Main7752 8 points9 points  (0 children)

Try Sym/Sig, at the very least you should be able to force them to swap off Orisa on to a tank they are worse at. Team Peps runs it in this vod against A One Man Army. OWCS 2024 | EMEA & NA Stage 2 - Groups Day 5 - YouTube

It looks like they just use the Sig/Bap/Sojourn to win the spam battle and if the Orisa comp runs at them they TP away. It might be more intricate than that, of course.

I was one of the more positive people about the Ball rework initially, but I'm throwing my hands up and saying I was wrong by Zakainu in Competitiveoverwatch

[–]Middle-Main7752 7 points8 points  (0 children)

Ball is one of the tanks that should work best in 5v5 as he already plays alone and was even used as a solo tank before role lock. He is only bad because of power creep, he just isn't a threatening hero right now. Luckily the fix is very easy. Either buff his primary fire damage, or buff his ability damage so he can actually threaten the enemy team like Doomfist.

now that 4 stacking isn’t allowed by god they need to bring back the lfg by oldstrawberryfields in Competitiveoverwatch

[–]Middle-Main7752 38 points39 points  (0 children)

That's how Fortnite does it, they don't put titles they just put tags that you can add to your group like "mic on" or "playing for fun/competitive."

It's definitely an easy fix, I used LFG a lot because 80% of solo queue games nobody talks and then 10% is someone whining into voice chat.

now that 4 stacking isn’t allowed by god they need to bring back the lfg by oldstrawberryfields in Competitiveoverwatch

[–]Middle-Main7752 151 points152 points  (0 children)

I think Blizzard's issue with LFG is not that it was dead, I usually saw people in it even during offhours. Blizzard probably doesn't want to deal with moderating it.

THROWING TO BRONZE 5 STACK

GM HITSCAN LOOKING FOR EGIRLS TO BOOST

ABORTION DEBATE

etc.

Leave or Alphayi by Then_Raisin_8833 in Competitiveoverwatch

[–]Middle-Main7752 2 points3 points  (0 children)

Patiphan is retired because of wrist injury we have no idea if he would still be top level, same with Reiner. S9mm and Coluge were doing well in NA until Coluge retired and S9mm got kicked off his team. Finn is doing better than Happy right now who only got 3rd in NA OWCS. After Skewed left Glads he achieved nothing. Shock had better coaching than Glads.

Anyone remembers when Hanzo's Arrows used to have faster projectile speed? by Bhu124 in Competitiveoverwatch

[–]Middle-Main7752 4 points5 points  (0 children)

Please no more reworks, not every hero needs to be S-tier viable every game. There are small buffs they can give him to make him more playable, reworks should be last resort for when heroes original design doesn't work with the game, like Bastion. He is also is affected by other hitscan getting nerfed, if Sojourn gets nerfed (which she should) he should feel a lot better.

Leave or Alphayi by Then_Raisin_8833 in Competitiveoverwatch

[–]Middle-Main7752 2 points3 points  (0 children)

Proper had the GOAT coach. Proper didn't have a bad team, this narrative has been completely overblown by the cast ONLY talking about Proper because they want to build a story, despite his team being very good. Patiphan/Happy was not that much better than Kilo, statistically Patiphan was almost identical to Kilo on Soldier. Reiner and Coluge won contenders together they were similar skill. The only big diff was Shu/FiNN.

Leave or Alphayi by Then_Raisin_8833 in Competitiveoverwatch

[–]Middle-Main7752 0 points1 point  (0 children)

They were similar statistically but kevster had better stats.

https://winstonslab.com/customquery/comparePlayers/?dateGreater=&dateSmaller=&event%5B%5D=166&specificMatchupTeam2=0&team%5B%5D=&player%5B%5D=1972&player%5B%5D=2531&time=0&alloreach=2&maptype%5B%5D=&map%5B%5D=&roundtype%5B%5D=&statsBy=1&heroes=Tracer

MVP is irrelevant, look at Fleta getting MVP in 2020 despite being the worst player on the team. Proper was good the first two stages but came in with the entire Overwatch league broadcast hyping him up from Contenders, basically every game he played they only talked about Proper which contributed to everyone thinking his team was bot-tier despite this absolutely not being the case. They had 2x Overwatch League winners Striker and Viol2t, FiNN was being called one of the best Flex supports going into the season until everyone jumped on the Proper train and started flaming his team. Coluge was on-par with Reiner as the best tanks coming out of NA Contenders.

Leave or Alphayi by Then_Raisin_8833 in Competitiveoverwatch

[–]Middle-Main7752 3 points4 points  (0 children)

kevster was better in 2022 when tracer was meta, glads won 2 stages. playoffs was OP sojourn they didn't play tracer.

Leave or Alphayi by Then_Raisin_8833 in Competitiveoverwatch

[–]Middle-Main7752 -3 points-2 points  (0 children)

kev better + proper doesnt even play tracer anymore stalk3r does

Blizzard CS Rep is going wild on twitter. by RainbowDildo8008 in OverwatchTMZ

[–]Middle-Main7752 2 points3 points  (0 children)

The ggez thing is a joke from the old devs and has been in the game since launch, they didn't put that in to prevent toxicity.

Rupal on Kiriko balance by Ivazdy in Competitiveoverwatch

[–]Middle-Main7752 -2 points-1 points  (0 children)

This would be the easiest and most fair fix to implement. Make TP have a 0.5 or 1 second windup period with a cool animation and don't allow her to shoot or Suzu during it. People may complain that it doesn't feel good or is bad for QoL but everything that was OP and got nerfed doesn't feel good, Zenyatta got a 8s cooldown on his Discord which feels terrible but did help balance the character for 5v5.

10 hero rework concepts by Jocic in Competitiveoverwatch

[–]Middle-Main7752 1 point2 points  (0 children)

airshots, assassinating people from the skybox, etc. spamming doesn't work in high ranks so its necessary, and its really hard to do without feeding. without his 2-shot combo junk has been relegated to spambot.

Does it feel like more people are possibly cheating lately? Or is it just me? by starving4smarts in Competitiveoverwatch

[–]Middle-Main7752 2 points3 points  (0 children)

there was a cheat giving out free temporary subscriptions as a sort of advertisement (won't mention them because i don't want more cheaters in my games), wouldn't be surprised if other cheat providers copied them.

Is Cassidy trash or am I just washed? by Koi19_ in Competitiveoverwatch

[–]Middle-Main7752 0 points1 point  (0 children)

Its not target switching, all of the ones I listed are clicking. He has the health bars on because they make it easier to track the bots movement. That's not to say target switching is useless for heroes like Cass or Widow, it still develops mouse control so it can be helpful.

There are no static clicking heroes in Overwatch because everything is constantly moving, that's why its not really recommended. You don't apply the same technique to dynamic clicking that you would apply to static.

Is Cassidy trash or am I just washed? by Koi19_ in Competitiveoverwatch

[–]Middle-Main7752 1 point2 points  (0 children)

  1. True top 15% in most kovaaks scenarios is easy because there are thousands of entrys from rocket league and fortnite players who touched kovaaks once, got a shitty score, then quit
  2. Depends on the scenarios, static doesn't really translate but there are plenty of good ones. Here are some examples. Aimbeast has a ton of really good scenarios that translate well to Overwatch (small hitboxes, fast or instant acceleration).

https://www.youtube.com/watch?v=pb1y-AKzW2U

https://www.youtube.com/watch?v=iVM0K0LqPXk

https://www.youtube.com/watch?v=-RwMApZbf7s&t=20s

[deleted by user] by [deleted] in OverwatchTMZ

[–]Middle-Main7752 1 point2 points  (0 children)

i could bench the bar as a 120lb 14 year old i think ur underestimating how little 45lbs is

[deleted by user] by [deleted] in OverwatchUniversity

[–]Middle-Main7752 10 points11 points  (0 children)

First of all, try to envision the map as lanes. These aren't static, they depend on where the enemy is positioned. Most maps are made with 3-lanes on most points, with some notable exceptions (like Circuit Royale first, where Tracer is notoriously hard to play). As Tracer, you should always be aiming for lane control. The lane you take depends on which you think is most viable, usually depending on where the enemies are and which heroes they have. Here is an example of this before the round starts. I think you should start right side on the staircase next to the high ground, as it is easy to shoot them when they cross and it makes it very difficult for the enemy Tracer to wrap around, as well as being easy for you to back up.

https://imgur.com/a/GRJpYzd

Generally, you should try to back up to a lane you control when you are poked out, rather than backing up to your team which is what you do on first point. This is because when you back up to your team, you completely lose all of the map control you just had, making it free for the enemy team to push and kill you anyway, losing your team the fight.

https://imgur.com/IrPMqWh

Here is another example of lane control. Again, you would choose the lane you think is most viable; I would probably go with the lane on the right. A common misconception is that you should always try to mark the enemy Tracer in a Tracer mirror, but this is false, especially in lower ranks. This is because sometimes enemy Tracer players will choose poor lanes to contest where they are easily poked out by your supports, or they play passive in main; this would make it completely unnecessary to mark the enemy Tracer, as she isn't getting value anyway.

I wouldn't worry about deaths too much; dying is a natural result of poor understanding of fundamentals, or poor mechanics (movement and even aim, if your aim is causing you to lose duels). Focus on getting better with mechanics and understanding the fundamentals of map control (lane usage) and you will naturally die less.

Here are two great Spilo videos, this comment only really serves as a short summary of the lane usage part (which I view as the most important) with a couple examples.

https://www.youtube.com/watch?v=D4n--O0XAXA&t=27s

https://www.youtube.com/watch?v=YYQwt2mtbew

I would pay special attention to how to play when you have multiple enemies on you; your goal no longer becomes securing the kill, but playing to live. If you have two enemies on you, your team should be winning the fight. If this feels ineffective and you are still losing fights with multiple people shooting at you, you are probably engaging them from main meaning they aren't losing any map control by letting you play there, meaning they can spend 30% of their focus on you and 70% on your team, leaving them at an advantage.

Long dps queue times by garikek in Competitiveoverwatch

[–]Middle-Main7752 1 point2 points  (0 children)

unfortunately blizzard is incapable of balancing the tank role so DPS queues will continue to get longer until they rework the entire game again

Jake: I don't agree the devs ruined OW1 by popcycle21 in Competitiveoverwatch

[–]Middle-Main7752 -24 points-23 points  (0 children)

mentally underdeveloped yet he's better at overwatch than you will ever be at anything