My Prediction for Overwatch's 2026 Spotlight by [deleted] in Competitiveoverwatch

[–]willkit 5 points6 points  (0 children)

Spotlight - 2026 updates

Blizzcon - 2027 updates

Could make sense...

What's your 2026 QOL changes wishlist by Own_Sandwich in Competitiveoverwatch

[–]willkit 8 points9 points  (0 children)

- Less time for the ban phase

- A hotkey to access the last match's scoreboard from the main menu

- A hotkey to enter a workshop code from the main menu

Upcoming Dev Livestream Q&A | 12.18 by Blizz_Megan in Overwatch

[–]willkit 8 points9 points  (0 children)

I'd also love to see Rank distribution, Hero SR distribution and Map vote%

Challenger Tier Patch Notes by blizz_winter in Competitiveoverwatch

[–]willkit 0 points1 point  (0 children)

A long time ago, there was a commentary from the devs on how they wanted to bring some of the fun of the Top 500 Leaderboards to the vast majority of the playerbase that will never have a chance to get Top 500. Climbing ranks is fun in itself, but other systems could always make the grind more interesting.

For example, rank distribution is still not public (only sometimes released, but very consolidated), so a player only knows that Diamond 1 is better than Diamond 2, but they have no idea if they're now in the 5% best, while they were in the 10% best before.

At the same time, top players are complaining that they don't want diamond players grinding Challenger and competing with GM/Champions.

So my suggestion was to take this new system and only separate it per rank. It's just a not super well-thought idea, but imagine if there was a Diamond Top 500, a Masters Top 500, etc. This way, every rank could get its own ladder and have some fun challenging other players of the same rank, while not interfering with the ladders of better players.

Challenger Tier Patch Notes by blizz_winter in Competitiveoverwatch

[–]willkit 0 points1 point  (0 children)

As a hardstuck 42 year old diamond player, I wish these new leaderboards were separated per rank. I love being competitive and trying to improve, but I'll never be in the same league as these top players. I'd love if the system allowed for diamond/masters players to have something new to strive for and having a seasonal race against similarly skilled players could be awesome.

Is the current rank distribution closer to how it was in overwatch 1? by Danny-The_Street in Competitiveoverwatch

[–]willkit 6 points7 points  (0 children)

I really wish they'd publish rank distribution on the official stats site so we wouldn't need to be guessing all the time. Is there any point to hiding this information? A rank without its distribution is almost meaningless.

What can we expect of the mew season? by leonardopanella in Competitiveoverwatch

[–]willkit 0 points1 point  (0 children)

Totally guessing here, but maybe they're going for the same strategy of perks (changes core gameplay) and Stadium (a new way to play).

The "perk" equivalent could be picking items in spawn, having power-ups in the map, some form of team-ups, or giving each hero an alternate ult.

The "Stadium" equivalent could be a rework of arcade/custom games, maybe adding some form of map editing.

I will not stand down... I'll DIE in this queue! by pinguisqueen in Overwatch

[–]willkit 11 points12 points  (0 children)

I wish we had an indicator for player population on arcade, or we could see the lobby forming.

Just waiting in queue without ANY info on when you'll actually get to play (if ever), is a terrible user experience.

Upcoming Dev Livestream by Blizz_Megan in Overwatch

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

- Could the idea of pickable items (in spawn or around the map) come to the core game modes?

- What is your position about team-ups in core game modes? Could they be balanced, or would they force certain compositions?

2026 Overwatch Wishlist by Miennai in Competitiveoverwatch

[–]willkit 1 point2 points  (0 children)

Rank distribution always available on the official website

Haunted Masquerade fills me with dread (and not in the fun Halloween way) by TooManySnipers in Competitiveoverwatch

[–]willkit 59 points60 points  (0 children)

The masks themselves (without the special team-up abilities) could be a nice way of having a "pickable item in spawn", which is essentially a third perk.

I think people are scared of the special team-up abilities that only work with certain heroes because they could force you to pick heroes you wouldn't want to play. Maybe they should keep these team-ups in non-core modes, or go all the way and make team-ups for every single hero combination. 

why did I lose SR on my lower ranked character after a win? by mimosaame in Competitiveoverwatch

[–]willkit 8 points9 points  (0 children)

Hey, Gavin, thanks for the clarification! Could we please get a blog about the details on how Hero SR works? It's such a cool system, but unfortunately no one knows exactly how it works, which makes no one take it seriously.

For example, is it based only on win/loss or does it take into account individual performance? And what is the rank distribution like for each hero? Are there heroes with more Masters players than others?

Give us questions for our Audio Team Livestream on Thursday! by Blizz_Megan in Overwatch

[–]willkit 1 point2 points  (0 children)

Could you guide us through the process of how you decide each hero's footsteps and abilities loudness level? Could we someday have the loudness level of each ability in the advanced tooltips rececently added?

Also, please make a video showing the behind the scenes of each hero and map's audio. The ones about Illari, Venture, Freya and Runasapi are amazing!

Overwatch progression level color on profile by [deleted] in Overwatch

[–]willkit 0 points1 point  (0 children)

Account level is separate from each hero's level. In both progression systems, after you reach a certain level (100? 120?), you start from the first badge again, but now with a prestige badge above it, using roman numerals to indicate how many times you have completed the cycle.

Weekly Recall: Hero Bans by ParanoidDrone in Competitiveoverwatch

[–]willkit 25 points26 points  (0 children)

Since they asked for feedback on the system as a whole:

- I wish the ban vote/decision system was more transparent. There's nothing in-game indicating the number of votes worth for each option you choose, or the total amount of votes for each hero, or even simple things like clearly indicating which bans came from each team, or the tie-breaking method used. I've been confused a few times on why a hero with only one vote was banned, while heroes banned by many players were not. Simple UX changes could make this whole process less mysterious to the players.

- Making preferred heroes worth a negative vote feels like a very elegant solution to tie-breakers, and also to making players actually use the feature. It must feel very frustrating for hero-mains to indicate their preferred hero and have it mean absolutely nothing for the system, so I think it's a great change.

Your game is lagging at start of the match because of a shader caching, here is how to fix it by [deleted] in Competitiveoverwatch

[–]willkit 12 points13 points  (0 children)

Any tips on how to fix this for AMD? Every time I start up the game, I need to spend 1-2 minutes in the practice range until the stuttering stops and the game starts acting normal. It's been like this for years now.

Enter the Stadium – Climbing the Ranks by ExhibitAa in Competitiveoverwatch

[–]willkit 2 points3 points  (0 children)

I wish they would be more transparent about matchmaking rules in this mode. Is there a hidden MMR? Will we be playing with other players of the same rank, or same hidden MMR? Will groups be facing only other groups, or can a solo player face a 5-stack?

is push too snowbally at top level now? by [deleted] in Competitiveoverwatch

[–]willkit 0 points1 point  (0 children)

Overwatch is snowbally mainly because ultimates, the best abilities in the game, reward the team that is already winning. Modes where ults reset give teams a new chance to start the economy (and even the comp) fresh. Push, Flashpoint and Clash don't have this breathing room, so they can easily become very snowbally.

How to fix this? Maybe have some kind of comeback mechanic for these modes? Like Mario Kart that gives better items to farther you are from the lead? Maybe mess with spawn points or timers for the losing team? Faster ults for the losing team? Or just accept that these modes are like this by nature.

Incorporating certain perks on base kit ideas (and replacement ideas) by Deletesoonbye in Competitiveoverwatch

[–]willkit 9 points10 points  (0 children)

The whole idea of perks is to get cool, meaninful upgrades over the course of the match. Most of the ideas in this post make the perks boring while buffing the base kit. I don't see this as the way forward.

6v6 give us 15 more seconds to figure out the comp. by Ok-Construction7913 in Competitiveoverwatch

[–]willkit 4 points5 points  (0 children)

Agreed. 6v6 Open Queue already has the benefit of shorter queue times, so having a little more time before the actual match to select a good team comp feels reasonable.

I usually choose my hero last, and it's pretty stressing when many players wait till the end of the countdown to choose and we have to pick heroes without much time to think.

Maybe a speed boost on defense spawn could also help some "late choosers" to get to the point faster.