/r/Competitiveoverwatch
A place for in-depth discussions of Competitive Overwatch™ (the team-based shooter from Blizzard Entertainment). Find detailed discussion of meta, esports and events as well as guides, advice, and tips that go beyond the basics.
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At the end of ow1, it had become common for the tank duo's SR to be over 500 apart, so I remember many players playing heroes like Roadhog, Sigma, and Ball, who could accomplish a lot on their own. I think we should definitely experiment with this in ranked matches at least once to see how it would play out with the current player base.
This wasn't the case for other separate QP modes like Classic or Mystery Heroes, so I thought it was worth mentioning. I don't know if it impacts initial Competitive MMR like Quick Play Role Queue does.
after a lot of testing i’d say i’m my opinion tracer has been bastardized in the 6v6 test. being that pseudo off tank that distracts people works fine in 5v5 but she really feels awful with two tanks. she should be an assassin again.
i have been pleasantly surprised by how well the new tanks feel. having so many tanks made for solo tanking really feels like fixed the main problem with 2 tanks which is lack of synergy. now when someone hard locks hog instead of my choices being ball or sig i can easily plug haz or queen or ram or whatever else and it feels good. i feel like 5v5 just made 6v6 better.
i think mauga conceptually works much better too, altho i think cardiac should be tuned. rein too, i prefer 2 fire strikes and don’t think it’s game breaking with less damage.
zen feels amazing again.
If you haven't been grinding tank for most of ow2, you HAVE to keep in mind that the role is miserable compared to 6v6. If you like 5v5 or 6v6 just keep I'm mind what roles you have been playing on. Bc if I was support main In ow 2 I'd probably be like "what's everyone complaining about, this is great." Not knowing the tank is getting flogged every time they q up. This kind of thinking is a 2 way street as well
Before I start I do want to say that I’m just and average level DPS player. Low to mid Plat. I’m far better at Support.
Anyway, I’m unsure what my final verdict is on it. There are positives and negatives. I do feel like I actually have a chance of winning against a Tank as a DPS. That feels practically impossible with the Tanks in 5v5 IMO so that’s a positive. One thing that is very noticeable though in my experience is that it’s extremely difficult to take angles. At this point, it feels fundamental to the game after playing so much 5v5. Now those angles are always contested. If it was contested by another DPS that would be fine but it often is contested by a Tank. Sure I can win against Tanks more in 6v6 but that doesn’t mean it’s a favorable matchup most of the time. The risk of taking angles feels so high that it honestly feels easier to just poke from the back. That could simply be because I’m not that good though.
Poke/spam feels a lot easier to get value out of compared to mobile close range heroes. This does feel comp based though. If you ended up with a good comp to fit your hero’s playstyle then things naturally feel easier. Random people typically play what they want though so getting that magical comp seems somewhat rare. If I’m playing Genji with a random comp with no true identity then it seems significantly more difficult to get value IMO vs playing something like Hanzo or Sojourn in that same situation. Honestly, I see why many players ended up defaulting to Double Shield at the end of OW1. It was just easier to stack and poke at range instead of taking risks going on a contested angle.
With all that being said, this doesn’t mean I’ve made up my mind which I’ve preferred when it comes to DPS. I haven’t. I need more time to learn and adjust. It’s been so long since I’ve played 6s and my understanding of the game is far higher than it was back then. (Granted I have a LONG way to go in that department) So, I’m curious on what y’all think. There are people here who understand the game at a much higher level than me so issues I have found could just be skill issues. Also, there might simply be things I’m not thinking about based on my perspective alone.
From my perspective - and I believe many others feel the same way - I approach Overwatch as a highly competitive player. The only modes I play seriously are warmup customs and ranked. Standard QP isn’t even on my radar; in fact, the only time I’ve touched it in the last two years was briefly during the 6v6 Classic event.
What I’m getting at is this: without a ranked mode, the players who are best equipped to provide meaningful feedback on meta and gameplay simply won’t engage with the mode enough. Personally, I haven’t tried the new mode yet, did not have time yet, and I can already tell you that I’ll likely only play it for a day or two at most. But not because I think it will be bad, for me, there’s no real satisfaction if I can’t climb a ranked ladder or compete in a meaningful progression system.
As harsh as it might sound, I think many ranked-focused players share this sentiment. Not including a ranked mode will significantly limit the participation of this player demographic in the new gamemode.
With that in mind, while QP still boasts the largest player base and provides a solid gauge of the modes popularity, it falls short in delivering the most valuable feedback on gameplay and meta. This is because the group best suited to offer such insights simply won't engage with the mode enough.
With the holidays approaching, I’m not very optimistic about the chances of getting a ranked mode anytime soon. However, I would greatly appreciate it if they could prioritize including one, even if it comes in a later test run. At the very least, introducing ranked eventually would be a step in the right direction.
I have not been watching much Overwatch in the last few months, and the last thing I really remember seeing was Crazy Raccoon dominating Stage 2 and going 27-0. I've seen they lost both the playoffs and the major that followed. What happened for Falcons to rise to the top spot and for Crazy Raccoon to have lost the last 3 consecutive meetings against them?
I wanted to create a poll but it doesn't allow me to.
Which one do you prefer and why?
I'm talking about how DVa matrix went from cooldown to resource, how Rammatra is faster in Nemesis form or how Venture has a sped up cooldown underground.
What could they add to the game that feels so naturally needed?
I have been a tank main since early OW1 & have spent time in Plat/Diamond/Masters in both 5v5 & 6v6. I only mention that because I believe I can somewhat speak from the perspective of the general playerbase. I have to say, the 6v6 playtest has felt pretty great to me for tank at least. This is the first time a ”test” mode has had me playing it for most of a day. I know a lot of people were upset about the patch, S9 not being reverted (i dont care really) & no ranked version, but it still feels so much more fun. I’ve normally defended 5v5 like crazy too, i remember the pain of being stuck with a dps player running roadhog as the other tank to get their priority passes, but man 6v6 just feels right. Maybe its just the “newness” of it making it feel more fun, but it really does feel better. Hope the devs get some good info out of this & I hope everyone is having as much fun with it as I have had.
Hi, my highest is diamond 4 and i'm trying to climb into masters. I don't understand the team comps in this current season. I usually play ana or kiriko. Is there a rule of thumb or comps that would help me understand this game more. Thanks!
Noticed the patch notes say it's based on the Dec 10th patch and sure enough, the Hazard and Sojourn nerfs in the hotfix aren't there. So for all you Disruptor Shot charge enjoyers, this might be your last chance!
Sleep dart to me feels like the pinnacle of cc in this game, even if you get immediately woken up via damage, you're unable to actually do a thing for 2 seconds, which as we know is a long time in this game. I understand the argument to be made in favor of sleep dart, it has a wind up, it's a small projectile, and has a long cooldown. And I totally think these arguments are fair from the perspectives of DPS and Support characters, but your average Ana player would have to try to miss a tank. Some tanks play around it fine, but a lot don't.
Recently, I have been playing Hazard a lot, and I've noticed every single lobby I play in has an Ana, and if not one, then two. She is the most played character in the entire game and that to me is why this issue is so hard to change, because sleep dart, under most circumstances, is essentially a free kill on most tanks under 50% health in pretty much any team fight. It feels pretty lame to have to rely on a get out of jail free card to get kills for the team like that, I understand people see it as an 'outplay' but why is it so extraordinarily easy to outplay your opponent with a single ability? It's almost mindless, I have started to pick up Ana to see if the issue is solely on my end, but I've noticed from that perspective just how oppressive the ability is. Most tanks have absolutely no way to play around the ability, when I'm playing Hazard, regardless of whether I dive Ana or not I get slept as soon as I engage, and by the time I recuperate it's back again. I have been able to deal with it and still win, but it's seriously annoying that this single ability is essentially impossible to not plan around. You don't have to do that for pretty much any other standard cooldown, so why should you have to for Ana? That's totally a double standard.
This is also completely ignoring Ana's grenade, which I think is too strong as well, but ultimately I think sleep is seriously broken. The developers have wanted to cut back on cc but if they removed sleep dart all hell would break loose. I genuinely cannot see an argument for it being in the game in place of another ability that is also punishing without being essentially a free kill, because it's not skillful in most cases, and even if it was, I think a character shouldn't be outright better than most other characters because of your ability to use their kit effectively, that's the whole idea of what balance is, so why does Ana get special treatment? Shield bash and flash were both less than half the duration and got removed, I get Ana doesn't have the survivability as these other heroes, so why not give her an advantage rather than disadvantage the opponent? I mean come on, Zen's kick got nerfed for gods sake and discord got nerfed into the ground, sleep dart literally has the same problems as discord where it essentially is a free kill in most applications solely by the press of a button.
Anyways, my whole point is that I cannot see an argument for why this blatantly overpowered ability that goes against the grain needs to be in the game instead of something that feels more fair (without copium), and the only reason we have it is because Ana gets special treatment for being picked so often.
As I was playing the 6v6 test I noticed one thing that I felt barely happened in late OW1. People were dying. Obviously a good dive or push results in team kills and what not but I noticed people dying from focus fire from 1 or 2 heroes. As I played dps I realized that the things I shot actually died and that’s where I made the connection. That small 15% anti heal made enough of a difference that fights don’t feel the same as OW1 (and I don’t mean that as a good or bad thing just an observation).
As a result, I noticed playing when playing tanks is that the whole MTD feeling just isn’t really there. I don’t know the term for it but it feels more obvious that your team is helping you which does feel nice, but the flip side is true where you KNOW when your team isn’t helping you. Maybe I’m crazy but i feel like whichever team engages first almost always wins and because of DPS passive you’ll see less of these really clutch reversals or teams standing their ground. It’s the first day so who knows if that will change.
Hi, honest question here, I'm a rather new player that started with OW2, so I'm used to have only one tank. I played a couple of 6v6 and I didn't find it fun at all, it's more crowded, less space to maneuver without the support of a tank and all in all a spam fest.
What are the reasons some people prefers this over 5v5?
Edit: I'm interested about the reasoning part, I don't care about supporting one of the two factions. I want to understand what are the underlying reasons because I didn't play OW.
After having played tank in 6v6 I can safely say tanks are gonna hate it outside of people with duos. It is back to being a boneless role which relies heavily on synergy with your duo which can be fun, but also can result in playing rein with a 1 and 7 hog which makes it impossible to even exist on the role. Especially rein players are going to hate how badly he’s been gutted, when in reality it’s just going back to his OW1 numbers mostly. Overall just cripplingly unfun role again.
I started out last season steady in Plat 5 to 4 fluctuating back and forth.
Last week I started losing. First it was 2 games then 1 win, but it quickly spiraled to 3 or 4 losses and 1 win.
Now I'm down in Silver 5.
I main Sojurn and Ash. My aim is pretty good as I come from an FPS background but I've been playing this game for a while now.
My main playstyle is to go Soj, gain charge off tank and then reload and get an off angle from tank to focus a support and then finish with a rail. Its usually pretty effective. Sometimes I'll do this and then slide in their backline and get the second healer, then chip at a DPS and by then the tank is on me or their DPS get me.
But on my death screen I'll see by then my tank dies and so does the rest of my team.
I know the issue is me. Its got to be my positioning or my timing or something. I try to play Soj like as assassin because that rail is so strong. I feel like if I play by my tank, I just shoot their tank and then then I'm not as effective getting at their supports. Flanking, weakening and then diving seems to work so much better and the FPS style of Soj meshes very well with me.
Does anyone have any tips on how to be more effective in fights and help keep my team alive for the after fight push?
I'm usually running a 22-10 to a 35-15 KD game. Now I know elims arent always kills I did and also those state dont matter as much as team help.
But I really feel like I need to kill both supports and both DPS's while giving tips to my team in order to have any real impact way down in this rank. Its quite exhausting lol.
So anyway, I know I'm messing up. Can someone give a few tips on what I should be focusing on in order to keep my team alive?
My name is MoistTable#1994 for those interested.
Thanks!
I thought they were gonna go back to pre season 9 health pools and remove the roles passives other than the global healing passive for the playtest. I wanna know other peoples opinion on it
https://overwatch.blizzard.com/en-us/news/patch-notes/
Looks like a lot more tweaks that just tank changes!
6v6 is back yall!
im super excited to try out JQ and Doom as off tanks!
Recent returning player to OW2 after being burnt out from OW1. Although there are some really good things with Rivals, such as the lack of completely braindead heroes like Mercy and Moira, better time to kill, and so on, it surprises me so much how the game really learned nothing from OW with all the mistakes (and corrections) the game made over the years. Seriously we are gonna wait for this game to go through all the same things early OW went through (all-mid survival stacking, ult combos being way too impactful and so on). Also still amazed how certain things like sound cues and map designs where OW2 is so ahead even with it being an older game.
Don't get me wrong, I am really glad that Rivals is bringing in new players to the genre, and I can't deny there is fun in farming 40-0 every game as psylocke hera or something because non-ow players don't know how to play these games yet. I am just having such a new appreciation of OW2 and glad what we have become as a game.
I would like Blizzard to take notes of the good things they have done though, especially how you can totally attract just the same amount of new players without complete braindead heroes like Mercy/Moira, and the TTK makes it easier to rely on yourself which for newer players I think is quite important. Either way hope the competition makes it better for everyone.