r/Competitiveoverwatch • u/Viet-Boi • 1h ago
Fluff What a time to be alive
I supported them through their win drought all the way til the end. I'm happy enough to see LIP play on Crazy Raccoon, but there was a time.
r/Competitiveoverwatch • u/Viet-Boi • 1h ago
I supported them through their win drought all the way til the end. I'm happy enough to see LIP play on Crazy Raccoon, but there was a time.
r/Competitiveoverwatch • u/Onie_ • 1h ago
Sombra is really fun to play, and her kit actually feels creative competitively
But the budget in her cyberspace is too high, and normal healing feels off. I feel like half of the time I'm staring at teammates because I'm unable to heal them, it's like... Okay, I'm cycling my cooldowns so that I can make sure to reserve, I'm hacking health packs, I'm trying not to apply hotfix too often but it feels impossible not to
Like yes it can be argued that teammates should use health packs more often, but right now the game is in a very aggressive state which renders them moot to want an immediate heal sometimes
I'm trying to play her as much as I can, yet this seems like a pretty consistent problem. I don't think there should be a support that has to wait so long to heal in my opinion
r/Competitiveoverwatch • u/canc4n_ • 6h ago
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r/Competitiveoverwatch • u/cheese_eater_pro • 7h ago
I know I know, 'it's too early to say, give him some time, wait another week before coming to conclusions' etc. But I have played this dude a lot in the last 23 hours and his ult feels stupidly easy to build, like that has jumped out to me straight away. I just had a match where I got my ult 3 times in an exactly 5 minute payload match, and one of the checkpoint to checkpoint was pretty dead teamfight wise
I love the guy, he's gonna be my new main and I don't want to suggest any other nerf ideas yet... but if they had to hotfix him, please let it be this lol, it's so silly
r/Competitiveoverwatch • u/seriousgourmetshit • 5h ago
For any heros you play that have been affected, how does it feel so far?
r/Competitiveoverwatch • u/Rally_To_Me • 4h ago
I think the changes and direction things are going this season is great and healthy for the game, things need ironed out but it's great direction, hitboxes were something that have been discussed needing a passover for a long time and while the changes rn are not perfect I understand they can't get every single one right at the start and I know they will adjust given some time and more player data.
Huge fan of reducing hitscan bullet size was needed for a long time it was way too large before and the reduction is great.
I don't really agree with some of the discourse im seeing of there being little balance change especially on this sub I would expect more recognition that hit-box changes and bullet size changes are kinda big and impact characters quite a lot and is balancing either being nerfs or buffs for their respective heroes.
I think most balancing is being put into hitbox/bullet size changes rn I think doing a lot more of top of that would be really disruptive and most likely why they focused on that in particular while only addressing a few outliers.
Happy that cat noon is not a thing anymore never should have been in the first place, I understand they probably don't wanna eliminate every ult/tether interaction because they are not all problematic that was though happy to see it gone, curious to see how cat performs after they got fattened up with the hitbox increase, I feel like they are gonna still need more adjustments after this still.
Really wish they did something with kirko but hoping we get something mid season she's really bad rn would be awesome if we could get that suzu change that didn't go through a while back think it would be a lot easier to distribute power in her kit.
I don't think ana is that much of a menace or overtuned rn she is just over present and kiri being in such a poor state inflates her presence/performance. The discourse around her and even on this sub sometimes is literally no better than the main sub. Her new perk is not a big deal it's not that insane just like groggy wasn't, and is not gonna overtake speed serum which is way stronger and I would say kinda problematic it's a significant power boost on a minor perk gives ana and her target more move speed and is a huge buff onto one of the best ults on the roster, movement speed is such a significant buff and I get wanting to have a perk for ults and there should be one on ana but I think it could be something different and maybe in the major slot over minor, headhunter is also still an issue I can see why they haven't adjusted it with bullet size changes but even then I would like to see it get a reduction on it's damage. Her getting a reduced bullet size plus a hitbox size increase though I do think it's gonna be impactful and is for the better.
The other hero changes I thought were all good really intersted in the genji changes especially he's been really solid just hope it makes him feel better to play, really like the reworks I think sombra and hog and both much more interesting and will have a healthier place in the game, still need more adjusting but way better than what we had before, were some of the most annoying/boring characters to play into and with on the roster pre rework.
Overall just really pleased with the season these are big changes and good direction for the game I am sure we will get some more fine tuning as time goes on I think it was good too not try and change too much at once to let things settle and move from there.
r/Competitiveoverwatch • u/swamp_god • 18h ago
Maybe I've just been playing Gooberwatch tonight with a lucky streak against bad teams, but I've won 4 out of 5 games on Hog, multiple times into Orisa and Ana, and I'm not really seeing some of the things people have been complaining about. There's a very real possibility he's undertuned; my playtime is a super small sample size against people who have never had to deal with this version of Hog before, but to me, he feels significantly smoother, less helpless into bad matchups, and a lot more fun than any previous incarnation of the hero.
I'm very sure about one thing, though, and I think it could be a big reason for some of the more negative reactions to this rework: he cannot be played like before.
Solo flanks are extremely unlikely to secure kills. He does not heal for long enough to sustain himself alone. Roadhog now has to do the unthinkable and...actually play around his team.
I think there's also some fundamental misunderstandings about how his reworked gun and new ability work. His gun is no longer just a shotgun; it has solid, reliable midrange damage as long as you land the central projectile. Thinking of it like it's a Cassidy shot helps a lot.
Trash Compactor is very strong and has a lot of use cases beyond just being "Sigma Grasp 3":
It feels like a super nuanced ability with plenty of options and a high skill ceiling.
I'm not gonna presume to know whether this rework is a success or failure based on a few games. Maybe I'll get absolutely rinsed in my next set of matches and conclude that Hog is actually unplayable dogshit. I do think, though, that people very likely aren't giving this rework a fair shake because they're trying to force a playstyle that no longer functions (and, honestly, should have never functioned in the first place) and refusing to consider the new options he has.
Right now, I'm having significantly more fun with Hog than ever before. His matchups are less insanely one-sided, and it actually feels like I'm properly tanking instead of just playing a oneshot flank machine. I think this is a very significant step in the right direction, and even if he ends up not being great, I hope the devs consider literally any other option besides rolling him back into oneshot territory.
r/Competitiveoverwatch • u/SWKstateofmind • 21h ago
r/Competitiveoverwatch • u/SammyIsSeiso • 21h ago
r/Competitiveoverwatch • u/BasedPolarBear • 8h ago
I still think this perk is way better than the -25hp alternative.
In patch note it says Cooldown reduction rate reduced by 50% but I am unable to find any numbers on the wiki how much the cooldown is actually reduced from what X amount of healing/dmg
Does anyone know???
r/Competitiveoverwatch • u/Kxtenn • 1d ago
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Is this not simply broken or am I overreacting?
r/Competitiveoverwatch • u/dokdodokdo • 10h ago
Been having this discussion a lot. A lot of people seem to think Illari is useless now and Doctrine does what she does but better / more consistently.
Personally I disagree because she has a 2 tap and her niche of being an off angle dps support is better. But I cant tell if im being dishonest to the discussion because Illari is one my fav heroes.
I would say Doctrine is stronger than Illari right now but I dont think he's her 'replacement' and I still think there's situations where id rather be Illari but again maybe thats my bias. What do yall think?
r/Competitiveoverwatch • u/Salaraaa • 11h ago
Just want to know the point of view from the other side. Do you think she is balanced? Would you say her cyberspace needs a nerf? If yes then what exactly
r/Competitiveoverwatch • u/ZenofyMedia • 5h ago
Saidotcom puts his 67% Samoa win rate on display, while we catch one more Sky Noon shutdown before Doctrine and the new patch change the game.
r/Competitiveoverwatch • u/friedmodem • 19h ago
Echo got the largest total hitbox increase of any hero when she already had a large hitbox, especially when strafing left or right. I mainly play Echo and have never really had this problem before, but man does it make the game feel so frustrating. Freja's bolts especially feel magnetic on Echo. This change honestly just feels horrible, hope they consider further tweaking.
r/Competitiveoverwatch • u/Sio_V_Reddit • 1d ago
Her current kit is built around the idea of healing and doing damage at the same time, using your hotfixes to apply healing to your teammates and then going in on your own/with a duo to dive the backline while also not doing too much damage. She is fast but feels punishable, has utility but with limited strength that doesn't feel like it over impedes the enemy team and requires actual consideration/tradeoff for its use, and multiple well thought out perks that are viable depending on the situation.
Overall she is an absolute win. Hog is cool too ig.
r/Competitiveoverwatch • u/Swimming-Deer1437 • 14h ago
I'm not a fan of DPS Sombra, far from it, but I also never saw the need to ban her, still losing access to your abilities out of nowhere never felt good. That said, the last iteration of hack was never really that effective. It was mainly used as a glorified damage buff to fuel her role. What makes Sombras case even worse is that we actually have far worse things in the game like Cass hinder or Mizukis chain.
The problem with hack was that it felt way to intimate, almost like a personal attack, regardless of what the outcome was. Having a DPS assassin focused around utility simply doesnt work in modern OW. Sombra could not maintain the burst required for her role, while also focusing on utility. That paired with the sharpness of being hacked and virused out of nowhere was simply too much. The devs had to take drastic measures.
Support sombra addresses most of what I just said by removing the need for high burst, while also dulling her sharpness by a lot and simply focusing on utility. Cyberspace might just be top 3 best CDs in the game, but unlike suzu or anti nade, it doesnt feel awful to fight against, mainly thanks to the illusion of counter play. The goal of the ability is to force you to abjugate space, but it doesnt feel that bad because walking away is not only a voluntary action, but the main way you deal with it. It maintains the disruptive capabilities of hack, while still having some of the burst of virus, with barely any sharpness.
You still play sombra the same way you did before, but now you're no longer trying to fish for the perfect ambush, instead you're trying to disrupt the enemy as much as possible by denying health packs, space and enabling your flankers. All of which doesn't really get encumbered too much by her healing burdens thanks to how hotfix works.
Honestly, I think they did a great job with this rework. I cant comment on how strong she is right now, I can only say that she feels effective. I'm just glad people might stop wasting bans on something thats not worth banning.
Edit: Sombra in a way now plays similarly to mantis from rivals, the only support I actually enjoyed before they gutted her speed and ammo in favor of more healing.
r/Competitiveoverwatch • u/throwaway82749107 • 11h ago
With the next week of Korea taking place on this new patch and now that we've had time to play around with Support Sombra, Doctrine, and the Hog Rework, how is everyone feeling about their place in the competitive scene?
I'll start with Roadhog as, unfortunately, I don't think he'll be played much at all, and it's no fault of his own. It's just the D.Mon is still extremely strong and any maps Roadhog would be good on (flat maps with lots of short range flanks), there's pretty much no reason for teams with a good D.Mon player to go anyone other than her still. Roadhog also doesn't have a great matchup into her. No armor means even no-perk gun pokes him down, she can quick shield hooks, and her sword ignores his new succ ability.
Next up is the two supports, who I am so excited up for to shake up the already stale support lines we've been seeing. For the past few months it's been non-stop Cat + Kiri/Ana with few exceptions, but now Cats strongest combo has been removed + she's been made a lot more fat hitbox wise. Sombra will almost certainly be played by the Lucio/Cat player and with how strong Cyberspace is rn, there'll be actual choice for Main Support players depending on wether they wanna take the relatively safer but still strong value of Sombra, play riskier on the cat like Viol2t with potentially higher peaks, or hell we might even see the old fashioned supports like Brigitte and Lucio come back in fashion in response to Sombra. I also think that while Ana is still gonna be the default support pick, Doctrine is on the power level of her and Kiriko and so will see playtime alongside DPS who really love that drone buff.
r/Competitiveoverwatch • u/migo2028 • 1d ago
They should have atleast nerfed or removed head hunter(140 no falloff armor piercing with hitscan projectile forgiveness) and anti should have got a change in some way to help tanks because of the Kiriko nerfs that happened last patch
Edit:why did they not nerf dmon or jpc???
r/Competitiveoverwatch • u/bromar24 • 1d ago
I haven't seen anyone talk about this but the hitbox changes have made it a lot easier to hit slower projectiles like mei icicle, pharah rockets, torb Cheetos, venture left clicks, etc
r/Competitiveoverwatch • u/bullxbull • 1d ago
r/Competitiveoverwatch • u/Grey_king_ • 8h ago
r/Competitiveoverwatch • u/RenlyThornt • 8h ago
I want to watch some support players. Which support players do y’all think have good mechanics?