Competitive Overwatch matches?
Competitive Overwatch matches?
This situation highlights a major problem with the current ranking and points system. It appears intentionally flawed, encouraging negative behavior rather than fair competition. In contrast, games like Tekken offer a more balanced experience where skill is rewarded consistently. The endorsement levels seem arbitrary too, as demonstrated by my fluctuating rankings despite consistent performance. People often claim endorsements don’t matter, but the reality is they significantly impact progression and fairness. Blizzard’s design clearly prioritized confusion over clarity.
I think the toxicity in these games resembles an inverted dunning-kruger trend when it comes to simmering resentment. Lower-ranked players generally don’t prioritize winning as much as someone in gold or platinum is fighting through elo hell. By the time you reach the top, you’re likely to recognize your teammates’ faces so often that you become a bit more approachable with them.
I still believe the current level-up mechanics, pairing process, and numerous minor aspects contribute to any negative atmosphere the game might have. Especially in ranked play, I think there’s room for improvement to make it more inclusive and less prone to toxicity. I’d suggest several changes to enhance fairness and reduce frustration—something Blizzard would likely appreciate. Personally, I feel the system needs tweaking, but I’m not sure if it would be enough to change the overall vibe. If a more rigid setup is in place, making it mandatory could help, even though it might not be perfect. A server error, which often gets blamed, also affects your disconnect rate. While that’s hard to track, transparency would be beneficial. It’s frustrating when players hide their stats, creating confusion about skill levels. Offering a consistent way to display stats—or not at all—would be better. The current mix makes it difficult to judge whether someone is new, struggling, or just different. In short, I mostly see positive interactions, recognize familiar faces, and it’s reassuring to know what to expect, whether playing as an opponent or ally.
Reflecting on my experience, after about two months I notice things are clearer. Even without playing comp yet, I see some players who struggle and always shift blame, especially those who claim to be "dive tank" types. Still, the most enjoyable moment was during QP open queue, sometimes without healers, where we crushed the opposing team. I’m quite good with D.Va, but I’m a team player. I see some D.Va players rarely getting assists, while I consistently rack up many. When I try to play her as a poke character, it feels pointless after nearly taking down a soldier—chasing him down often isn’t worth it. I just hope someone else finishes him off.
That said, the most fun came during two control point capture sessions. I’m puzzled why this mode is supposed to be rotating and should be the main option—it drags on too long and feels unnecessary. The 2CP maps are far better than the regular ones in my opinion. Still, from what I’ve seen so far, using support heroes with comp players isn’t ideal. They tend to blame you for their poor positioning, lack of skill, and reckless moves (as noted on r/mercymains). It varies a lot in unranked QP, but overall it’s still enjoyable if you’re good at teamwork. In open queue, I have more freedom—usually I pick D.Va, Soldier, Soujorn, Mei, Widow. Being a Mercy main also helped me learn a lot by following others, like recognizing Widow’s spots. Even without much playtime on her, I’ve picked up some useful tips.
Overall, it’s a fun and accessible game, though often hindered by players’ inexperience. That’s not their fault—mostly the matchmakers are to blame. It just doesn’t make sense to pit many veterans against mostly newcomers. A smarter system would avoid that imbalance.
I’m facing challenges with skill and tactics in this game. Players seem to have strong abilities but lack strategic thinking. DPS often focus on flanking heroes, yet they struggle with positioning. Support is blamed for poor healing, and tanks are criticized for not creating space. In one match I had a weak pick for control, and my team failed to flank healers while I was left behind. Later I was ganked by five players from all sides, and my teammates didn’t take responsibility. Switching roles didn’t help; I got targeted from multiple angles. On another map we lost because our DPS were bad at positioning, especially with poor pick choices. I remember the first map selection was weak, leaving no solid options since I couldn’t flank and kept taking heavy damage. The other time, DPS had Pharah, so someone must hit her hitscan to avoid being caught. Healers, Moira, Brig are reliable; DPS feel unreliable. As a tank, I could have chosen Orisa, but that limits my ability to protect unless the map is simple. We were on Midtown, which suits me best as Rein or Sigma. Overall, it’s clear players need better understanding of tactical awareness. My mechanical skills aren’t enough to lead a team through tough fights... Edited April 5, 2023 by LogicalDrm
Absolutely, this matches what I was discussing. I believe Comp isn't worth it unless your squad is really strong and skilled. It's especially clear when dealing with healers—I usually tell the tank to be more cautious, and sometimes they do listen. This often comes down to tactical awareness and experience, not just raw ability.
On the flip side, some players seem to have a natural feel for the game, making it quite enjoyable. However, certain characters, like Soldier, can be overpowered, leaving little room for skill-based play.
What stands out is that about half the time, players actually grasp the game well and it feels rewarding. On the other hand, some heroes appear extremely strong, making them feel almost invincible.
In the end, it seems like matchmaking plays a big role. When teams are balanced in skill, it's much more fun. I have a solid team, but they've started to rely too much on healing, which is really annoying. I won't join Comp with that group if it means sacrificing my own performance. If that's the case, their chances of winning are pretty low.
I feel much more upset when playing QP. In comp we usually don’t get Moira or Lucio who rarely heal. There’s no “n’thing” there. My mechanical abilities haven’t been great, but I’ve got solid game sense and good strategy. Since my experience comes from the Battlefield series (about nine years), I’m used to flanking, reading the situation, and using sound cues—things that go beyond just aiming and reflexes.
That matches exactly what I was searching for. Moira is definitely one of those characters that can really shift the tide, often racking up a lot of kills while also providing substantial healing—around 15k usually, though it varies. It’s pretty impressive. I’ve noticed this pattern with many support heroes lately; they tend to be less focused on direct damage but excel at teamwork and protection. Sometimes having a player who understands the game well can make a huge difference, even if they’re not the strongest or most aggressive. It’s all about strategy and teamwork, which is what I really enjoy about these games.