r/Competitiveoverwatch • • 24d ago

Other Tournaments Interested in starting your path to pro or just looking to get into organized play? Sign up for FACEIT League Season 11 with our discount code RCOW!

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35 Upvotes

Sign up with the link https://fce.gg/RCOW-FL20 or code RCOW to get 20% off. 100% of proceeds will go to giveaways in the subreddit - thanks to season 10 signups, we will be able to host giveaways for both regional and international OWCS finals soon!


r/Competitiveoverwatch • • 11h ago

General Why isn’t there a clear outline/indicator for the AOE of Doc’s ult?

160 Upvotes

Seriously I thought this would be fixed by now but whenever that thing comes out I run for the hills cause it will hit me on a separate KOTH submap but whenever I throw it out it somehow cannot hit the enemy players .5 meters away. What does this ult do? What is its range? Why can’t I have a clear indicator of that to make it more visually clear? Zen has an indicator. Ram has an indicator. But for some reason this guy just gets to throw out his random bullshit ball that seems to have its own will and shoots based on how funny the scenario would be.


r/Competitiveoverwatch • • 1h ago

OWCS Dongsu apologizes for comments

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19 Upvotes

From what I've seen, he reviewed both T1/FLC and CR/ZETA games in the Asia group stage and made some comments about each player. He apparently was pretty harsh toward players like Stalk3r and ZEST which prompted these apologies. Feel free to add details if you've seen the original content.

(Honestly it seems like not many people even cared in the first place and it blew up mostly because he posted this)


r/Competitiveoverwatch • • 4h ago

General Aim Feels off? On Widow Maker Headshots are inconsistent Season 5 Update. Fix This!

14 Upvotes

They changed hit reg to server side ever since they changed high precision mouse input and changed hit boxes aim is inconsistent sometimes i hit shots that blow my mind others its three wiffs on a someone walking in a line they changed how it checks for your shot and the tick timing is server based no client now.


r/Competitiveoverwatch • • 1h ago

General How are we feeling about Kiriko?

8 Upvotes

So Kiriko has made her way back to the meta after her season and half out of it, She is around 48-50% winrate in all ranks and regions, and got solid play time in OWCS Korea and Asia.

Now that is also in part because Doctrine and Ana both got nerfed recently, but she also did receive the large buff of 250hp.

Anyway, I think the interesting conversation here is if her design is improved from when she was last meta, I would like to think she has.

Over the last year she has lost TP range, tp cleanse, heal range, kunai size, suzu invulerability time, suzu range, and her hitbox was pretty severely nerfed.

In turn she has recieved faster ofuda firing rate and 250hp, and she now has a higher winrate than she did with all of the things above.

I feel that her current design direction has her playing closer to the battle and has removed a lot of pain points of the hero while actually increasing her overall power. I think this is a win from the balance team, even though everyone is upset at them right now, this is worth bringing up.


r/Competitiveoverwatch • • 21h ago

General ¿New Junkerqueen tech against Mauga? (with the knife)

209 Upvotes

I found this today while playing a ranked game in Suravasa.

At the end of it I made a stupid play trying to slam the enemies, but I was stopped mid-air and couldn't travel far enough to do it.

I was so confused because it didn't make sense.

So I went to a custom game and discovered that, if timed correctly, Junker Queen can stop the distance Mauga travels when he is going for a slam.

IDK how it works, because it doesn't make sense. It's like plus + plus = negative??

or maybe it pulls Mauga to the ground and that's why he stops?

I recorded several attempts and it can be done consistently. Even if Mauga starts running, you can still throw your knife and it works like a charm.

I want the council to decide if it's useful or not (or maybe It was an already well known tech)


r/Competitiveoverwatch • • 2h ago

General Silver 5v5 / Platinum 5 6v6 Junker Queen looking for honest VOD feedback

3 Upvotes

I've been playing ranked for a little while now. I'm currently around Silver in 5v5 Role Queue, but I recently climbed to Platinum 5 in 6v6 Open Queue.

I mainly play Junker Queen, although I have some experience with Zarya and D.Va. I just feel much more comfortable and impactful on Junker Queen.

Personally, I consider myself an average tank player with plenty of room to improve.

Recently, I played a match with some friends where we lost, and they criticized my tank gameplay. They mentioned that I sometimes push too aggressively, don't peel enough for my supports, and focus too much on getting eliminations rather than protecting my team.

I think some of that criticism is fair, but I'm having trouble figuring out exactly what I should be doing differently.

I'd really appreciate an objective review of my gameplay, particularly regarding:

  • My positioning and engagement timing.

  • Whether I'm creating space effectively.

  • When I should be peeling for my supports.

  • Whether I'm being too aggressive or not aggressive enough.

  • Any bad habits that could hold me back from improving.

I'm open to constructive criticism, even if the mistakes are entirely on me. I genuinely want to become a better tank.

Replay code: KJCZJX

Thanks to anyone willing to take a look


r/Competitiveoverwatch • • 1d ago

OWCS O2 Blast release all players

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116 Upvotes

r/Competitiveoverwatch • • 2h ago

General Ranked modifiers are crazy

0 Upvotes

Im playing na gm tank and 5/6 of my games has a modifier. Not to mention, there is a huge skill disparity between teammates. It is impossible to set expectations of everyone knowing some are 5 tiers apart and the other the same rank as me. The worst part is, the modifiers rank gain/loss does not make sense. a consolation will let me lose 26% while an uphill will give 24%. Naturally with the games being lopsided these modifiers does not justify my ranked experience.


r/Competitiveoverwatch • • 2h ago

OWCS Am I the only one who doesn’t like the Asia finals format?

0 Upvotes

So first we need to have two group stages, then we have the seeding decider, then we can finally start the actual tournament but oh wait we can’t do that this week and have to wait an entire week before the tournament can actually start. Like why???


r/Competitiveoverwatch • • 18h ago

General Doctrine help

8 Upvotes

Sorry idk if this is allowed here. But I don’t understand doctrines ult. I know how it works but I can’t use it well and I can’t find anything to tell me. I use it and die or it just does nothing because people can kite it. Ty in advance


r/Competitiveoverwatch • • 1d ago

General I feel like they will handle "Mobility Creep" nerfs in the worst way..

79 Upvotes

The balance team is now famous for nerfing/buffing the wrong parts of character's kit. Like making cat even more mobile, or making queen excell even better at brawly comps/maps.

So just like the ball and vendetta nerfs they might nerf other fun, muscle-memory-committed movement tech like say, shortening anran's dash, increasing cooldown on movements, removing freja tech to jump higher by using take-aim, Pharah fuel reduced, Doomfist block-cancel tech removed etc.

All this leads to is a lower skill ceiling for movement, less fun heroes, and everyone just standing around more often so hitscan heroes can hit their shots better, making us all stand on opposite sides of the map throwing rocks at eachother.

I also believe they will not tackle actual mobility creep compliants like jetpack-cat infinite flight or abundance of fuel, doctrine flying around while being almost unkillable, or Kiriko being the most survivable support with a TP cooldown shorter than most movement abilities and wallclimb.

They only nerf "around" them, like making kiriko TP shorter distance.

I think there's a lot more that people complain about than mobility, like soft CC & knockbacks, one-shot kill heroes, cassidy flashbang, tank buster heroes in 6v6, 6v6 roadhog (still the most banned hero in all my 6v6 grandmaster games) busted perks etc.

I might just be paranoid/overreacting, but I feel like no character is safe from getting gutted in one way or another now.

If I'm not having fun on the characters I love, with a devteam that laughs in the face of its community(wreckingball), I'm not sticking around, I'm gonna start playing deadlock incase the game kills itself next season lol.


r/Competitiveoverwatch • • 1d ago

General Power budget and the balancing problems for Doctrine

27 Upvotes

His balancing is problematic because his power budget is allocated way to much to his drone and ultimate. I’ve played around 250 games with him, and I’ll be the first to admit he was very strong and needed a nerf.

Unfortunately he feels horrible to play now and yet feels oppressing from the enemy POV, even though his win rate is down from ~58% to ~48% in GM. Having to much power tied to those two abilities make the rest of his kit feel very bad, and it's not particularly fun for anyone on either team.

Tune down his ult, lower the attack speed value on drone and reduce the damage reduction % on dash. And to compensate restore his fire rate again and slightly increase the healing and damage output of primary fire.

I think it worth's to redesign his 2nd major perk aswell since one choice is always picked over the other. One idea could be choice to sacrifice 25 maximum health for 1 extra infusion charge, which would make way more sense from the vampire aspect and make his playstyle more dynamic aswell.


r/Competitiveoverwatch • • 1d ago

Blizzard Official Aaron Keller on Hudson role change

297 Upvotes

We’ve seen a lot of discussion about the role(DPS) of the Season 6 Hero. We understand that you were looking forward to another Support Hero next season and I hope that giving context for the decision will help players understand it, even as some of them are disappointed.

When we started work on the detective, he was a Support. But as time went on and the kit continued development we realized that it wasn’t working. Once we tested Hudson as a DPS, the turn around in our feelings for him was instantaneous and dramatic.

This decision ultimately wasn't whether we release a DPS or a Support hero, it was whether we release a great character or one we didn't believe in. Building Heroes for OW is as much of an art form as a technical challenge.

Game dev isn’t always straightforward. Sometimes we need to adapt to create the best version of something. The team is incredibly proud of this Hero. I hope you all feel the same way when he launches in Season 6.

From his X account.


r/Competitiveoverwatch • • 1h ago

General Half of the issues with tanking in 5v5 can be summed up with 5 characters

0 Upvotes
  • Mauga: Makes every tank that isnt sigma miserable to play, delete him

  • Orisa: Makes every brawl and dive tank miserable to play, delete her

  • Zarya: Enables some of the most toxic FDPS metas, rework her

  • Zen: Auto tank diff button, nerf discord

  • Ana: Auto tank diff button, rework anti heal

A big problem with mauga and orisa is that they're wide tank counters in the tank class, which makes them the default tank diff swap, made worse by the fact that they're brain dead. No other tank makes tanking as miserable as these two, even when you're winning.

Zarya while not inherently toxic, stills enables some of the most revolting fdps metas in the game, which no one enjoys. I'm saying this as a primarily vendetta main.

Both zen and ana simply gain too much value from fucking over the tank. Ana especially has been doing this since her inception. If you dont have suzu or some form of self cleanse, GGs.

Everything else are literally small fries by comparison. I'm fine with general tank shredders like bastion, reaper, torb and to some extend sierra existing (I wish her gun had falloff, since she fires two pellets, it could be considered a shotgun and thus still fall in line with projectile shotgun weapons). That said, I do prefer more matchup dependent counters like Anran and Vendetta into dva, or Freja into hazard.

I'm also okay with tanks having disadvantageous matchups against specific tanks. Junker Queen into Reinhardt, or Ramattra into Roadhog. These are fine since they're not too one sided.

And before someone brings up format wars into this thread, yeah different formats have different design limitations and for 5v5, too much tank hate is one of them. 6v6 has a similar issues with burst AOE peeling tools like suzu or queen shout.

Either way, I hope something can be done about at least the first two heroes. Mauga has been stated to be a rework candidate, which is good news. I just hope we dont have to wait all to long to see something happen. They have already shown with both hog and sombra that they can address the issues with a heroes kit, I just hope they dont get caught up too much with preserving hero fantasy.


r/Competitiveoverwatch • • 5h ago

General Tracer Pulse Bomb Ping Issue(?)

0 Upvotes

Hiya!

First off, the clip is QP but I decided to post it here rather than the main sub since I feel like this sub is more serious and I'm not active on the other one. Let me know if that's a problem and I'll move it.

Last night I noticed my pulse bomb felt weird. I usually use it and then instantly recall or blink (like I'm doing in the clip attached) but as you can see the throwing action is delayed. I don't remember ever having issues with this before so I was wondering if anyone else has had this problem and whether they know what's causing it.

My main suspicion is ping (Im usually sitting between 60-80) but then why does the blink input happen before the ultimate input? Is that just how the code works? Also didn't notice any other problems with high ping in the games I played.

Thanks in advance! :)


r/Competitiveoverwatch • • 1h ago

General Overwatch dev's and Alec Dawson are hypocrites

0 Upvotes

They said they are not reverting ball movement nerf and are planning to do a broader "game wide pass on mobility", yet in the exact same patch they buffed cat movement speed. Which the hero already has the most broken movement in the game. How does that make any sense?


r/Competitiveoverwatch • • 1d ago

General New Talon Logo Shown Off By @OverwatchDE

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98 Upvotes

Doctrine's VA Tashinga Bepete is part of a short playing a game of "This or That?", one of the questions being if he prefers Overwatch or Talon, but the logo for Talon isn't one we've seen before.

https://x.com/OverwatchDE/status/2121287037877719058/video/1?a=I_IKfrwu12eVpnfRNYQ&s=19


r/Competitiveoverwatch • • 1d ago

Blizzard Official On air talent for Guangzhou announced

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101 Upvotes

r/Competitiveoverwatch • • 1d ago

General Overwatch Guides from the Korean Community

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24 Upvotes

Hey, I wanted to share something that might be useful to some of you.

There are quite a few detailed guides covering hero mechanics, advanced techniques, positioning, game sense, and more, so I figured some of you might find them interesting.

Table of Contents

1.Beginner's Guide 2.General Guides & Tips

3.Tank Guides & Tips 4.Damage Guides & Tips

5.Support Guides & Tips 6.Useful Information & References

How to Read the Guides

The guides are written in Korean, but you can use Google Chrome's built-in translation feature to read them in English.

Simply open the link in Chrome, right-click the page, and select "Translate to English."

Keep in mind that some Overwatch-specific terminology may not translate perfectly.

Guide Collection

https://gall.dcinside.com/mgallery/board/view/?id=overwatch2&no=1903034

There's a lot of useful stuff in there, especially if you're interested in learning more about specific heroes or improving your gameplay.

Figured it was worth sharing here!


r/Competitiveoverwatch • • 1d ago

General Extra Stuff From the Flats Interview

120 Upvotes

Everyone at this point has seen the OWCavalry posts, but they did miss a few things so I figured I'd catalog them.

1. Perks

They discussed perks and said they plan to tune them separately for 5v5 and 6v6 in cases where a perk is too strong in one format, but not the other. They've already stated they intend to nerf Ball's Steamroller minor perk cause of this; the one that makes roll deal extra dmg to Tanks

2. DPS Passive

They did mention lower dmg and HP pools in the post, but they also missed them mentioning the universal antiheal passive. The devs have stated they intend to reduce it in the 6v6 patch.

3. Tank Cooldowns

OW Cavalry touched on this, but didn't specify Tanks. The devs intend to lower some Tank cooldowns, but lower their strength to compensate. They've already stated Donina and her barrier is one such ability they intend to do that to.

4. 6v6 Stats

They plan to finally show 6v6 win rates, ban rates and pick rates next season

5. Roadhog

They brought up how most heroes winrates are surprisingly similar between formats with some pointed out exceptions being Domina who's weaker, and Roadhog and Dmon who are stronger in 6v6. The devs have stated they intend to nerf Roadhog in the 6v6 patch.

6. Scope Of The Patch

Cavalry mentioned a patch was planned for the start of season 6, but not the scope of the patch. According to the interview we should be expecting smthn big, and nearly every character will get some form of adjustments in 6v6. Whether that be the promised lowered cooldowns/ability strength, lowered HP pools, perk buffs/nerfs or dmg decreases is unknown on a character by character basis outside of the aforementioned examples they gave of Domina, Wrecking Ball and Roadhog. Worth noting tho we don't know yet how they plan to nerf Roadhog tho.

7. Potential Queuing Options

This was more or less them brainstorming with Flats and them, but they did consider the idea of queuing options where if queue times go on long enough it gives u the option of filling in for a different role/format with a match available. Like if you queue DPS and the queues go on for ten mins it may give u the option of showing an available Tank game u can fill in for.

8. Why Not Just Role Queue?

Given they removed 5v5 for the 1-3-2 test people are wondering why they're allowing both role queue and open queue for the 6v6 mini season in season 6. The devs answered this saying they're looking to test the popularity of role queue 6v6 compared to open queue 6v6 by seeing if people play 6v6 for the open queue aspect of filling roles, or if they play it cause of the 6v6 format and would prefer role queue to get the specific role they wanna play.

.

Anyways that was all, and some of these were more or less clarifications rather than new info itself so that people would know what specifically was getting changed, and why, as well as examples of things the devs said will change in the 6v6 patch.


r/Competitiveoverwatch • • 2d ago

Matchthread T1 vs Team Falcons | Overwatch Champions Series 2026 - Asia Stage 3 | Post-Match Discussion Spoiler

121 Upvotes

Overwatch Champions Series 2026 - Asia Stage 3


HomeScoreAway
T12-3Team Falcons

r/Competitiveoverwatch • • 2d ago

Matchthread ZETA DIVISION vs Crazy Raccoon | Overwatch Champions Series 2026 - Asia Stage 3 | Post-Match Discussion Spoiler

89 Upvotes

Overwatch Champions Series 2026 - Asia Stage 3


HomeScoreAway
ZETA DIVISION3-0Crazy Raccoon

r/Competitiveoverwatch • • 2d ago

General A few bug-adjacent issues and QoL requests for Ball

54 Upvotes

Doorways

There are a handful of doorways throughout the game that are not tall enough for Ball's hitbox and end up completely cancelling his momentum (Sigma also bonks his head on these doors). Most of them are kinda niche, but I have lost value to all of these at one point or another.

  • doorway leading under defenders high ground from Dorado 1st point spawn

  • doorway on Eichenwalde 1st in the hallway above the mini/gate (doorway to the "wreckage")

  • doorway at top of the stairs that goes from mega to defenders high ground on Junkertown 2nd. This one is especially important to fix.

I'm sure there are more. I just don't remember them all off the top of my head.

Quick Melee During Roll Setting

This isn't so much a bug as it is implemented incorrectly. A few years back I and some others requested a setting that allowed you to press melee to leave ball form and perform a melee much in the same way pressing primary fire while in ball form leaves ball form and shoots.

What they did was make 2 settings: one that performed the above action and one that caused melee to take ball out of ball form, but didn't perform the melee.

Before this change, melee-ing in ball form did nothing. That should have been the second option, or at very least, a 3rd option. I've seen Console players complain about this change because melee is default to a stick press and with melee now taking you out of ball form regardless of setting, its apparently easy to accidentally cancel all of your momentum.

It also makes melee slightly clunkier as a retract input. For some of the other retract inputs, you can pre-load the retract. If you try to pre-load with melee, you'll be removed from ball form and your grapple will be canceled. If there was a setting where melee did nothing while in ball form, this wouldn't be an issue.

Retract Delay

This is more of a quality of life request.

The devs chose jump to be the default input for retract. However, ball still needed to be able jump while grappling without activating the retract so they created a .25 second delay on the retract that would create a window for ball to still be able to jump as normal.

None of the other inputs require this delay, but all of them still have it. It makes retract feel clunkier than it needs to and there doesn't seem to be any good reason for this to exists as it does. It just limits your ability to fine-tune your grapple length.

Based on what I've heard from other ball players, most players are using something other than jump anyway. Can we remove the delay for those inputs? There are plenty of other hero settings that have a more transformative change on the hero than this would and its not like this is the only thing standing between the hero being hard and mindless. It also wouldn't really affect the power budget of the hero past a slight increase in consistency.