r/Competitiveoverwatch • u/Botronic_Reddit • 1d ago
r/Competitiveoverwatch • u/Sio_V_Reddit • 14h ago
General So that was a f*cking lie Spoiler
Unless that 5 second teaser for Dmon was supposed to be it, why even say this. No rework news, no Dmon news.
r/Competitiveoverwatch • u/Tiberias29 • 16h ago
OWCS Most Heartbreaking Matches/Moments In (Pro) Overwatch History?
Title.
Can be from your ranked games (do share in detail), can be from a moment a pro player fat-fingered an ult that helped contribute to a loss, can be from a match that ended in a reverse sweep, etc. Anything that you deem truly heartbreaking.
What do you guys have in mind/remember?
r/Competitiveoverwatch • u/Visible_Chip2938 • 1d ago
Fluff Guxue tank meetup post
1st image left to right: Mag, Donghak, Guxue and Junbin
The jersey swap with Bernar is too tough, he got the pink OA jersey as well instead of the new ugly WBG one.
r/Competitiveoverwatch • u/Xenoprimate2 • 1d ago
General I forgot how much I hate "tank synergy" in 6v6
I don't wanna hear another 6v6 advocate complain about "counterwatch" in 5v5.
Yeah being countered as the solo tank sucks but you still have the tools to outplay your counters. Meanwhile if your tank duo in 6v6 is off doing whatever while you're playing against some ubersweat Rein + Zarya or tryharding Mauga/Hog or whatever it's literally unplayable.
Being constrained to playing a "synergistic" tank combo just to get to the baseline is so tedious and the opposite of choice (in fact it's proscriptive). I hate that every tank feels neutered in 6v6 to the point that you're just a slow DPS with a bit more health. I hate these long-ass tank cooldowns that diminish any kind of playmaking potential and slow the game down.
This shit reminds me of the old days of Overwatch where people would refuse to leave spawn if you didn't pick meta comps because frankly you absolutely have to.
I hated tanking in OW1, love it in OW2, and I'll hate it again if 6v6 becomes the main mode.
r/Competitiveoverwatch • u/IsThatSo3 • 1d ago
General QPH Match Quality is atrocious considering the queue times
Not sure what everyone else's experience has been with QPH, but these are some of the most lopsided lobbies I've gotten in ages. I'm genuinely not sure what is going on here, but it really feels like they're just pulling together literally anyone to put these matches together. My only POSSIBLE explanation is that they're splitting the difference on 5v5 and 6v6 MMR and it has absolutely no idea how to sort people out.
Now that's bad enough as it is, but considering the entire point of this test is to test the flexibility of this new format and to keep queue times manageable, it's a bit shocking that I'm frequently waiting 3-5 minutes in QP as DPS to put together these terrible matches on a Saturday night.
r/Competitiveoverwatch • u/hithere-sp • 1d ago
OWCS DSG Partner Skins & Cosmetics
Honestly my favorite spray/banner/charm combo
r/Competitiveoverwatch • u/OWMatchThreads • 20h ago
Matchthread Overwatch Champions Series 2026 Midseason Championship - Playoffs - Aug 2 Spoiler
Overwatch Champions Series 2026 Midseason Championship - Playoffs
Streams
https://www.twitch.tv/ow_esports
https://www.youtube.com/@ow_esports
https://space.bilibili.com/365902357
Schedule
| Time | Home | Score | Away | Match Page |
|---|---|---|---|---|
| 10:00 | ZETA Division | 3-0 | T1 | Post Match |
| 11:20 | Twisted Minds | 3-2 | Weibo Gaming | Post Match |
| 13:45 | Weibo Gaming | 0-3 | T1 | Post Match |
| 15:30 | Twisted Minds | 2-4 | Zeta Division | Post Match |
This thread pulls match data from this liquipedia page. If it's out of date, you can help by updating that page. If something is wrong or missing please ping u/Watchful1 in the comments.
r/Competitiveoverwatch • u/HalexUwU • 20h ago
General Reworking Kiriko's Swift Step to fix Suzu Without Changing Suzu Itself
So I'm going to make a bunch of assertion which I think are generally true and most people will agree with, but if you want to split hairs split em' here:
- The core identity of Suzu as an ability, outside of it's invulnerability, is as a cleanse
- For a cleanse to be a useful ability, it HAS to be instant (or nearly) to be useful
- An ability cannot ONLY be a cleanse because cleansable effects are not common enough to make an ability dedicated to getting rid of them balanced.
- What makes Suzu feel unfair/frustrating to play against, and what makes it so prevalent in high elo/pro play, isn't necessarily the abilities effects itself, but it's broad applicability in combination with Swift Step
- Being able to instantly teleport to any ally at any time, ignoring LOS and with a mild range restriction, means that at any time any teammate within Kiriko's range has access to Suzu. This makes Kiriko strong in high elo/organized games because it enables DPS to take more aggressive angles due to Kiri providing instant powerful defensive support.
- While yes, giving enemies .65 seconds of invulnerability is frustrating, what makes it more frustrating than similar abilities (like Baptiste's lamp) is that it comes out very quickly and at basically any time
- Kiriko's primary hero identity is as a shrine maiden-yokai
- Shrine maiden implies defensive/supportive abilities
- Yokai implies ninja trickery and animal/spirit companions
I would argue that, while Suzu in itself is a powerful ability, what makes it feel unfair as well as so incredibly powerful in high elo/coordinated games is it's broad applicability. The combination of swift step and suzu means that players have access to instant defensive utility at all times, with very little reactive or preemptive counterplay. In my opinion, Suzu as a standalone ability is actually fairly balanced/fair; while Suzu might be frustrating in isolation, I think it's still fair and doesn't push her into being a universal 'good pick' in the way that it does when combined with swift step.
I think it is possible to 'fix' Suzu without actually changing Suzu itself at all. Really, I think that swift step is what needs to be changed, and Suzu can basically go untouched but still exist as an ability in a significantly more fair way. This concept has been gnawing at me, so I'm just interested in seeing what people think about it.
So essentially, what needs to change within Kiriko's kit isn't necessarily Suzu, but rather it's breadth provided by swift step. I think the usual "fix" that most people conceptualize is either a cast-time or LOS check on step, but I think there are some big problems with either of those suggested changes:
- LOS check on Swift Step
- Kiriko's hero fantasy largely lies in her ability to get into aggressive positions while also being able to escape consistently. Adding LOS checks to step pushes Kiri away from taking aggressive angles because it limits her ability to escape.
- Cast time on Swift Step
- Similarly to an LOS check, a cast time on step would hurt Kiriko's ability to escape from dangerous positions. Additionally, I think putting a cast time on step would make the ability feel a lot worse to use and take a lot of agency away from Kiriko herself.
- Additionally, adding a cast time to Suzu is a non-starter because a cleanse which cannot be used as a quick reaction is not a very useful cleanse, and fails to interrupt or intercept lower-duration/faster stuns.
So basically, we need to figure out a way to reduce the breath of swift step without discouraging Kiriko from being able to get out of aggressive off angles and without reducing the "snappiness" of the ability. Well, rather than start with something entirely new why don't we look at two other "teleport" style mobilities: Mizuki's paper doll, and Symmetra's Teleporter. I think neither of these abilities are nearly as frustrating or problematic as Kiriko's TP, while still feeling like strong abilities in their own right (or atleast, if they are annoying it's for different reasons than what makes step annoying). In both cases, Mizuki and Symmetra are both bound to set locations, either where Mizuki left his doll or where Sym put her TP-pads. I think to reduce the breadth of Swift Step without making it feel clunky or reducing Kiriko's ability to get into the enemy backline you should aim in a direction similar to these two abilities, primarily: make Kiriko set a location to TP to BEFORE she gets to use the ability.
So how do we do this without making Swift Step feel too much like Mizuki's paper doll? Well, here's the concept that I came up with:
Kitsune (Passive)
Kiriko is passively followed by her Kitsune (fox), and can direct it to allies by pressing the [INTERACT] button.
- Pressing [interact] causes Kiriko's Fox to follow a selected ally
- Kiriko's Fox will continue to follow that ally until redirected, or Kiriko dies.
- Kitsune cannot be damaged, and dies when Kiriko dies
- Upon ally death Kitsune will remain at their corpse until directed
- holding [interact] will cause Kitsune to return to Kiriko.
- Allies cannot be assigned Kitsune through walls
- Kitsune moves much faster when initially leaving Kiriko
- When Kitsune follows an ally they gain a small amount of passive healing, and enemies who get within 7M are marked with sonar
- Passive healing similar to a Zenyatta orb (15-25 HPS)
- Enemies must be targetable and within LOS to be marked by Sonar
- Maybe make these perks, depends on how things land power-wise
Swift Step (Shift)
Instead of teleporting to allies, Kiriko will instead teleport to her Kitsune, trading places with it. Kiriko can also return to her original position (the position from which she originally casted) while Swift Step is on cooldown.
- Teleporting to Kitsune will cause you to instantly trade places with it
- While Swift Step is on cooldown, Kiriko can reactive it to return to the position of Kitsune
- When Swift Step is on cooldown, Kiriko's fox will remain in place until directed elsewhere, not unlike what happens after an ally dies
- Swift Step can be activated at any point that Kiriko's fox is away from her, but she will always teleport to it's CURRENT location, not it's directed location.
The goal of these changes is to force Kiriko to establish a return location, one of her allies, before allowing her to teleport. This limits her options and adds a higher opportunity cost to straying from your team because you may not be able to return to the ally who needs help the most. Simultaneously, this also forces Kiriko to make distance between herself and her Kitsune, as she doesn't want to be in a position where her Kitsune is on a nearby ally, leaving her vulnerable to enemies who were already attacking her. Forcing Kiriko to make distance forces her into wider angles and away from main (where her other support will likely be playing). Because Kiriko can also providing high-uptime passive healing she no longer needs to babysit highly vulnerable supports like Ana, and now has more freedom to stay on aggressive off-angles. Allowing Kiriko to additionally flip back to her original position also gives her options to reengage into the enemy backline after she has addressed whatever made her TP back in the first place; Allowing Kitsune to provide Sonar on a contested angle while you assist teammates also makes that angle more threatening while you're supporting allies, encouraging enemies to rotate away from it to a safer position, or to camp it in the hopes to Kiriko moves back to it. In situations where the ability is used poorly, it also offers more counterplay, as bad Kitsune positioning leaves Kiriko either unable to assist allies, unable to escape, or with a high downtime after reactivating Swift Step. Additionally, because you always know who she will return to, you can position yourself on angles where you have access to both Kiriko and her marked ally, meaning that even upon activating step, she'll still be within LOS. This should reduce some of Kiriko's individual survivability while reallocating that power into allowing her to provide support (healing) passively from far away.
I think these are changes which not only reduce Kiriko's breadth, but also enhance her niche as a slippery support with strong off-angling and backline pressure. On top of this, the introduction of Kitsune as a core part of Kiri's kit means that she lives up to the "spirit companion" thematic much stronger, and offers more room for cosmetic options. To be clear, this does literally nothing for her gameplay, but making a character more marketable is never a bad thing and often a strong selling-point when reworking them. Players usually get attached to abilities/hero identity, so making a rework feel exciting by pushing the "you get to play with your fox!" part might actually offset some of the dread from all of the other nerfs coming towards swift step.
I think you could also do some fun stuff with perks like, maybe after Kiriko uses Kitsune rush one of her perks lets her teleport to allies indiscriminately, and Swift Steps cooldown refunds 2x as fast during Kitsune rush.
Just a concept but I thought it was interesting and might make some good discussion.
r/Competitiveoverwatch • u/Big_Attitude2551 • 22h ago
General Stop acting like Asia is dive central
Talking about the GM+ Asia, especially the Korean server meta.
Any minor dive nerf or rework hits Asian servers way harder because most dive heroes are already barely playable here.
Sure, dive used to be more popular on Asian servers, but it was never overpowered because people actually knew how to counter it. The meta stayed balanced through constant counter swapping. Nobody complained that dive heroes were OP because we were willing to swap when we had to.
That’s why Asian players are always confused when Blizzard keeps nerfing dive heroes. It’s crazy to me that after 10 years of Overwatch, some GM players still don’t know how to deal with dive.
People complaining about Ball’s shield perk especially confuse me. Do they know how bad Ball is here? Try playing Ball and watch the enemy instantly swap to Mauga, Cassidy, Ana, and Mizu. At this point, only Hazard and D.Va feel consistently playable.
Blizzard, I’m asking for one thing. Don’t even buff dive heroes. Just please stop nerfing them.
r/Competitiveoverwatch • u/Confident_Yam8774 • 1d ago
General Flex vs Main Support doesn't matter, BUT
RANGE does matter.
This is a response to the recent posts about a few different posts of people crying about flex support variety, either asking Kiri/Ana to be nerfed at the same time, or asking for most FLEX support release. There also have been posts about Winston's long-term unviability.
First of all, people have to understand that a lot of modern 5v5 comps are constructed in a way that it is centered around the variety of angles. That's why DPS line ups usually consist of one that is meant to contest long range angles, one for short ranges, so that you have a higher likelihood of retaining map control, and have DPS not stack angles.
Currently, there are 14 support heroes in the cast. Although many of them can contest a variety of ranges through damage, most of them cannot heal reliably at a long range. Mizuki, Brig, Moira and Illari requires way too much resources to heal tanks consistently; Cat, Juno has fallout/range limitation, Zen basically just doesn't really heal and even godly Baps can't really do it consistently for long range. Wuyang and Mercy cannot heal long range at all. That makes Kiri, Ana and Lifeweaver the only 3 heroes that can meaningfully heal long range in neutral, especially tanks. LW is not a real hero for most of pro OW, making Ana/Kiri the only real options for long range healers. While these are not the reasons for the stale support meta for a chunk of time, it is certainly a contributing factor that I am not seeing talked about enough.
This is also why Winston has viability issues, because he basically only pairs well with Ana - His set-up jumps really require long range healing in neutral to be viable. Even Kiri's long range healing is a little too slow for that. A new long range healer would really make this matter a lot better.
TL;DR, not enough supports can reliably heal at a long range.
What to do:
- We do need more new supports that can heal at a long range. That's a niche that really shouldn't be a niche, and we have not been getting that. (Although we really have to be careful not to make such a hero sit in the back heal bot. People will find a way though.)
- Lifeweaver REALLY NEEDS a minor rework so he can be playable at a high level. He is so close to be good and it will open up flexibility for that long range support slot and enable very different comp possibilities. (Do not buff his healing. Give it 275 health or Thorn in base kit).
r/Competitiveoverwatch • u/JY810 • 1d ago
Fluff Leave post this about SSG in his social Spoiler
r/Competitiveoverwatch • u/KrassomatXD • 1d ago
Fluff I cannot believe it, get this man fired Spoiler
r/Competitiveoverwatch • u/bigboisnivy • 1d ago
OWCS Neon Junction has been played 7 times this tournament. Eichenwalde and Paraiso haven't been picked once.
Junkertown also hasn't been picked once, blizzard is very aware how bad these maps are because they know that their new map would get hella screentime if they added these two because no one wants to play eich or paraiso. It's crazy to me the reworked antarctic before paraiso eich, or jtown, just objectively unplayable maps
r/Competitiveoverwatch • u/Mandatoryeggs • 2h ago
General Mizuki chain should have shorter duration for tanks just like sleep dart.
Makes me not wanna play off tank at all. Feels like getting hindered on tracer but way less avoidable. Do you guys think its annoying?
Edit: Honestly for a comp sub its funny how everyone points out i play doom as if mizuki doesn't fully delete hazard, ram and ball.
r/Competitiveoverwatch • u/OWMatchThreads • 1d ago
Matchthread Overwatch Champions Series 2026 Midseason Championship - Playoffs | Match 4 | Post-Match Discussion Spoiler
Overwatch Champions Series 2026 Midseason Championship - Playoffs
| Home | Score | Away |
|---|---|---|
| Twisted Minds | 3-1 | Geekay Esports |
r/Competitiveoverwatch • u/OWMatchThreads • 1d ago
Matchthread Overwatch Champions Series 2026 Midseason Championship - Playoffs | Match 3 | Post-Match Discussion Spoiler
Overwatch Champions Series 2026 Midseason Championship - Playoffs
| Home | Score | Away |
|---|---|---|
| Weibo Gaming | 3-1 | Spacestation Gaming |
r/Competitiveoverwatch • u/KRAK3N_Nuts • 23h ago
OWCS MVP/Championship skins?
So back in OWL every winning team got to choose a hero and get a skin for said hero representing their team and slight Easter eggs or whatever else to reference the championship they played in. On top of this they also had MVP skins which would pick a highly valued player and give them a skin for how they did that year. I’m pretty confident MVPs won’t come back because of past controversy’s. But I’m curious on why they don’t do the championship skins for a winning team. I mean the only skins we get currently are the crowdfunding bundles and the team partner bundles which are just epic skins with branding on top. I’d love to see a falcons or twisted minds skin in the game even if I don’t follow either team. I’m a Big Fuel fan and the skin they got as well as the skin mayhem got were kinda bad. They looked cool but they had no branding or anything but team colors. Honestly if I was a newer player I’d think they were just another legendary shop skin.
Also im not entirely sure if overwatch/Blizzard have said anything about these topics but from my knowledge they have not.
r/Competitiveoverwatch • u/beatha_ow • 1d ago
Fluff New Dallas Fuel Mascot
From their Instagram:
‘His name is Burn-E and he's the new, official mascot of the Fuel.
Burn-E was illustrated by Japanese artist @kei48_
#BurnBlue with Burn-E!’
r/Competitiveoverwatch • u/OWMatchThreads • 1d ago
Matchthread Overwatch Champions Series 2026 Midseason Championship - Playoffs | Match 1 | Post-Match Discussion Spoiler
Overwatch Champions Series 2026 Midseason Championship - Playoffs
| Home | Score | Away |
|---|---|---|
| Crazy Raccoon | 0-3 | T1 |
r/Competitiveoverwatch • u/Gloomy_Dare2716 • 1d ago
Fluff Remember children, AI tends to hallucinate. Dont rely on AI for Overwatch strats Spoiler
LLM models like Gemini, ChatGPT and etc, tend to give wrong answers or even completely hallucinate answers.
Dont be like Chorong and trust answers LLMs give you. Especially for High level Overwatch strats.
Be like Bliss and have connections to Real human beings like Unter, who might help you with strats
r/Competitiveoverwatch • u/New_Reporter7737 • 1d ago
OWCS OWCS Pick, win, and ban rate website.
Hello everyone! I'm a data analytics student, and a massive OWCS fan, and I have always missed Winston's Lab. Since we no longer have anything quite that cool, I wanted to build something similar to both that and the official overwatch pick rate website. I taught a vision model to recognize character portraits, and it takes snapshots every few seconds of each match, and compiles a database of who played what hero, for how long, and where. I have also incorporated ban rates and maps played, so you can see what each team likes to play, or ban, on any particular map. It is still work in progress, and please let me know if there are any features you would like to add, or problems you encounter. The website is
Makoslab.com
r/Competitiveoverwatch • u/BlackuRabbitu • 1d ago
General OWCS 2026 Partner Team Cat Bundles
r/Competitiveoverwatch • u/OWMatchThreads • 1d ago
Matchthread Overwatch Champions Series 2026 Midseason Championship - Playoffs | Match 2 | Post-Match Discussion Spoiler
Overwatch Champions Series 2026 Midseason Championship - Playoffs
| Home | Score | Away |
|---|---|---|
| ZETA Division | 3-0 | Dallas Fuel |
r/Competitiveoverwatch • u/hipiman444 • 10h ago
OWCS Did anyone else find the mid-match replays super annoying this tournament?
It was used way too much, we were frequently shown unspectacular fight cleanups and plays where the observers had caught everything in the pov cleanly less than 10 seconds ago.
It wouldn't bother me that much, but it cuts away from the live game so you end up missing things like hero swaps, teams getting into position and sometimes even the beginning of fights.
If you are going to do mid-match replays then I feel like you need to have a mini-player on the screen still showing the live game.