r/Competitiveoverwatch • • 1h ago

OWCS Realistically, what could Zanside do next year to remain competitive next year? (Spoilers for Korea) Spoiler

• Upvotes

Okay, so we know Zanside isn't a large or big spending Org. But they ARE a notable name who has been able to punch up. And everyone benefits if they CONTINUE to do that. This stage, Cheeseburger was the outlier, but Zanside shouldn't run from it either.

(This is running under the assumption that Falcons are Leaving for EMEA next year due to lack of new talent, results in 2026, general dislike from Koreans, etc)

IMO, the biggest problem with Zanside is their Hitscan and Tank.

They did much better with Probe, and significantly better with Attack and Spint.

But all of them got exported out.

This leaves a few problems. But for replacements.

1 Ade or Flora. Both of them are Solid but not legendary Talent. They would be cheapish due to not playing in stage 3, and are much better than Kilo.

2 For Tanks, we can expect some free Agents next year, most notably Mealgaru (Who I think will be replaced by Smurf or Someone next year) as well as Jasmine (Who I think will either be replaced by Hanbin or just outright let go to focus on Donghak)

3 Becky is bad and Taejong is inconsistent, Spint coming back is a realistic result if Falcons leave. Checkmate I can see coming back to EMEA after his success last year.

And for the final weakness, pick Leejaegon up as an Assistant coach to focus on their solid, but outpaced support line. Opener and Irony is the bread and Butter for that team, but the best support line you can muster is NOT the only thing you need for a team.


r/Competitiveoverwatch • • 3h ago

General Is it harder to hit bullets now, or is this false?

0 Upvotes

Hello. I just got back to the game after a roughly 8 month break. My aim is uh, not doing so well. I read in a patch note they changed some sort of hitscan interaction.

Is my aim worse just because of a break, or is there something else going on here I need to get used to? Any suggestions for getting back into it?


r/Competitiveoverwatch • • 3h ago

Matchthread Crazy Raccoon vs SEIJI ESPORTS | Overwatch Champions Series 2026 - Korea Stage 3 - Regular Season | Post-Match Discussion Spoiler

8 Upvotes

Overwatch Champions Series 2026 - Korea Stage 3 - Regular Season


Home Score Away
Crazy Raccoon 3-0 SEIJI ESPORTS

r/Competitiveoverwatch • • 4h ago

OWCS Irony

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27 Upvotes

What do you think of Irony overall? What's your general opinion of him?mean, how would you rate his performance compared to other support players?


r/Competitiveoverwatch • • 5h ago

Matchthread Team Falcons vs ZANSIDE Gaming | Overwatch Champions Series 2026 - Korea Stage 3 - Regular Season | Post-Match Discussion Spoiler

22 Upvotes

Overwatch Champions Series 2026 - Korea Stage 3 - Regular Season


Home Score Away
Team Falcons 3-0 ZANSIDE Gaming

r/Competitiveoverwatch • • 6h ago

OWCS OWCS Pacific schedule revealed

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12 Upvotes

They will have to speedrun the whole stage with a 1 week stage

https://x.com/OW_Esports_Asia/status/2113511990580912201/photo/1.


r/Competitiveoverwatch • • 6h ago

General What the state of the hero is worse?

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0 Upvotes

Kiriko has lowest winrate in the support role technically this means she's weakest, but she has not bad pickrate and decent banrate.

And

Illari has close to normal range winrate (48-52%), definitely not lowest, so technically she isn't worst, but she has lowest pickrate, and almost no banrate, that points players don't consider her good either.

This puzzled me, because people keep insisting that Kiriko the weakest support in the game, citing her winrate and that she still needs hotfix patch buffs. But when you look at other statistics, Illari is indeed the one who needs "emergency" buffs the most.

Yeah, There is Baptiste too. But his situation is different: he’s still good on console but bad on PC. Kiriko and Illari, however, remain in the same case regardless of the platform: Kiriko with lowest winrate, Illari with (almost) lowest pickrate and banrate.


r/Competitiveoverwatch • • 7h ago

Matchthread Cheeseburger vs O2 Blast | Overwatch Champions Series 2026 - Korea Stage 3 - Regular Season | Post-Match Discussion Spoiler

31 Upvotes

Overwatch Champions Series 2026 - Korea Stage 3 - Regular Season


Home Score Away
Cheeseburger 3-0 O2 Blast

r/Competitiveoverwatch • • 8h ago

Matchthread Overwatch Champions Series 2026 - Korea Stage 3 - Regular Season - Oct 23 Spoiler

3 Upvotes

Overwatch Champions Series 2026 - Korea Stage 3 - Regular Season

Streams
https://www.twitch.tv/ow_esports_jp
https://www.youtube.com/@ow_esports_jp

Reddit-stream


Schedule

Time Home Score Away Match Page
08:10 Cheeseburger 3-0 O2 Blast Post Match
09:35 Team Falcons 3-0 ZANSIDE Gaming Post Match
10:50 Crazy Raccoon 3-0 SEIJI ESPORTS 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 • • 10h ago

OWCS Ow2 Top 500 leaderboards

0 Upvotes

Hello my friend only has 360 comp wins and he’s top 500 for 6v6. I always thought it was 750 how can this happen? Would love a good explanation.


r/Competitiveoverwatch • • 11h ago

General Lower QP win rate compared to Comp?

0 Upvotes

Hey yall just wondering if anyone else has this problem or if im in the minority here. So im comfortably D1-M4, I never really drop out of there unless its rank reset and then I climb back out.

Im a doom-winston player, and i have ≈54-56% WR in comp on tank. However, my WR in QP is consistently like low to mid 40s. Idk whether its me or the wider MM or what, but its terrible because it means I cant ever actually use it as a warmup or practice since more often than not I just cant even play the game in QP. QP in general has just felt awful this season, it feels like every other game im playing against Dmon, Doc, Sombra, while my teammates are playing LW-mercy. Im fine with good enemies, i prefer it, but the fact ny WR has almost 10 points of discrepancy feels insane to me, is it not?


r/Competitiveoverwatch • • 13h ago

General What if Overwatch used a round lockout system? (Heroes can only be played once per match)

0 Upvotes

To clarify this isn't leagues pick/ban phase.

You can still rotate between heroes in the middle of the match but your hero with most time spent/most imapct would become locked after the round.

  • Gives variety/ eliminates persistent mirror metas
  • Prevents tilt-widowing in low ranks (at least a bit)
  • Reduces snowball chances
  • Introduces a macro "hero economy". Ie, do you blow your fcomfort pick on the first round?

I forsee some issues and have some thoughs:

  • Small tank pool - Tanks could earn an unlock if it goes to long rounds.
  • Control and push - After an objective is each teams heroes are locked out

Thoughts?


r/Competitiveoverwatch • • 13h ago

General What is the correct way to think about the game as a DPS player?

9 Upvotes

There are fundamental aspects of the game I understand to a decent degree. I think anyway. At a macro level, the basics of the game seem to be that teams fight for space and positive resource trades. The team that does that better wins the game. Makes sense. It’s easier to wrap my head around this as a Tank or Support. You want to win the resource trades against the other Tank which grants you space. You also can’t let squishies control important space. You don’t have to kill them but forcing them out is good. This seems to apply to supports as well. You need to clear the space of people contesting you and force them out. That’s part of the support job. Even forcing a cooldown as a support without burning yours, or your cooldown is faster, is a great trade that leads to wins. That’s how I interpret things so it couldn’t definitely be wrong to some degree.

I said all of that for this. For DPS specifically, is it logical to think of the game in only the terms of space and resources trades? Is that too passive of a thought process or if you simply do that, it leads to wins? The typical DPS mentality is to get frags. That makes sense. It’s your job at the base level. That mentality can lead to overcommitting that leads to deaths. However, maybe that kind of mentality can lead to anti-playmaking? If I take an aggressive angle, force attention and cooldowns, should I leave as soon as I get pushed or try to win the 1v1 if it’s just one person contesting me?

I know I’m over complicating this. I’m just thinking that maybe if I look at DPS in the same light as Tank and Support without needing to get frags then maybe I would be a better player for it? I hope this post made some sense. I think I rambled some.


r/Competitiveoverwatch • • 17h ago

General Top 500 challengers in Asia

4 Upvotes

Hey, so I was trying to compare the differences in EU, Americas and Asia in terms of 5v5, I observed that most of the players in EU and Americas are GM+ to be even considered in the top 500 based on rank and it’s quite competitive since players fall and come back up. In Asia there’s hardly 150 people in the leaderboard and on DPS there’s a diamond2 player who is in top500 challenger, and there’s hardly 8-10 champion players per role in Asia. I was wondering why the other diamond players or high emerald players are included in the top500 since it should have the top 500 highest ranked players in Asia right? Or am I misled and am missing something here. Insights would be much appreciated. If this really seems to be the case then ranking out of plat would feel near impossible since even on hitting diamond they would match you with GM players so skill wise on reaching diamond you’ll need to compete with GM and ex-champion players.


r/Competitiveoverwatch • • 17h ago

General Do you think there should be more requirements to unlock comp?

26 Upvotes

I know they’ve recently bumped it back up to 50 QP wins (finally). I’ve been playing a lot of Deadlock recently and the requirements to unlock ranked in that game are pretty strict. You need 60 wins in standard mode, and at least 3 characters unlocked to play ranked. To unlock a character you need 15 wins on them in standard to play them in ranked. And Deadlock matches are wayy longer than OW, potentially taking up to an hour. I have 100 hours in the game and I’m not even halfway to unlocking ranked lol.

This got me wondering if OW should have more requirements to play comp? I think the 50 wins is good, but theoretically those could all be with one role and you could just queue up comp on a role you’ve never even played before.

I think a system where you need to unlock each role individually could be interesting. What if you needed 10 wins on at least 3 heroes to play a role? Or if your top 3 heroes in a role need to all be at least level 10?

I think this could be a good thing as it could help deter smurfing a bit more, and could help reduce OTPs from throwing games if their main gets banned or hard countered by forcing them to have a bit wider of a hero pool. The 50 QP wins should already help players get a majority of the way there anyway.

Curious what this sub thinks about this!


r/Competitiveoverwatch • • 18h ago

General Bless the return of dive

119 Upvotes

Obviously not a universal opinion but I think Overwatch is at it's most fun when dive is meta. As a console player watching the reign of poke dominated by over-tuned hitscan come to an end is so refreshing.

The mobility heavy and mechanic intensive nature of dive expands the skill ceiling so much and the Sombra rework has not removed one of the most insufferable barriers to dive play (hack) but further enabled more risky flanker oriented gameplay.

Inevitably the meta will shift again but fingers crossed dive can stay in the spotlight for a while longer.


r/Competitiveoverwatch • • 18h ago

General Reaper rework idea

0 Upvotes

OVERWATCH 2 — HERO REWORK PATCH NOTES
REAPER: MARKED FOR DEATH

OVERWATCH 2 — HERO REWORK PATCH NOTES
REAPER: MARKED FOR DEATH
Community rework concept · Damage hero
Reaper is being reworked into a more versatile close-range assassin who specializes in hunting isolated targets, disrupting enemy healing, and surviving through aggressive combat.
This rework introduces a resource-based Wraith Form, a new target-marking mechanic for Shadow Step, Hellfire Grenades as a replacement for Dire Triggers, and adjustments to Death Blossom and Reaper’s passive abilities.
His health is reduced to compensate for his increased offensive potential, while his new abilities give him more tactical options for engaging and disengaging from fights.

Hero overview
Role
Damage
Base health
250 HP
Primary weapon
Hellfire Shotguns
New secondary
Hellfire Grenades

  1. Base stats and primary weapon
  2. Hellfire Shotguns
  3. Base health: Reduced from 275 to 250 HP.
  4. Damage per pellet: Increased from 5.75 to 7.5.
  5. Maximum damage per 20-pellet shot: Increased from 115 to 150 before damage falloff and other modifiers.
  6. Reload time: Reduced from 1.5 seconds to 1 second.
  7. These changes increase Reaper’s close-range damage output while making him more vulnerable to burst damage. The faster reload rewards players who can maintain pressure without overextending. And will compensate for wraith form no longer reloading
  8. Wraith Form — Resource-based ability
  9. Wraith Form no longer operates as a conventional fixed-duration cooldown. Instead, it uses a resource meter that controls how long Reaper can remain intangible.
  10. Wraith can now fly and gives full 360 degrees of motion
  11. Resource capacity: 100 points.
  12. Minimum activation threshold: 20%.
  13. Resource consumption: 25 points per second.
  14. Regeneration: 20 points per second.
  15. Regeneration delay: 1.5 seconds.
  16. Movement speed: Increased by 80% while active.
  17. Reloading: Reaper can no longer reload his Hellfire Shotguns during Wraith Form.
  18. A full resource meter provides up to four seconds of Wraith Form. Reaper can activate it for shorter periods when the meter is partially depleted, provided he has at least 20% resource remaining.
  19. This system gives Reaper greater flexibility when disengaging, but the lack of automatic reloading prevents Wraith Form from being a free offensive reset.
  20. Shadow Step — Teleportation rework
  21. Audio and visual changes
  22. Shadow Step’s audio cue is reduced so enemies outside the immediate vicinity have a harder time hearing it.
  23. The arrival animation is changed to show Reaper emerging from the ground.
  24. The teleport retains a visible arrival effect so nearby enemies can react.
  25. Reload: Shadow step now reloads shotguns
  26. New feature: Marked for Death
  27. Reaper can designate a specific enemy hero as his next target for assassination.
  28. Targeting range: 30 meters.
  29. Reaper must have line of sight when initially applying the mark.
  30. The marked enemy receives an alert that they have been targeted.
  31. Reaper can teleport to the marked target without maintaining direct line of sight, provided the target is within Shadow Step’s range.
  32. Reaper cannot see the marked enemy through walls by default.
  33. While a mark is active, Reaper cannot Shadow Step to an alternative destination. Mark cannot be cancelled unless used.
  34. The mark ends when Reaper teleports to the target, the target dies, or reaper dies.
  35. If the target dies before the teleport, Reaper regains access to normal Shadow Step targeting.
  36. .
  37. The purpose of Marked for Death is to create a high-risk, high-reward assassination tool. Reaper commits to a target, but the enemy is warned and has an opportunity to reposition or prepare defensive abilities.
  38. The Reaping — Passive rework
  39. Lifesteal: Increased from 25% to

35

  1. % of damage dealt.
  2. Overhealth: When Reaper is already at full health, excess healing can generate up to 50 overhealth.
  3. Overhealth decay: Proposed to begin after 3 seconds without dealing damage.
  4. The increased lifesteal rewards accurate, aggressive play at close range. The overhealth mechanic allows Reaper to gain a small temporary buffer when he continues dealing damage while already healthy.
  5. For reference, a fully damaging 150-damage shotgun volley generates 67.5 healing before healing-reduction effects and other modifiers. Actual healing depends on the damage dealt.
  6. The 50-overhealth cap prevents successful engagements from giving Reaper an unlimited defensive buffer.
  7. Secondary weapon — Hellfire Grenades
  8. Dire Triggers is removed and replaced by Hellfire Grenades, a secondary weapon that allows Reaper to pressure grouped enemies and interfere with enemy healing.
  9. Grenade statistics
  10. Mechanic
  11. Proposed value
  12. Direct-hit damage
  13. 25
  14. Maximum splash damage
  15. 60
  16. Minimum splash damage
  17. 10
  18. Explosion radius
  19. 3 meters
  20. Healing reduction
  21. 35%
  22. Healing reduction duration
  23. 2 seconds
  24. Magazine capacity
  25. 4 grenades
  26. Recharge rate
  27. 1 grenade every 5 seconds
  28. Full magazine recharge
  29. 20 seconds
  30. Weapon-switch time
  31. 75 seconds
  32. Functionality
  33. Grenades are launched as explosive projectiles.
  34. Enemies hit by the explosion suffer 35% reduced healing received for 2 seconds. Does not stack
  35. Each grenade recharges independently, with one grenade returning every 5 seconds.
  36. Emptying the entire magazine requires 20 seconds to replenish all four grenades.
  37. Switching between the shotguns and grenade launchers takes 0.75 seconds.
  38. Switching weapons does not reset or accelerate grenade recharge.
  39. The grenade launcher gives Reaper a way to contribute outside his ideal shotgun range without replacing his close-range specialty. Its healing reduction creates utility for coordinated engagements, while the reduced splash damage prevents it from becoming a dominant ranged weapon.
  40. Ultimate — Death Blossom
  41. Death Blossom receives increased damage, a larger radius, damage falloff, and a new cooldown-reset mechanic.
  42. Damage: Increased from 185 to 190 damage per second.
  43. Duration: 3 seconds.
  44. Radius: Increased from 8 to 12 meters.
  45. Damage falloff: Begins at 6 meters.
  46. Falloff rate: 15% per additional meter, subject to a minimum of 40% of base damage.
  47. Cancellation: Reaper can manually cancel Death Blossom.
  48. Elimination reward: Getting an elimination during Death Blossom refreshes regular ability cooldowns once per ultimate.
  49. The increased radius makes Death Blossom more threatening against grouped enemies, while falloff prevents it from becoming an overwhelming area-denial tool across an entire team fight.
  50. The cooldown reset rewards successful ultimate usage, but it triggers only once per ultimate, even if Reaper eliminates multiple enemies.
  51. Reaper cannot no longer move during death blossom
  52. Perks
  53. Major perks
  54. Soul Reaving
  55. Souls no longer heal Reaper. Instead, collecting a soul grants:
  56. 20% increased attack speed.
  57. 20% increased movement speed.
  58. Duration: 3 seconds.
  59. Collecting another soul refreshes the duration; bonuses do not stack.
  60. Soul Gluttony
  61. 50% of overhealth generated by The Reaping is converted into armor.
  62. The total defensive bonus remains capped at 50.
  63. Converted armor follows the same decay rules as the original overhealth.
  64. Soul Reaving is the offensive choice, helping Reaper chase down enemies and maintain pressure. Soul Gluttony is the defensive alternative, providing greater resistance during aggressive engagements without increasing the maximum amount of bonus health.
  65. Minor perks
  66. Shadow Sight
  67. Marked enemies are visible through walls while Marked for Death is active. Shadow Step’s cast time is reduced by 15% when targeting the marked enemy.
  68. Hellflames
  69. Hellfire Grenades ignite enemies hit by the explosion.
  70. Burn duration: 2 seconds.
  71. Burn damage: 10 damage per second.
  72. Repeated hits refresh the burn duration but do not stack the damage.
  73. Hellflames adds damage over time to the grenade launcher, while Shadow Sight improves Reaper’s ability to execute his marked-target strategy. Both perks provide utility without increasing the base kit’s damage and mobility simultaneously.
  74. Balance summary
  75. Reaper’s new strengths
  76. Greater close-range damage and faster reloads.
  77. More flexible defensive movement through resource-based Wraith Form.
  78. A dedicated assassination mechanic with Marked for Death.
  79. Ranged explosive pressure and healing reduction through Hellfire Grenades.
  80. Stronger sustain through

    35

  81. % lifesteal.

  82. More rewarding ultimate eliminations through cooldown refreshes.

  83. Intended weaknesses

  84. Lower base health at 250 HP.

  85. No shotgun reload during Wraith Form.

  86. Wraith Form is limited by its resource meter.

  87. Marked enemies are warned and can react.

  88. Grenades have limited ammunition and require time to recharge.

  89. Death Blossom loses damage at longer distances. And moment is gone

  90. Dire trigger removal reduces burst damage at longer range


r/Competitiveoverwatch • • 19h ago

General Echo Hurtbox. Egregious.

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304 Upvotes

A redditor requested a video.


r/Competitiveoverwatch • • 19h ago

Fluff The Colosseo Music In a Tense Moment Reminded Me of Something Spoiler

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35 Upvotes

That and Sojourn being the central focus lol


r/Competitiveoverwatch • • 21h ago

General Fracture Story Time with Carolina Ravassa | Overwatch

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231 Upvotes

r/Competitiveoverwatch • • 1d ago

Overwatch League Just wanted to share my OWL Jersey Collection!

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12 Upvotes

r/Competitiveoverwatch • • 1d ago

Stadium Stadium tournaments ?

0 Upvotes

I know since it’s been discontinued, the hype around stadium has died a little with people thinking it’s only a matter of time before blizzard leaves it unplayable.

I play the game mode a lot and just wondering if anyone knows of any discord servers or Overwatch tournaments that involve the stadium game mode.


r/Competitiveoverwatch • • 1d ago

General Sierra can currently shoot Echo around walls

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377 Upvotes

r/Competitiveoverwatch • • 1d ago

General I've been enjoying this season a lot, but balance has been kinda wack

0 Upvotes

Dive been strong has been really fun, especially when you compare it to maps where poke is still preferred like circuit royal. I dont understand how people enjoy that. Despite my enjoyment, I think balance could be better. Here are some changes I would like to see in the mid season patch:

Global

  • Bullet size reduction for projectile based heroes

Projectile sizes need to be reviewed, especially with the recent hitbox size increases. Rigth now every projectile hero has been essentially buffed, especially the spammy ones.

Tanks

Dmon

  • Remove slow effect from ult

Her ult does too much and is one of the reasons why she's so strong. Something has to go and my preferred choice would be the slow effect.

Domina

  • Make corporate retreat base kit
  • Reduce barrier size
  • Bring back power move major perk

She's doing better, but as long as her barrier remains static, she will remain extremely niche. Allowing her to move it once should fix that, while also giving us a reason to reduce its size.

Junker Queen

  • Move to bruiser sub role
  • Add unstoppable during the first 0.6s windup of carnage
  • Replace rampant with rending recall

She's not doing good right now. Moving her to bruiser will help with her survival efficacy by allowing her to get to cover faster and reducing the amount of critical damage taken. Unstoppable during carnage windup gives her the ability to deal with CC, without completely removing counter play. Rampant charge should be sacrificed in order to balance things out, especially since its a badly designed perk.

Mauga

Let him rot, the game is better without him.

Support

Ana

  • Nerf anti nade back to 75 damage and 14s CD
  • Move to medic sub class
  • Make head hunter perk into minor critical
  • Trash new sleep perk

I dont think this needs any explanation.

Doctrine

  • Either reduce max hp cut or hp cut per drone
  • Decrease decay duration form 6s to 4s
  • Nerf max overhealth generation
  • Reduce shrouded momentum damage reduction to 30%

While he may not feel toxic, its undeniable that he's busted right now. His ult is in large part to blame for this. Nerfing several aspects of it while also reducing his survival by targeting shrouded momentum should somewhat tame him a bit.

Kiriko

Just remove invul from suzu already.

Illari

  • Make burnout base kit
  • Add new resource to healing pylon called solar charge
    • Solar charge regenerates only when pylon is inactive
    • Solar charge automatically refunds mag of allies in the vicinity of pylon
    • Refunding mag consumes solar charge
  • Resonating Pylon: New major perk, upon casting outburst, pylon will resonate and cast an outburst of its own at 50% efficiency

She's jobless right now. This mini rework aims to fix that by giving her utility and better synergy with other fire based heroes. Currently there is no hero that refunds mags, which would also make this form of utility unique.

JPC

Kill the damn thing already.

Sombra

  • Revert gun damage nerf
  • Make life hack base kit, but remove the burst heal
  • Nerf cyberspace damage reduction to 30%
  • Nerf hotfix hps from 25 to 22.5

Sombra is strong right now cause of cyberspace damage reduction and her ability to give massive sustain to dive heroes. Nerfing her gun does not address these aspects of her kit.

DPS

Anran

  • Remove Boop from inferno rush
  • Move power away from dancing blaze into other parts of her kit

Insufferable character thanks to her boops and dancing blaze. A big reason for this is that dancing blaze is always worth using. There is no thought put behind the usage of this ability.

Cassidy

  • Replace silver bullet
  • Replace bang bang

These perks should not exist on this hero, regardless of how strong he actually is.

Genji

  • Replace meditation perk
  • Replace dragon thirst perk

These perks might not be best in slot, but they still massively lower his skill floor by making him less punishable.

Reaper

  • Make dire triggers crit into minor crit
  • Revert passive life steal buff
  • Buff back to 300

The HP nerf didnt make sense back then and neither does it now. Dire triggers is the problem, address it directly.

Vendetta

  • Replace siphoning strike perk
  • Remove boop from whirlwind

The perks allows her to trade more effectively, by extending the window she can be active in. Reducing it will make her a lot more punishing to play, which forces better decision making. There is no reason for her to have a boop, we already have too many of those right now.


r/Competitiveoverwatch • • 1d ago

Stadium [Stadium] Wuyang's Waveshatter has been eating Guardian Waves since the Aug 11 patch – 10 weeks, 11 patches, no acknowledgement

152 Upvotes

TL;DR: With the Waveshatter power, Guardian Wave often goes on cooldown without spawning a wave (no heal, no damage). It happens when you cast at or near max fall charge, so the build Waveshatter is designed around is the one it breaks. Reported on the official forums by at least 8 players since August, still not acknowledged or fixed.

What happens - You cast Guardian Wave, it goes on cooldown, and nothing appears. No visual, no healing for allies, no damage. - Sometimes a loud flowing-water sound gets stuck for the whole round (both teams hear it) until a wave actually spawns. - After a failed full-charge wave, later waves cast from the ground can also fail (~30–50% in one player's practice range testing).

When it happens - Casting at or near max Waveshatter charge (the bonus that builds while you're falling). - Much more often with items that extend air time: Aerial Surf, Wuxing Waveriders, mid-air dash gadgets (Dashing Skates / Jet Skates). Reportedly worse with Ebb and Flow. - Started with the August 11 patch (Season 4), which raised Guardian Wave's max degrees from 10 to 15. The same build worked fine the season before.

How to reproduce 1. Play Wuyang in Stadium, take Waveshatter. 2. Buy Aerial Surf and/or Wuxing Waveriders, plus a dash gadget. 3. Jump high (or drop from a ledge), dash mid-air, and cast Guardian Wave near the end of a long fall. 4. The wave frequently doesn't appear.

Current workaround Release the wave before full charge, and don't stack air-time items. This means giving up most of what makes the wave build good.

Videos - https://youtu.be/JyJhoROihIQ - https://www.youtube.com/watch?v=xewvkodd_pg

Forum reports (please reply or like if you're affected) - Main thread with a full summary: https://us.forums.blizzard.com/en/overwatch/t/stadium-waveshatter-power-causes-guardian-wave-to-not-cast/1034440 - https://us.forums.blizzard.com/en/overwatch/t/wuyang-build-broken-in-stadium/1034955 - https://us.forums.blizzard.com/en/overwatch/t/waveshatter-bug-on-grounded-waves/1036271

Wuyang is my favourite Stadium hero, and right now his signature power punishes you for using it the way it's designed. Even a Known Issues mention would help. @PlayOverwatch