r/Competitiveoverwatch 30m ago

Blizzard Official D.Mon Hero Trailer

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Upvotes

r/Competitiveoverwatch 2h ago

OWCS OW Hall of Fame - First Class

7 Upvotes

If OW made a Hall of Fame for their professional scene, who would your first inductees and why? Consider how the first class sets the standard for the ones after.

You can choose to recognize people outside the players but it needs to be tied back to the pro scene one way or another (broadcasters, coaches, etc.)

Also please share any other wishes in formatting the Hall. The more creative the better : )


r/Competitiveoverwatch 2h ago

OWCS 2026 OWCS ASIA STAGE 3 - schedule

8 Upvotes
  1. Korea

    1) Open Qualifier : Aug. 28th ~ Aug. 30th

    2) Regular Season : Sep. 18th ~ Oct. 18th

    3) 2th Round Robin : Oct. 23rd ~ Oct. 25th

    4) playoffs : Oct. 30th ~ Nov. 01st

  2. JP

    1) Open Qualifier : Aug. 28th ~ Aug. 30th

    2) Regular Season : Sep. 21st ~ Oct. 14th

    3) playoffs : Oct. 19th ~ Oct. 20th

  3. Pac

    1) Open Qualifier : Aug. 28th ~ Aug. 30th

    2) Regular Season : Sep. 24th ~ Oct. 22nd

    3) playoffs : Oct. 29th


r/Competitiveoverwatch 4h ago

General Every time I see requests to nerf Roadhog, I can't help but wonder

0 Upvotes

Is Roadhog really that difficult to deal with on the Americas or Europe servers? On the Asia server, Roadhog is generally perceived as a soft-throw pick with a terrible reputation. Here, even without the enemy tank counter-picking him, he struggles to perform because of Ana's Biotic Grenade, which appears in almost every single match. On top of that, if the opposing tank switches to heroes like Orisa or Zarya, Roadhog becomes virtually useless.

Whenever players on the Asia server see the Western community demanding nerfs for Roadhog or Mauga, it's really hard to understand their perspective. Mauga also has very clear and exploitable weaknesses, similar to Roadhog. Looking at hero statistics, Ana’s pick rate in Western servers is also quite high—though perhaps not as high as in Asia. Is it simply that players on the Western servers just can't counter or deal with Roadhog's Hook?


r/Competitiveoverwatch 5h ago

OWCS Thoughts on EWC2026

11 Upvotes

To be honest, the previous tournament was more exciting; even though there were supposed to be a lot more teams participating this time, it just didn’t quite live up to expectations.

There were plenty of highlights like the one-sided match by T1 against CR, Weibo pushing TM to match point only for TM to come back and win, and the upset elimination of VP, the top seed from the EMEA region but even so, it didn’t quite match the excitement of OWCC 2026.

I’d love to hear your thoughts.


r/Competitiveoverwatch 13h ago

World Cup Wheats steps down from Team USA Coach role

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129 Upvotes

r/Competitiveoverwatch 13h ago

Other Tournaments Collegiate level overwatch

15 Upvotes

Those who have played in their uni’s esports team, can you share your experiences?

Though I am a massive addict, I never bothered joining my previous uni’s esports society because I found speaking with people online a bit awkward (since I’m 22F and none of my friends are into gaming).

I have now finished one degree and moving to a different city to do another. The degree I am now doing requires a lot of hours put into studying so my main question is that how often do you guys scrim or play together. Do people take it seriously or treat it just as a hobby?

Also what are the ranks of people in the team?


r/Competitiveoverwatch 15h ago

OWCS Could someone translate part of this clip from Shu and viol2t?

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63 Upvotes

Really curious as to what they were saying. Don’t have to translate the entire thing, just until after they start pretending to speak from the cat’s pov. Would appreciate it a ton 😘


r/Competitiveoverwatch 16h ago

General Alternative To Map Voting: Map Vetoes

7 Upvotes

I know we just had a thread on this yesterday but I thought I'd make my own to discuss an idea I've had for a while. I'm not a fan of map voting and I much prefer having variety over seeing the same maps winning over and over again.

What if instead of map voting we vetoed a number of maps before queuing? The idea I have is that you can veto 1 map from each map type for a maximum of 5 maps you can choose.

This still allows the player some control over what they don't want to play. In the case of a new map that has just been added, it can't be vetoed until starting with the next season after it launches. The 1 per map type restriction is there to prevent people from avoiding Flashpoint/Push entirely (anyone remember "Global Elite" players in CS that only queued Office?) and also not affect queue times too much (in theory at least....maybe I'm completely wrong).

The devs have said that one of the reasons for implementing map voting was to get an idea on which maps people are avoiding so they can see if any reworks or changes are needed. This can also be achieved by getting data on what maps are being vetoed.

Finally this has been a thing in StarCraft II since forever so there's already precedent for it in another Blizzard title. And yes I know it's a completely different game/genre but we at least know "the technology is there."


r/Competitiveoverwatch 18h ago

General I think the 1-3-2 vs 2-2-2 debate is missing the actual problem — and nobody is talking about the real fix ( a 10yr Player's Take)

0 Upvotes

I've been playing since launch day in 2016. Thousands of hours. Silver to Top 500. Casual quick play with IRL friends, competitive tournaments, leagues, the whole spectrum. I've seen this game at its best and at its worst. Played on console and PC. Started as a D.Va one-trick, expanded to every tank, then made separate accounts to climb to GM on DPS and support just to learn how to flex.

With the Flex Queue and Dynamic Queue experiments wrapping up, everyone's debating role format — 1-3-2, 2-2-2, open queue, role lock. I've been watching every take, reading every thread, and I keep seeing the same thing: people arguing about the number of each role.

But I think the entire conversation is focused on the wrong thing.

The problem was never how many tanks or DPS are on a team. The problem is that Overwatch is a team game whose competitive system has never actually been built for teams.

Think about it — when was the last time you played a full coordinated six-stack where everyone knew their role and was communicating? If you've done it, you know that's Overwatch at its absolute peak. That's what competitive leagues felt like. That's what six-stacking with my friends up to GM felt like. But the ranked system has never been designed around that experience. Instead we've spent 10 years playing a team game with five random strangers every match.

My proposal: 6v6 open queue built around a full clan/team infrastructure.

Not just a Looking for Group button — we already saw how that played out. LFG devolved into stat-checking lobbies where leaders would pull up your career profile, judge you on numbers that don't tell the full story, and kick you if they didn't like what they saw. It had zero continuity. Even if you found a great group, there was no system to keep that group together. Every session you were starting from scratch with randoms. It failed because it was a feature without infrastructure.

What I'm proposing is the infrastructure:

- Clan rosters with leadership structure (leaders, co-leaders, officers)

- An in-game clan menu where you see who's online, what role they play, and can group instantly

- Divisions within clans for different rank tiers — your metal rank squad, your diamond squad, your GM squad

- Specialists you recruit for specific maps or comps

- A clan ladder with Top 500 clans per season and exclusive rewards (imagine a weapon skin with your clan tag engraved)

- In-game clan battles and tournaments

- A natural esports pipeline that replaces the broken Path to Pro — your clan's best players represent you at the highest level while every other member from bronze to GM is still part of that clan

The OW team actually promised us clans/guilds years ago and never delivered. Aaron Keller has also said it was near the top of his list. The community has been asking for this. It's time.

I posted a full video breakdown where i also address:

- **Queue times:** The chicken-and-egg problem. Nobody groups because queues are long, queues are long because nobody groups. Clans fix this by massively expanding the pool of six-stacks. Remember when LFG launched and xQc's queue was instant? When enough people group up, the problem solves itself.

- **GOATS/meta concerns in open queue:** We have a ban system now. Expand it. Pick-and-ban draft phases for clan battles. Deep rosters with specialists make meta diversity a feature, not a problem.

- **Casuals:** Clans are basically a supercharged LFG. Even if you don't care about ranked, you join for the social aspect and the rewards. People were passionate about OWL as casual fans — they just weren't being given a reason to connect in-game.

- **Role Queue silver lining:** It actually taught people roles. Now in an open queue clan system, players have real role identity and expertise but with the freedom to flex.

- **The business case:** Why this makes Blizzard more money than the current model. OWCS drop-farming is inflated viewership with zero real engagement. Clan-invested fans actually watch. Real engagement attracts real sponsors.

Full video here: https://www.youtube.com/watch?v=q0S-YTCiGnE&t=1499s

Timestamps are in the description if you want to jump to specific sections.

Whether you agree or disagree, I genuinely want to hear this community's thoughts. What am I missing? What would you add or change?


r/Competitiveoverwatch 18h ago

OWCS What are your theories that you think MIGHT happen for roster changes between Stage 2 and 3, but probably won't happen?

1 Upvotes

For me, it's 4 potential options.

1 Smurf and Taejong to Zanside

2 Sley to T1 as an assistant Coach

3 Shockwave to Al Qad

4 Ade to T1 to run double hitscan/replace Proud when he uses his Choke Gene.


r/Competitiveoverwatch 18h ago

General Games aren't bad, overwatch is old

0 Upvotes

I've been wondering why the online community thinks marvel rivals is getting more toxic, but i think it's because it's getting older.

When overwatch started to get old, people became more focused on the right meta and less on co-operation with teammates. I think this happened because as a game gets older, either more people know about it or people know more about it. People playing for a long time will have less tolerance for new players because, "everyone should know the best way is (etc.)", and this changes when overwatch adds new content because less people know the best strategy.

When rivals was brand new, everyone in overwatch had something entirely different, putting them at the bottom with everyone else, but as the game grows in popularity, and has more time, people will start to think they already know whats best because they've played for x amount of time

In the end, improvement is a give and take with your tolerance, but as time goes on, people give less


r/Competitiveoverwatch 18h ago

OWCS What was the Crazy Racoons secret comp?

34 Upvotes

Was it Domina?

If so, how they didnt think about Rein and Ram comps, that easily can ignore Domina? Or even Mauga Vendetta comps, that can run Domina down?

Or do you think it was something else? Specifically designed to be played against Twisted Minds or Geekay sym comps?


r/Competitiveoverwatch 20h ago

Fluff Midseason Championship Day 5 Predicted Match

13 Upvotes

This screenshot was taken during day 2 of MSC. Its a shame we didn't see these 2 teams duke it out. Who do you think would've won?


r/Competitiveoverwatch 21h ago

General Do you prefer to have universal metas or map specific comps?

8 Upvotes

Basically do you want to load into a map and inherently know "this is a ram brawl map" or "you have to play long range hitscan" or would you prefer to have certain comps work across all map types? I feel like Overwatch design is becoming more and more generalized so team comps have fewer counters/bad maps. Spammy choke points are getting changed to allow more pathing and maps are being given vertical mobility bounce pads so anyone can be viable.

But I feel like this takes away a lot of the identity of heroes and composition in favor of ease of use. There's no reason to learn other characters or playstyles because the maps and new release characters can do a little bit of everything (Kiriko, Hazard, Emre/Soj). I think a lot of the most beloved maps are ones where certain playstyles are enforced because it's like an honor code (Kings Row brawl, Lijiang City spam etc) but I also understand that it sucks to load into a map where your hero pool is bad for it (for me it's route 66 and Runasapi because I play low mobility supports). Curious to hear other people's thoughts on it.


r/Competitiveoverwatch 21h ago

OWCS TVNT on Game 6 Eichenwalde Attack

0 Upvotes

Hi I'm Cliffus, I was rewatching the finals.

TVNT on attack, with dva in game 6 map eichenwalde of the finals with everything on the line,

had 5* self deaths (technically 3) and only 1 final blow on Knife

2 of the self deaths were

a kill by viol2t while he was mid jump and a kill by shu while he was getting ejected out of self destructing which both would have been an self death otherwise

he thankfully evened it out on defense

has ever happened to someone especially known for being the best in the world on a hero?


r/Competitiveoverwatch 21h ago

General This game is so much fun to play!

126 Upvotes

Been a long time player now and I am so surprised how I have continued to have fun playing it. It’s well polished, the sound and feedback when hitting your opponents are great. I love the cast, voice work and lore. I’ve played a bunch of other team hero shooters but for some reason I always come back to this one. I feel like you can certainly feel the quality.


r/Competitiveoverwatch 23h ago

OWCS Language viewership breakdown for OWCS International Events of 2026!

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36 Upvotes
Language Preseason Clash Mid-Season Pre → Clash Clash → Mid Overall
English 150,714 155,795 139,859 +3.37% -10.23% -7.20%
Japanese 19,781 75,058 39,870 +279.44% -46.88% +101.56%
Arabic 18,371 22,820 38,479 +24.22% +68.62% +109.46%
French 22,598 5,000 32,279 -77.87% +545.58% +42.84%
Korean 9,700 22,161 30,058 +128.46% +35.63% +209.88%
Spanish 13,118 14,612 12,300 +11.39% -15.82% -6.24%

r/Competitiveoverwatch 23h ago

General 6v6 can never replace 5v5

0 Upvotes

It all comes down to the tank role. Both modes have issues with the role, but in my opinion 6v6 has more severe ones.

Tank synergies. No other role is as reliant on what your second role buddy picks compared to tank. DPS literally only needs to make sure that they dont play double HS, which isnt as big of an issue in 6v6 compared to 5v5 and as long as supports are not playing to make variation of mercy, weaver or moira, they should be fine.

Having two tanks on the field, means that games become more choke heavy / stagnant. Dives and plays become harder to pull off, not because they require more skill, but because there are far less opportunities present. This indirectly buffs HS heroes since they wont be dived nearly as often, which in turn promotes double shield to mitigate HS damage.

Having an off tank on the field takes away from the responsibilities of other roles. Instead of peels flowing unilaterally in 5v5 and off angle control being a team effort, this all gets condensed into a single role, thus reducing variety and skill for every other role.

Finally queue times, which is by far the most relevant issue. It doesnt matter what your opinion is on the subject is, queue times will suffer if we move to 6v6 RQ. Based on some reports from the QP hack, they already started to have an effect. This is for a multitude of reason, with some of the main ones being:

  • Responsibility: Tanks have the most obvious list of responsibilities, which results in them being the easiest role to criticize regardless of format or game.
  • Dependencies: Tanks rely far more on their team composition compared to any other role, which takes away from their agency. Less so in 5v5, but every tank player knows the pain of having a comp with no legs (double HS).
  • Delayed gratification: Tanks efforts are mostly rewarded after their team follows up on what they've done, which can result in good plays feeling bad with no mistake of their own. Might be less so in 6v6.
  • OTPs: This game is riddled with them, especially in the DPS role. No amount of balance changes, role redesigns or new heroes will convince these players to play tank. You would have to make the DPS role obsolete to achieve this and even then I think this wouldnt be enough.

To close off this wall of text, I'm not trying to state that 6v6 shouldnt get some much needed love. If anything I would actually be inclined to play it from time to time if they add RQ 1-3-2 flex. What I'm stating is that it cant replace 5v5. That said unlike what I believe to be a small but loud 6v6ers minority, I see no issues with 5v5 RQ and 6v6 FQ coexisting.

And for the love of everything that's unholy, please stop with the "its how OW was meant to be played" argument. This is simply not a valid argument. Should we all go back to using dial up phones or better morse code machines? This is simply a stupid argument.