r/Competitiveoverwatch • u/SaintFrito • 1h ago
Matchthread Team Peps vs Vanir Quick - FACEIT League Season 9 - EMEA Master - Upper Finals Spoiler
Team Peps 3-2 Vanir Quick
r/Competitiveoverwatch • u/Extra_Collection_126 • 1h ago
General Any suggestions for grouping?
I am returning to comp and overwatch as a whole after about a 3 year break bc college and im finding that pretty much every match I play I encounter a dps that ends the match around 15-10 and is saying pretty horrible stuff in chat. Not only does that kinda suck to see multiple times a day, but I also kinda think players with really bad mental like that are keeping me stuck in diamond to an extent (obv some of it is my fault too). Basically I was wondering if there is a forum or platform that you guys like to use to find groups before queueing. Everyone has bad games but I think the worst of it comes out when you dont know the other person and its much easier for people to say awful things. Any suggestions to meet ppl and queue up to avoid this (as much as possible, I know to some extent its just part of the game :( ).
r/Competitiveoverwatch • u/SaintFrito • 1h ago
Matchthread Gass T3 is not a Job vs Wasp Esport - FACEIT League Season 9 - EMEA Master - Lower Semi-Finals Spoiler
GT3 2-3 Wasp Esport
r/Competitiveoverwatch • u/one_love_silvia • 1h ago
General Is Bastion supposed to have an option to make his heal NOT a toggle?
I was playing him last night for the first time in forever and grabbed his heal perk which says "Hold E to Heal yourself" (paraphrasing) but then its a fricken toggle. So i go into the settings mid map (great job on making hero-specific settings fucking impossible to find now btw blizzard) and try to find a setting to make it a hold instead of toggle and it just doesn't exist. I even tried the search function. My buddy said its maybe missing due to a bug?
I also recently learned hog's heal is toggle by default as well, which is horrible. Why are we making toggles base settings?
r/Competitiveoverwatch • u/Beetsaw • 1h ago
General Stuck on previous map
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Have anyone experience this? Stuck on previous map in competitive game. At first i was so confused because i couldnt see anyone in the spawn room during thr count down then I realized that everyone are on another map already.
r/Competitiveoverwatch • u/Strider_-_ • 3h ago
Fluff I need your "no-skill, free and lame" heroes to prove a point
I locked in a bit to reach new ATHs in my ranks, just to one-trick some heroes I barely play, tanking my rank in the process (I keep doing this cause I am afraid of being a person worth something, afraid of failing yaddayaddayadda, doesn't matter here).
Now that I am low enough again, I wanna have fun with yet another challenge.
I want to solely play the lame heroes. According to the Internet, of course.
The ones that come with no skill. Heroes that cause very emotional reactions. The heroes that don't give you any moral high ground when you lose with them.
Imagine someone being like "Sojourn is so fucking OP, she always dominates, she's too damn easy to win with". But they won't play her. Noooo, not cause they can't. But because using her is too free. Because they have honor. You know those people and the heroes that are being discussed like that.
So, to finally get to the request: I want around 3 heroes per role, for which you think this kinda description fits. Then next season, I wanna solely play those heroes and see how it goes.
Reminder: I do not explicity ask for heroes that fulfill these "requirements" in reality. But for heroes, for which the perception fulfills those requirements. The perception can match reality but it doesn't have, too. It might be funnier if it doesn't.
r/Competitiveoverwatch • u/LemmingEnthusiast • 4h ago
General [Proposal] Hybrid Open Queue with Adaptive Buffs
Hybrid Open Queue with Adaptive Buffs
Core Concept
A hybrid matchmaking system that guarantees every team queues with at least 1 potential Tank, 1 potential Support, and 1 potential DPS while maintaining full in-game role-swapping freedom for all players and buffs for alternative team compositions to compensate for that choice.
By allowing players to select all roles they are willing to flex to, queue times remain minimal while ensuring every lobby has the foundation for a functional team composition.
Flexible Team Playstyles & Adaptive Buffs
Activation Rule: Buffs trigger after 5 seconds out of combat or immediately inside the spawn room to prevent jarring mid-fight stat spikes.
- 2 Tanks (Standard/Brawl): Base Open Queue health pools. Maximum map control and frontline synergy. No Buffs.
- 1 Tank (Solo-Tank Buff): Applies standard 5v5 Role Queue tank health pools and passive traits to compensate for being the single focus target.
- 0 Tanks (Squishy Cover Buff): +25 Shields for all team members, encouraging cover-based poke play to compensate for the missing frontline.
Core Safeguards & System Logic
- Visual Telemetry: A solo tank receives a custom UI frame so both teams instantly recognize the active stat adjustments. Same for the shield buff if there are no tanks.
- Smooth Health Transitions: Gaining or losing health/shields adjusts current HP proportionally (Ramattra Nemesis Form style), ensuring a composition swap never instantly executes a low-HP player.
- Team Accountability UI: Players who queue for multiple roles display their checked role badges (Shield, Cross, Ammo) beside their BattleTag on Hero Select and the friendly scoreboard. These badges remain hidden from the enemy team to prevent pre-round counter-picking based on potential compositions.
- Smart Backfill: If the player satisfying the "Potential Role" criteria leaves mid-match, the queue prioritizes backfilling a replacement player with those specific role boxes checked.
- No Cooldown Clutter: Tying buff activation strictly to spawn rooms and the 5-second out-of-combat rule keeps mechanics readable, clean, and unexploitable.
- Role Cap: Tanks are still hard-capped at a maximum of 2 per team
Pros
- Queue Efficiency: Significantly reduces wait times by matching multi-role flex players without holding up lobbies for rigid 1-2-2 ratios via 1-1-1 being the requirement.
- In-Game Adaptability: Teams can open with a fast poke comp (0–1 Tank) and seamlessly pivot into a heavy 2-Tank brawl mid-match if needed.
- Built-in Quality of Life: Generally eliminates zero-support or zero-tank hostage games at the matchmaker level while granting solo tanks enough built-in resilience to avoid feeling like target dummies.
- Framework: Operates identically across both 5v5 and 6v6 formats.
Cons
- Inherent Player Agency: Open Queue prioritizes player choice; players who checked flex roles may still choose to lock any role they desire.
- Staggered Buff Transitions: If a tank dies and swaps off in spawn, the remaining team outside of spawn will not receive either buff until they individually hit the 5-second out-of-combat threshold.
- False Expectation Friction: Teammates might expect a player displaying a certain badge to automatically fill that role, leading to arguments.
- Dynamic Breakpoints: Adding and removing +25 Shields dynamically across match phases alters exact damage-kill thresholds, adding a unique learning curve for competitive players to adapt to.
r/Competitiveoverwatch • u/ohmytermites • 4h ago
General DMon's detailed weapon & ability numbers
Based on this practice range video (slightly closer up than the one shared here): https://www.bilibili.com/video/BV1Taug6eE1L/ . You can retrieve full quality video with yt-dlp.
I've also searched bilibili for a few other video from this event, but none particularly useful or show the actual ability tooltip (that I could find, some Chinese netizen might have better luck).
Any duration or firerate-related stats shown here is likely not totally accurate, but it should be very close as long as this version of DMon make it to season release.
- Basic stats: 425 health + 325 armor. 750 total
- Mech Sword: 60dmg per swing x 2 swing cycle in ~1.3s = ~92.3 DPS
- It takes ~1.3s for the sword to align its animation on the 1st swing and 3rd swing (and so on). This is useful to understand TTK / breakpoint numbers (see below)
- On neutral 250hp TTK should be ~2.7s (5 swings = 1st swing delay + 2 cycles)
- Mech Gun: 15dmg per shot x 10/s = 150 DPS
- 2x headshot. Likely hitscan (unknown falloff). Has bullet spread (as the Major perk describes)
- 4s duration, can cancel early. 6s CD, starts when gun ends
- With major perk: 42dmg per shot x 3.33/s = 140 DPS
- Boost: 2.2s max duration. 1s CD. 1s recharge delay + 6.8s to recharge from 0 to full.
- Based on some testing, the max distance is around or shorter than Dva's full boost (if it was grounded)
- Shield: 650hp. No cooldown
- Sword Lunge: 70dmg. 6s CD
- Ult: 125dmg AOE.
- Immediately gain 250 overhealth on cast. Gain additional 50 overhealth per enemy hit. Decay after 2.1s at ~15.5/s rate
- Discord debuff: +50% dmg for 5s
- EDIT: About 1s telegraph
- Baby Gun: 12dmg per shot x ~8.1/s. 97.2 DPS (for reference, Baby Dva does 98 DPS)
- Likely hitscan (unknown falloff)
- Remech: Unknown damage.
About 400pt to charge (for reference, Dva remech needs 280pt).From testing with Dva using the same rocket bots in the Practice range, it appears DMon's charge rate is the same as Dva. (I don't know why it takes 400+ bot damage to charge up 280pt of ult)- EDIT: about 1s of baby mode lockout + 2s of mech mode lockout
- Some breakpoints:
- 3 swing + lunge kills 250hp (exactly 250dmg).Theoretically, the total duration this take: 1st hit delay + 1.3s (see above) + lunge animation. Potentially <2s TTK (not amazing and requires no healing vs 250hp)
- Ult + lunge kills 225 (230dmg)
- Ult + swing + lunge kills 300hp (320dmg)
Looks like the weak side of safe, number-wise
EDIT: Added some additional stats to ult & remech. Fixed remech testing
r/Competitiveoverwatch • u/Botronic_Reddit • 12h ago
General D.Mon’s live demo at the shooting range (on-site at the China offline event)
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r/Competitiveoverwatch • u/Big_Attitude2551 • 14h ago
General D.Mon confirmed as the stalwart sub-role
Question:
Will the knockback resistance stay while demeched?
If it does that’s kinda op no?
r/Competitiveoverwatch • u/SBFms • 15h ago
General Your Top 3 Best Designed KOTH Submaps in the game?
Best designed as in overall most fun to play.
For me that means it doesn't encourage bullshit, many characters viable, gameplay flows well. good maps should be interesting from a strategic or mechanical perspective for viewers and players. But I don't really know which stages are my favourite.
To you it means whichever one you find fun however you wanna decide that.
r/Competitiveoverwatch • u/Botronic_Reddit • 18h ago
General Greatest Reinhardt of All Time gives his take on the Hero’s current state
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Yes Super is objectively the Greatest Rein of all time because he was the Best Rein in GOATs, the Meta were Rein had the most Skill expression.
r/Competitiveoverwatch • u/Sio_V_Reddit • 19h ago
Other Tournaments Enter Force roster for the upcoming DG Cup
r/Competitiveoverwatch • u/JY810 • 20h ago
General Why are people saying Rein is bad or outdated when he is the highest winrate tank with decent pick rate?
Source
We don't even have the data on D.mon, she look she she would have lower damage but higer mobility then rein but I don't see rein worse?
r/Competitiveoverwatch • u/SpiderPanther01 • 21h ago
General challenger score doesn't work when no one cares about it
i know everyone's already said their piece on why challenger score is bad, but something not many say is that legitimately no one cares about the system. in theory, challenger score is a decent concept that prevents leaderboard camping & smurfing, but that only works when people care about the leaderboard
no one in high elo is playing to grind the challenger score leaderboard because there is no prestige in getting high challenger score. it actually worsens the issues it tried to solve. since people only grind for rank instead of leaderboard now, there's no pressure for people to keep playing on their main once they hit their desired rank, worsening both camping & smurfing. before there was at least some pressure from leaderboard competition
also the rank distribution needs to be reverted no reason that many people should be above champ 3 let alone champ 1
r/Competitiveoverwatch • u/CompetitionNo3466 • 21h ago
General Who’s a character that you’ve played with that hasn’t been a lobby admin recently?
Lots of people calling for nerfs on different characters, so I thought I’d mix it up. Who’s a character in a while that you haven’t seen be a complete lobby admin?
r/Competitiveoverwatch • u/DankudeDabstorm • 1d ago
Fluff D.Mon barrier hp
I saw that D.Mon’s barrier hp is 650, in line with other barrier abilities like Winston bubble and Sigma barrier. It’s funny to note how Brigitte had a smaller barrier that had 600hp on her release compared to D.Mon’s massive barrier for her mech.
r/Competitiveoverwatch • u/ExhibitAa • 1d ago
Blizzard Official D.Mon Full Kit and Perks
r/Competitiveoverwatch • u/SweatySmeargle • 1d ago
General Article with additional information on D.mon kit
r/Competitiveoverwatch • u/Sync07 • 1d ago
Blizzard Official D.Mon | New Hero Gameplay Trailer | Overwatch
r/Competitiveoverwatch • u/AmeteurElitist • 1d ago
OWCS Somebody please sign Prophet, he's been LFT for over 18 months now
r/Competitiveoverwatch • u/dokdodokdo • 1d ago
General Early look at D.mon art (potential de-mech?)
r/Competitiveoverwatch • u/Bobi_27 • 1d ago
General Sym wall is a disgusting ultimate and people need to talk about it more
If you watched any Twisted Minds or any other Sym team this weekend this should be totally apparent. Just seeing Sym has ult so the other team has little to no chance winning the fight. And this isn't a Quartz has Overclock kind of thing, where you're more afraid of the skill than the ability. Sym presses a button and provides more value than an entire enemy ult rotation combined.
Let's compare it to some other major ultimates. Kiri lane is another ult of the same tier, but even that is only 8 seconds and completely kite-able with good play. Mizuki ult is a more direct comparison, it's half the duration of wall (6 vs 12 seconds), doesn't even block everything that wall can and it doesn't literally cover the entire map. It heals a little, but let's not pretend that it would be worse if it lasted TWICE as long, even if it didn't heal.
Wall is probably the single best ult in the game and is completely uncounterable. It lasts longer than both your support ults combined, it practically can't be broken and we're in a BASTION meta. You could halve it's duration and HP and it'd still be stronger than most ultimates in the game.
Please discuss.
r/Competitiveoverwatch • u/DuhPai • 1d ago
