Overwatch

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Tenks

Bronze Knight of the Realm
14,163
607
Zen is really good at the moment. Actually I was speaking to a higher rank Tracer and a decent Zen is very dangerous to them. Discord and simply 1 headshot is very damaging to Tracer. If Tracer is on you don't panic and learn to concentrate on that headshot.

I got my secondary account to Diamond with mostly Zen. At that point it was getting alot harder. My best chance was to stick near the monkey better, positionning better and call for help when they dived on me.

If you're a good Zen you can be a Tracer main's worse nightmare. The Tracers at low Diamond aren't good enough to one-clip me and I almost always manage to defend myself and scare off the Tracer if not outright kill her.
 

lost

<Bronze Donator>
3,227
3,495
has anyone figured out about moira's heal... so its a hot but should i just short click everyone for the hot or do like a 2 second hold? need to figure out what the difference in heal amount is between half sec and like 2 sec heal and whats more efficient

seems like the hot lasts longer dependingo n how long i click
 
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Needless

Toe Sucker
<Silver Donator>
9,452
3,473
Moira is 80 HPS, so yeah 2 seconds is probably gucci in most cases.

Oh neat i just learned if you tap it, once you stop it still regenerates 50 health over 3 seconds, tapping is legit on her lol mind you that would be when theres downtime
 

lost

<Bronze Donator>
3,227
3,495
yeah ive just been tapping cause holding it down drains me so fast and im more offensive, but i noticed a tap HoT doesnt last as long as a 1 sec tap HoT which is interesting I figured it was a generic hot then any longer would be direct heal.

2 second seems like a lot but ill check it out, i mean it is an "aoe" so if people are grouped it hits them all and it has decent range as well
 

Needless

Toe Sucker
<Silver Donator>
9,452
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I think it's more important to gauge the health of the target you're healing more than anything, if you know it's going to heal for 80 HPS while held, and at the end it will do 50 over 3 seconds you can in most cases probably just tap it the majority of the time unless it's one of your tanks

edit: or if they're under fire while youre healing them
 

Deruvian

Lord Nagafen Raider
664
126
Can't wait for the Boston NY game tonight. Janus meKo and JJoNaK are just a filthy trio. Only pro pug that I saw Jake's team get completely demolished with those 3 on one side - it wasn't even close.
 

Valderen

Space Pirate
<Bronze Donator>
4,600
2,823
I’ve never been into esports, probably because I never care or played the game that esports was about. I didn’t expect to have any interest in OWL since I haven’t followed the Overwatch pro scene all that much.

That being said I've enjoyed the World Cup at Blizzcon because of Canada doing well, and enjoyed the new team colors and effects which made it easier to follow. I’m enjoying the games in pre-seasons too, some exciting gameplay.

I’m discovering players I had never really heard off before that impressed me tonight namely Linkzr and Jake for the Outlaws and Effects for the fuel.

I’ll say this, while it’s impressive to see a good Widowmaker play, she makes for some boring overall gameplay.
 

Muligan

Trakanon Raider
3,243
913


Every time I see Jeff lately I think to myself, "Wonder if he is hiding somewhere on Agnarr?" lol Excited for the seasonal stuff. Haven't checked the skins yet but Overwatch really seems to get it right on how to make money without sticking it to the players. Goes to show you that a good game can make more money than a mediocre game with a lot of spending opportunities.
 

Needless

Toe Sucker
<Silver Donator>
9,452
3,473
I’ll say this, while it’s impressive to see a good Widowmaker play, she makes for some boring overall gameplay.

I think it's pretty interesting to see how impactful a widowmaker in OWL is compared to how shitty a widowmaker player is in plat lmao
 
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Tenks

Bronze Knight of the Realm
14,163
607
Can't wait for the Boston NY game tonight. Janus meKo and JJoNaK are just a filthy trio. Only pro pug that I saw Jake's team get completely demolished with those 3 on one side - it wasn't even close.

I can't believe NYXL gave up a map to Boston
 

Kharzette

Watcher of Overs
5,429
4,395
These matches have been really fun. The big tournaments the past few months have mostly been stomps, so it is good to see like houston and the gladiators do so well. Sanfran played better than expected too.

I've still got the NY vs Boston to watch
 

Araxen

Golden Baronet of the Realm
10,557
7,992
https://us.battle.net/forums/en/overwatch/topic/20759648155#post-1

Limiting the Skill Rating variance for Teams

With the debut of the new competitive season 8 in January we’re going to be making a few matchmaking changes to increase match quality. The first change is limiting the maximum Skill Rating (SR) difference between the highest SR player on a team and the lowest SR player on the same team. This will especially help players at both the lower and higher limits of SR, where there are typically fewer players available. If a player has an SR of 4500, there are not that many other players who have a similarly high SR. The matchmaker has previously assigned players who are of a much lower SR to the same team as 4500 SR player, and hasn’t always created the best match experience possible.

We implemented the technology for this change in the 1.17.0.3 patch at the end of November, but did not aggressively tune the SR value of the limit. During the month of December we will be quietly testing the effect of more restrictive SR limits to both match quality and queue times. With the data and player feedback from testing, we’ll then come back from our holiday break on January 2 and apply a finalized set of values for Season 8.

Note that the matchmaker will still allow you to group with other players according to the current SR limits at their skill tier, which is 1000 SR for Bronze through Diamond, 500 SR for Master, and 250 for Grandmaster. We recently restricted the SR grouping limit at Grandmaster with this new Season 8 change in mind.

Removing Personal Performance Skill Rating Adjustments for Diamond tier players and above

Ok, this explanation is going to be pretty lengthy, so everyone grab some popcorn and buckle up.

When you win a competitive match of Overwatch, you gain Skill Rating, and when you lose a match you also lose Skill Rating. The amount that you gain or lose is calculated based on many different factors, and here’s a quick list of some of the most important ones:

• If you have a higher than 50% chance to win a match, you gain less for a win and lose more for a defeat. Conversely, if you were an underdog in a match than you gain more SR when you win and lose less SR when defeated.
• New players experience both higher gains and higher losses than players who have completed a lot of matches.
• You gain less SR for a win than you lose for a defeat as you more closely approach the system’s mathematical upper limit 5000 SR. (So at very high SRs you do need a greater than 50% win rate to keep your SR stable.)

There is also another factor in determining the SR change after completing a match, and that’s a measurement of how well you personally performed during the match. If you perform well than you gain more SR when you win, and lose less SR when defeated. The reverse is also true, so if you perform very poorly you gain less SR for a win and lose additional SR when defeated. The personal performance adjustments have been controversial amongst the community for quite some time, especially since the calculations for these adjustments are not at all transparent.

The adjustment does create a lot of positive system wide effects including rewarding players who make the effort to play well, punishing inactive players, and more quickly providing fairer matches for new players or those who decide to play a new hero or role. So we spent quite a lot of time examining data over multiple seasons, checking a lot of math, reading a LOT of community feedback, and then doing some deep soul searching about this. Especially at the higher levels of online competition where every point of SR matters, we want players to not be distracted and worry about how to optimize around the personal performance adjustment. They should just be trying to WIN. So after we get back from the holidays on January 2nd we’re going to turn off the personal performance SR adjustments for players in the Diamond skill tier and above.

We look forward to everyone playing matches and giving us feedback about these changes in Season 8!
TLDR: Diamond and above performance based SR is going away in Season 8. The rest of the playerbase is fucked.

I still feel they need to tighten up the grouping SR variance, a 1000SR gap for grouping in the lower tiers needs to lowered to 500. If you want to play with your friends outside of that gap, you need to play in Arcade or QP.
 

Kharzette

Watcher of Overs
5,429
4,395
That says the SR is adjusted on the current match performance... I've never seen that even remotely accurate. I always thought the reaction was delayed, like you have an amazing game and get 16 for a win. Play horribly a couple games later and get 28.

Cool to see Houston playing so well! ... at least on the first two maps anyway
 

Deruvian

Lord Nagafen Raider
664
126
It's incredible how evenly matched these games are where one pro sub for another changes the entire game. Switching Jake out for Mendo it was like night and day.
 

Araxen

Golden Baronet of the Realm
10,557
7,992
I've been using this for a few games and I like it. It keeps track of all your competitive matches. It costs a subscription of $5, but I think it's well worth it for the information it captures.

OverTrack

Edit: I went 2-2 tonight and three of the matches on my team had four support mains. Wtf! I just want to play Zen, but I end up playing tank because I know how to.
 
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skribble

Golden Knight of the Realm
488
136
https://us.battle.net/forums/en/overwatch/topic/20759648155#post-1


TLDR: Diamond and above performance based SR is going away in Season 8. The rest of the playerbase is fucked.

I still feel they need to tighten up the grouping SR variance, a 1000SR gap for grouping in the lower tiers needs to lowered to 500. If you want to play with your friends outside of that gap, you need to play in Arcade or QP.

1000 seems awfully wide, I was surprised when I read that.