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1[[WMG:[[center:[-''VideoGame/{{Overwatch}}'' '''[[YMMV/{{Overwatch}} Main YMMV Page]]'''\
2[[YMMV/OverwatchStoryAndLore Story and Lore]] | '''Gameplay'''-]]]]]
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7* AccidentalInnuendo:
8** Almost every single hero's sound when suffering burn damage by Torbjörn's Molten Core and Ashe's Dynamite (as demonstrated by [[https://www.youtube.com/watch?v=3CAmOkrLTPY this video]]) sound more like they are going through an orgasm thanks to the voice actors's delivery. The few exceptions are Orisa, Winston, Wrecking Ball, Bastion, and Lúcio.
9** Because the Competitive Season emblems use roman numerals, the ones for season 30 have "XXX" written on them. While not too suggestive on its own, what pushes it into this territory is the fact that the featured character is D.Va, one of the most popular ''Overwatch'' porn characters.
10* AndYouThoughtItWouldFail: The game itself received a lot of doubt prior to launch from non-Blizzard fans — it seemed like a simple ''Team Fortress 2'' competitor, in a time where ''Team Fortress 2'' has held sway for the better part of a decade (as well as slowly losing players), especially since games like ''VideoGame/MondayNightCombat'' and ''VideoGame/LoadOut'' came and went. What they didn't count on were Blizzard fans being turned to shooters (a genre that they're not normally in), a wide-reaching appeal to young and old, casual and hardcore, and hobbyists to non-gamers, and a backstory that encouraged fan works.
11* AntiMetagameCharacter:
12** Brigitte was specifically designed to put a check on the "Dive Meta" — a rushdown or "hyper offense" strategy that involves simply overwhelming the other team with LightningBruiser and FragileSpeedster characters. Brigitte is a one-star (''very'' easy to use) character built for crowd control and stunning enemies with a single blow while healing herself and her allies. When she was released, in Competitive Play, running the "Dive" composition was a near-guaranteed loss if the enemy team had a Brigitte, while in pro play, "Dive", while still viable, wasn't ''quite'' the surest path to victory, largely in part due to players and coaches still figuring her out. Ironically enough, after a few months and several nerfs, a variant of Dive ("Dive-GOATS") was born that included Brigitte.
13** According to Geoff Goodman, Wrecking Ball was designed to break up defense-heavy team compositions which were becoming popular at the time of his release (specifically, "Bunker" styles that utilized shields from Tanks like Reinhardt and Orisa). In theory, mobile Tanks like Winston and D.Va could be played to get around these defenses, but would quickly die without team support. Wrecking Ball was designed to be able to get in quickly, wreck sufficient havoc, and then escape.
14* SugarWiki/AwesomeArt: The art style of the game has been widely praised, in-game and in animated shorts, with distinct, colorful character designs, scenery that can shift from striking and beautiful to moody and suspenseful, and some incredibly fluid and subtle animation.
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18* [[Awesome/VideoGameLevels Best Level Ever]]:
19** King's Row.
20*** Gameplay-wise, it is one of the few, if perhaps the ''only'', map designed such that any and all heroes can work well here. Multiple concealed paths for flankers, high map ceiling allowing freedom for airborne/flying heroes, high-altitude sniping perches and windows, chokepoints designed for barrier or choke-oriented heroes (e.g. Reinhardt, Mei, Orisa), and even design choices beneficial for support heroes (lots of cover for Mercy to hide from flankers, smooth walls for Lúcio to wallride, low doorways and small rooms for Symmetra turret nests, and high-ground overlook spots for Zenyatta and Ana). Essentially, no hero is considered too situational for this map, so team fights will rely more on player skill than on coincidental map positioning.
21*** Lore-wise, it is also immensely significant. It is the home stage for SeriesMascot Tracer, the site of what is likely Talon's most consequential success to date: the assassination of Tekharta Mondatta by Widowmaker as shown in the ''Alive'' cinematic, and the theater for the titular ''Uprising'', the first lore-driven [[PlayerVersusEnvironment PvE]] event which lets you experience Tracer's first mission to liberate her home from omnic terrorists. The map's objective is clear and compelling as well: as the attackers, unlock and deliver a high-power EMP bomb in order to wipe out the omnics' last refuge in London; as the defenders, stop such a terrible scenario from happening. The Winter Wonderland event also gives it a lovely Christmastime makeover, complete with turning the aforementioned bomb into a ''fully-decorated sleigh'', which you could interpret as either RefugeInAudacity or a sign that the roles have reversed and the "attackers" are now just looking to deliver presents. Furthermore, it has great loading themes for both Attack and Defense ([[SugarWiki/AwesomeMusic see above]]). Not unlike the character who calls it home, the map seems intended to be a messenger for what all the game has to offer.
22** Oasis. One thing that can be agreed on is that it is visually among the [[SceneryPorn prettiest]] maps Overwatch has to offer. It also has launch pads. And you can get run over by cars.
23** Hollywood, due to having the only payload in the game with a speaking NPC: a PrimaDonnaDirector who [[SmallNameBigEgo thinks]] making {{B Movie}}s puts him on the map, constantly snarks at his escorts in the most amusing ways, and needs six heavily-armed bodyguards just to ''[[MundaneMadeAwesome get to his trailer]]''.
24* BigLippedAlligatorMoment: The Summoner boss in Junkenstein's Revenge 2017. She's not foreshadowed in any way, doesn't seem to have any link to Junkenstein and/or the Witch, isn't mentioned once she's beaten, and isn't resurrected by the Witch's appearance. The "Return of Junkenstein" comic only loosely ties her into the story, along with introductions of Widowmaker, Torbjörn, Genji, and Zenyatta's characters for Endless Mode.
25* BraggingRightsOption:
26** Ana has largely been regarded this type of character. All of her abilities require a high degree of aim and {{Cooldown}} management to use efficiently, which makes her a less consistent pick than other healers such as Mercy. Her Sleep Dart ability requires incredibly good aim, timing and cooldown management (as well as a clear line of sight to the target), but it instantly renders a character helpless. Its ability to stop a character's Ultimate instantly allows her to steal a SugarWiki/MomentOfAwesome from an opponent if she can land it successfully. Her Ultimate ability (Nano Boost) turns one of her teammates into a [[PowerGlows glowing]], [[SuperStrength super strong]], {{super tough|ness}} (and, in her original patch, [[SuperSpeed super fast]]) engine of destruction.
27** Hanzo is a character with high damage and okay utility, and his niche (sniping) was usually supplanted by other characters like Cassidy and Widowmaker in most serious matches. However, he is a character that can do massive damage in the right hands if [[BoomHeadshot a player's aim was good enough to get headshots]] and they were able to time his Ultimate (basically a slow-moving AdvancingWallOfDoom) just right. His original design also included Scatter Arrow, a PinballProjectile which could one-shot any character (even Tanks) if the player understood exactly where to aim to get all or most of the arrows to hit. That ability, however, was later traded for a rapid-fire shot called Storm Arrow — which many players disliked specifically because it was more consistent than Scatter Arrow and thus less impressive to get kills with.
28** Wrecking Ball was introduced as the [[MechanicallyUnusualFighter wackiest addition to a cast of already wacky characters]], being a giant hamster [[BeTheBall in a ball-shaped mech]]. Wrecking Ball is unique on many levels, being the fastest, most mobile character in the game, and abilities that can make him a OneManArmy in the right hands while tossing his opponents about like rag dolls. His primary movement mechanic involves doing {{Building Swing}}s, which is fun to do and watch in itself, and allow for crazy things to happen thanks to the game's physics engine.
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32* CheeseStrategy:
33** The most prominent "Cheese Strategy" involves a player using the character Bastion -- a robot that transforms into an extremely powerful (but immobile) turret that can dish out more damage-per-second than an entire ''team'' combined. The rest of the Bastion's team simply picks characters designed to protect, heal, resurrect or move the Bastion. It's considered the most annoying strategy to use in ''Overwatch'', as while it takes a surprising amount of team coordination and planning to pull it off, it is much harder to counter it. It rarely works well at a high level or when the enemy is expecting it, because if the Bastion dies ''once'', then the element of surprise is gone and it will be difficult to set up the formation again.
34** This was removed in ''2'', however, as Bastion can no longer stay in his turret form for more than a few seconds.
35** Other "cheese" strats within ''Overwatch'' include the use of "Builder" characters like Symmetra and Torbjorn, who can leave turrets behind at locations they believe the enemy will attack from and make it difficult for said enemies to get close without taking automatic damage. The turrets do all of the work for the player, which can feel ''extremely'' cheap to an enemy.
36** Yet another strategy considered "cheesy" for being easy, simple, and old is for one player to pick [[FlyingFirepower Pharah]] while the other picks [[ShootTheMedicFirst Mercy]]. Known as "Pharmercy", this results in a fast, mobile airborne threat that can spam missiles at enemies from a safe distance in the air. Pharah's normal weakness (that she has no protection in the sky) is countered by having Mercy accompany her, as Mercy can heal her from most forms of damage while also boosting Pharah's damage, making it much easier to kill low-health targets.
37* CommonKnowledge: One of the biggest memes deriding ''Overwatch'' is that its [=PvE=] content, the biggest selling point for ''Overwatch 2'', was cancelled. However, what was actually cancelled was the talent trees that would give each hero unique abilities, and the announcement came with a roadmap showing that [=PvE=] content was still on the way. When an ''Overwatch'' fan memes/criticizes the "cancelled [=PvE=] content", chances are that they're specifically referring to ''2'' promising to expand on ''1'''s [=PvE=] as a selling point but ultimately not following through; outside the direct fanbase, on the other hand, the misinformation can be attributable to gaming news articles using headlines to the tune of "''Overwatch 2''[='s PvE=] content is cancelled" without specifying that it was a small part of the [=PvE=] content that got cancelled.
38* ComplacentGamingSyndrome: Hero play rates fluctuate depending on what's in meta and what isn't, with some heroes being more commonly played than others every patch for various reasons.
39** Lúcio — despite constant nerfs and various reworks to his kit — has consistently remained a popular hero, especially in higher levels, due to his ease of play, JackOfAllTrades-style gameplay, and [=AoE=] abilities that don't require micromanaging, including his unique and immensely useful speed boost, a cornerstone for many a busted team composition as mentioned below.
40** Like practically every other FPS out there, there are many players who gravitate towards sniping characters (Hanzo or Widowmaker in this case), and ''refuse'' to play as anyone else. These players are universally considered TheLoad because they are rarely ''good'' snipers. Prior to the implementation of the one-hero limit, [[http://i.imgur.com/r0jq8Rb.jpg you would almost never encounter just one of them]].
41** Any time a new Hero is released, you can expect ''everyone'' to pick that Hero in matches. This was downplayed with Sombra's release, as the update that introduced her disabled Hero stacking in Quick Play alongside the already-existing Competitive stack ban, and with Orisa's release, she was disabled in Competitive for the first week to get players to get used to her in Quick Play first (though admittedly, this leads to a side effect of players mad-dashing to the player icon right as the game loads if they want a chance to play them). As of Doomfist's introduction, this is acknowledged whenever a new character comes along by making the main arcade mode either No Limits, or a Brawl that forces everyone to be the new character.
42** During Seasons 2-3 since Ana's introduction, the "Triple Tank" comp was one of the most used comps mainly because it was just that effective, even at high-level play. It consists of three tanks (one of them ideally being Roadhog), and two healers (one of whom is always Ana while the second is usually Lúcio) who deal burst damage and burst healing[[note]]"Burst" means dealing high amounts of something in the shortest possible time-- usually damage and healing.[[/note]], with Roadhog able to pick off value targets at range. It's a [[BoringButPractical simple, yet incredibly effective system]] that was harder to counter than it was to play, and often the only thing that can assuredly fight a Triple Tank comp was ''another'' Triple Tank comp, resulting in a very complacent tank meta (made worse during a brief period in Season 3 when D.Va was buffed, leading to a viable ''Quad Tank'' meta). Blizzard ended up nerfing most of the characters involved, including Ana, Lúcio, Zarya, Roadhog and D.Va, which made running the comp less viable, but derivatives of it occasionally show up to some degree (season 8 saw a spike of reasonable popularity in the "Slambulance", effectively a quad tank comp with Lúcio and Moira, and it found a later successor in the form of "GOATS", mentioned below.
43** Following in its footsteps around Seasons 4-8 was the "Dive" comp, consisting of very mobile, close-range heroes such as Genji, Tracer, Lúcio, and ''especially'' Winston who can [[LightningBruiser "dive" in the enemy team and quickly annihilate the enemy in short teamfights.]] This was always considered a generally viable comp (if [[DifficultButAwesome a lot more difficult to pull off]] than Triple Tank), but in this period it overtook every other potential comp thanks to multiple balance changes making it rather strong while leaving its potential counters unable to fight it. Once again, Blizzard nerfed it out by tweaking some of its major heroes, buffing its counters, [[AntiMetagameCharacter and creating a new one in the form of Brigitte]], making the meta relatively stable again.
44** Seasons 11-14 saw the prominence of a triple tank/triple support "GOATS comp"/"3-3" comp[[labelnote:*]]Named after [[https://liquipedia.net/overwatch/GOATS GOATS]], an Overwatch Contenders team who became near-unstoppable using the signature composition during Season 2's open division[[/labelnote]], specifically running 3 tanks and 3 supports, composed of Reinhardt, D.Va, Zarya, Brigitte, Lúcio, and rounded out with another support. Like Triple Tank as mentioned above, [[TheJuggernaut it makes use of absurd durability and constant healing]], [[LightningBruiser but with a greater emphasis on bursts of mobility to directly engage at close range]], [[TacticalRockPaperScissors with just about every involved ultimate being a counter to another]]. Also like Triple Tank, many find it utterly exhausting in how ridiculously dominant it became (just for starters, it made hitscan-based DPS heroes that aren't Sombra near-worthless). Its influence was especially noticeable during the start of Overwatch League's 2019 season where the majority of games played the exact same comp, quickly turning it into one of the most hated sights in the game.
45** In a map-specific strategy, the "pirate ship" or [[MemeticMutation "Protect the president"]] comp is a pretty common and effective strategy for attack-side teams in Junkertown. Its key heroes are Bastion and Orisa (sometimes with Reinhardt), who are able to hunker down on the payload with Orisa's "sail" shield to keep everyone safe while laying down [[MoreDakka crazy amounts of DPS]], which is especially problematic in Junkertown due to it having many segments with ridiculous amount of open space and little cover, with the payload itself able to make up for their lack of innate mobility.
46** In the All Heroes version of the Uprising Event, expect to see your teammates pick the three most ironic heroes — Zenyatta, Bastion, and Orisa — for the game. Since all three can take out enemies at a long range as well as being capable of dealing ridiculous amount of damage, this makes sense. Other popular picks are Genji, who can do swift strikes like crazy since he regains the ability quickly after killing an enemy, and Sombra, who can turn any omnic completely harmless for a few seconds with her Hack, no matter the enemy, ''and'' can do two ultimates in a row since her first one is bound to leave the percentage at 80% instead of 0.
47** Blizzard attempted to avert this with the 2017 version of Junkenstein Endless, by giving access to only a few heroes, but a team will always pick both Soldier: 76 and Torbjörn; the former because he has practically everything needed to survive, including excellent range, the only character who has an [=AoE=] attack, he has a portable healing effect for bosses, and can sprint so he can either be close to the enemies or go to his teammates if they need healing, the latter because since bosses do slightly lower damage than when they're normal players, and his turret is invaluable in a mode where there are so many enemies and you have to simply defend a static point.
48** Total Mayhem mode technically makes every hero viable due to various circumstances, but it's quite apparent that there are several heroes that became a near must-pick in this mode, primarily those who are so hard to kill: Mei[[note]]Her Cryo-Freeze lets her stay alive for a ridiculous amount of time, and the resulting Blizzard it could build up is incredible for zoning[[/note]], Winston[[note]]He's capable of leaping ''everywhere'' and giving a rather huge shield every 3 seconds, all while constantly zapping enemies and regaining health with his ultimate[[/note]], Zarya[[note]]She pretty much has infinite shields, which causes her to almost always at maximum charge, and her Graviton Surge is just as effective as ever[[/note]], Lúcio[[note]]He can put his healing song and keep spamming his Amp It Up every ''two seconds'', he has the Sound Barrier if things get hairy, and his mobility can make him very annoying to pin down and shoot at[[/note]], Ana[[note]]Due to her healing grenades and before the Sleep Dart gets a specific nerf for Total Mayhem, if she wants to, she can sleep-lock someone from the enemy team[[/note]], Sombra[[note]]Her Hacks and EMP can quickly nullify the entire reason to play the mode for the enemy side, as well as her Thermoptic Camo and Translocator that allow her be anywhere on the map[[/note]], Doomfist[[note]]The cooldown times on his abilities reset almost instantly, meaning he can boop you around the map before you get the chance to move, and he has practically unlimited shields due to his The Best Defense... passive, making him nearly impossible to fight in close quarters[[/note]], and Moira[[note]]The cooldown on Fade is near-instant, her ultimate gets charged pretty fast and while it's unlikely to kill someone, the damaging-and-healing effects of her ultimate enables her to survive for a long time[[/note]]. Other popular choices include Reaper[[note]]He deals a high amount of DPS, his ultimate is almost guaranteed to kill the more squishy heroes, and his Wraith Form allows him to escape hectic situations (and most importantly, it's one of the only ways to escape Graviton ''and'' allows Reaper to bypass EMP if Sombra uses it when Reaper is in Wraith Form)[[/note]], Junkrat[[note]]Along with his high DPS output, his trap is pretty much mandatory to kill the more nigh-unkillable heroes like Mei, Winston and Zarya[[/note]], and Mercy[[note]]Both pre-rework and post-rework, her Resurrect is an incredibly vital ability and with post-rework Mercy, she can now survive longer thanks to the amazing escape potential that Valkyrie has[[/note]]. Those characters need to have the ''entire team'' focusing on them in order to even have a chance to kill them. Also, back during the pre-rework Mercy days, God help you if someone has Mercy in their team, as she could charge her Resurrect very quickly and [[HopeSpot when you think you did a team wipe, Mercy then came in to deny your chance to advance further]].
49** Before the 2/2/2 role lock, Blizzard combined Offense and Defense into a single Damage group. During that time, people in Quick Play would often have an all-DPS team due to the sheer numbers of characters available there and wanting to rack up as many kills as possible with certain characters such as Soldier: 76 and Mei acting as their off Tank or Support. The problem was that DPS are unable to rely heavily on anything other than damage, so without Tanks, they and healers were often the first to get targeted, and without Support, everyone had to leave their objective for a while in order to heal, allowing the other team to come in and ambush them. This was one of the main reasons Blizzard added a 2/2/2 role lock for each class, preventing no more than two Damage characters (or any other class) to a team.
50** A lasting issue created (or at least greatly heightened) by the 2-2-2 role lock and the introduction of Sigma was the power of long-lasting defensive shields, forging what has been dubbed the "Double Barrier Meta". Given how 2 damage and 2 tank heroes were expected per team, barriers were found to weigh much more favorably in tank-based power rather than the indirect defense/offensive power mixtures found in off-tanks like Zarya and Roadhog (the big factor being that barriers can stop most damage-dealers dead in their tracks, ''including the aforementioned off-tanks''), and as such, many opted primarily for compositions based around two [[StoneWall barrier-based anchor tanks]]. While not necessarily as repetitive as the GOATS meta, the team-wide ramifications of this factor were felt by all and the strategy was criticized for making games boring. This ended up lasting the better part of a year due to Blizzard's difficulties with figuring how to tackle it --the dilemma of making tanks still feel "tanky" while removing their ability to tank speaks for itself-- but following major shifts around mid-2020 towards reducing general numbers and curbing the game's overall PowerCreep, the unique strengths of other tanks were brought back to light, making the strategy less all-encompassing. The devs swiftly realized that even with Role Lock, double-barrier tank duos still presented long-term balance and gameplay clarity issues, motivating their decision to keep one tank per team in ''Overwatch 2''.
51* CreatorWorship: Fans ''adore'' Jeff Kaplan, former vice president of Creator/BlizzardEntertainment and game director for Overwatch, known for frequently responding to major and minor critiques fans have of the game, and heavily appreciated for taking the time to directly and properly communicate back to the fans Blizzard's decisions, as well as offering apologies and solutions on behalf of everybody on the team. When it was announced in 2021 that he was leaving Blizzard after 19 years and thus the director's chair, the playerbase responded with nigh-universal mourning.
52* CriticalDissonance: ''Overwatch'' falls into an unusual case of this that several other modern Creator/{{Blizzard|Entertainment}} titles have fallen into. Due to the game's longevity and [[ItsPopularNowItSucks popularity]], flaws in everything from the gameplay design to writing tend to be scrutinized heavily by audiences (or at least the most vocal members of them), especially by those who play in a serious competitive capacity. This is in contrast to critics, who conversely have almost universally praised the game, with the review average on Metacritic being around 90% in contrast to the audiences' increasingly polarized scores. [[https://www.ign.com/articles/overwatch-review-2020-update IGN's 4-year-later re-review of the game]] was widely mocked by fans for being ''too nice'' as it bumped up its 9.4/10 score to a perfect 10.
53* DemonicSpiders:
54** Bastion units in ''Uprising'', in both of their forms. During the initial payload defense, they fight in their turret form, in which they can melt through your defenses in seconds. They also possess gobs of health, often requiring your entire team to focus on them exclusively, leaving you open to attack from the smaller bots. During the escort segment, they start rolling in in Tank form, in which they're even more durable, highly mobile, and they have a habit of flanking your team, meaning they're likely to score a few free hits before you even know where they are. Then, in the final assault on the Omnic power plant, they throw both forms at you. ''In groups''.
55** The Assassin enemies in ''Retribution,'' a LightningBruiser who can teleport on walls and rush you down before you can stop her, pinning you down and ripping you to shreds. [[FromBadToWorse And then they start attacking alongside other special units at the end of the mission.]]
56** Heavy Assault Units in ''Retribution'' have enough firepower to tear through the team and take a lot of punishment before they go down. They also have a Charge ability like Reinhardt which can instantly kill players or at least disrupt their positioning. Many strategies for dealing with Heavies basically involve staying out of its line of fire or coordinating to interrupt its main attack as frequently as possible.
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60* EpicRiff: [[https://youtu.be/O5FsjHRIVrc?t=57s A series of almost excessively heroic, uplifting]] notes that seem to play in every trailer during the HeroicSecondWind as well as the theme for the Play of the Game.
61* ExpectationLowerer: When Sombra was released, the rash of bad Sombra players led to tales of Sombra players being told to "switch to Hanzo". In other words, even if you're a crappy [[MemeticLoser Hanzo main]], you can still contribute more to the team (by hitting your enemies sometimes) than a similarly lousy Sombra (who lacks the map knowledge and strategy needed to use her effectively).
62* FriendlyFandoms:
63** Although there's a bit of unavoidable FandomRivalry going on between the two communities, ''Overwatch'' and ''VideoGame/TeamFortress2'' mostly have a good relationship and it's not uncommon to see characters from both games interacting in fanart and other fanmade works. This is probably caused by a good chunk of the ''[=TF2=]'' fanbase migrating to ''Overwatch'' around release. Even more awesome is the fact that both fandoms are standing against people trying to compare the two games to see which one is "better" (like ''WebAnimation/DeathBattle'' and ''WebVideo/GameTheory'' did, albeit poorly due to the hate that those videos get, especially for Game Theory's video on both of these games), stating that they're both awesome in their own way and shouldn't be compared, and that they're only trying to create toxic animosity for clickbait purposes.
64** Fans of the livestreamed Dungeons and Dragons show ''WebVideo/CriticalRole'' are fond of ''Overwatch'', largely because the Dungeon Master is Creator/MatthewMercer, the voice of Cassidy, and [[http://eponymous-rose.tumblr.com/post/152734314542/nekohooch-matthew-how-can-i-say-this-without crossover jokes have already been made]].
65** There is also quite a bit of overlap with the Creator/{{Nintendo}} fandom, especially fellow competitive character-based game ''VideoGame/SuperSmashBros''. ''Overwatch'' has a "colorful and cartoonish but cool and edgy" aesthetic, similar to some games in Nintendo franchises such as ''Franchise/TheLegendOfZelda'', ''Franchise/{{Metroid}}'', ''Franchise/FireEmblem'', and ''Franchise/{{Splatoon}}'', and has superpowered RuleOfCool characters that would feel right at home; furthermore, many PC gamers are also Nintendo fans due to their exclusives, and the PC is the most popular platform for ''Overwatch''. Quite a few Nintendo fans have wished for a UsefulNotes/NintendoSwitch port of ''Overwatch'', or for Tracer (or another hero) to appear in a future ''VideoGame/SuperSmashBros'' game. There was even a short period of time prior to the release of the Nintendo Switch port where Tracer ''and even [=D.Va=]'' were rumored for ''VideoGame/SuperSmashBrosUltimate'', and fans were ecstatic.
66* GatewaySeries: ''Overwatch'', along with ''Franchise/{{Splatoon}}'' (which was also announced in 2014), helped many gamers who had never played or weren't interested in playing shooters to get into them.
67* GermansLoveDavidHasselhoff:
68** Japanese fans love Tracer, D.Va, and Mei, with the last two being ironic since they are from countries (South Korea and China) that have a poor relationship with Japan. Of course, Japanese heroes Hanzo and Genji get a fair share of love from their countrymen.
69** The [=PS4=] version is seen by Americans as the version to get only if you don't have a good enough gaming PC, but in Japan, this version continuously ranks in the top-seller charts, because PC gaming in Japan is seen as a minority for hobbyists and nerds, and the Xbox One is [[AmericansHateTingle such a commercial failure in Japan]] that its respective port [[NoExportForYou isn't available there]].
70** Much like with [[VideoGame/StarCraft Blizzard's other property with a major competitive scene]], the game is stupendously popular in South Korea, where professional streamed competitions are already being held. For specific characters, Korean players seem to consistently love using Tracer, D.Va, Sombra, and Cassidy more than western players.
71** European players especially love using Genji. His usage in the area regularly surpasses other Offense characters.
72** Invoked in-universe. Reinhardt, who is German, loves David Hasselhoff and his music. Lucio can't take him seriously because of this.
73* GoddamnedBats:
74** Slicers in ''Uprising''. They don't do much damage and focus on damaging the payload instead of your team, but during the payload escort phase, they tend to [[ZergRush rush the payload in large groups and from different angles]], and they stop the payload whenever they get within striking distance. This typically leaves you vulnerable to stronger attackers like Eradicators and Tank Bastions while you're focusing on clearing the rabble in order to get the payload moving again.
75** The zombardiers in ''Jukenstein's Revenge'', while the largest enemy aside from bosses, are rather easy to kill, but ''extremely'' annoying to deal with. They deal non-negligible damage and have a knockback effect, meaning that they can easily throw of the aim of heroes like Hanzo, Ashe and Widowmaker, who rely on headshots to take down zomnics quickly. To add insult to injury, they have an annoying tendency to focus on longer-range heroes, meaning that their aim will ''definitely'' be thrown off, and an inexperienced group will ignore them because they seemingly don't do much.
76* GoddamnedBoss:
77** The Summoner in Junkenstein's Revenge 2017. It's a Symmetra with a lower damage output that spawns in an isolated part of the map where she can only go one way and is thus quite easy to spot and attack, ''but'' she has tons of hitpoints, a tiny hitbox, and always immediately launches a photon barrier in the direction of the door. She also spawns with a Shield Generator, buffing ''every single'' enemy on the map, making them even harder to kill. The Shield Generator is in a hard-to-reach place that forces players to move away from the door, she guards it, and in Endless, ''it stacks'' with other Generators.
78** Summoner again, with the 2018 version. She still doesn't do too much damage, even if it's more than the previous iteration, but her new barrier cuts the map in half and greatly limits the number of zomnics one can shoot.
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82* IAmNotShazam: An odd example of this not applying to a character, but rather a ''move'' that a character does. Most gamers refer to Cassidy's Ultimate as "High Noon", because of the [[MemeticMutation memetic]] line he says when he uses it. In reality, it's called "Deadeye", but that name's rarely used and some don't even know that's what it's actually called.
83* ItsEasySoItSucks:
84** Bastion and Torbjörn get most of this hate, since they can wrack up huge kill counts by setting up in one spot and shooting in theory. Of course, [[SkillGateCharacters due to the fact they can be easily countered,]] they have generally low pick rates, but if they manage to be played well, especially against unskilled enemies, expect them to insult that player for playing a "Point and click adventure."
85** Winston's in a similar place, due to his kit that doesn't require precise aiming and typically involves him simply jumping into a fight and causing chaos (hence the [[Memes/{{Overwatch}} "No aim, no brain, Winston main" meme]]).
86** Mercy also gets this a lot due to her [[SimpleYetAwesome simple to use, yet potent kit]], largely because of the power of Resurrect.
87* ItsTheSameNowItSucks:
88** A longstanding concern that's become increasingly prevalent with the game's fixed Role Queue is the unstable ratio between damage heroes to tanks and healers, with widespread groans whenever a new damage hero is announced. This reached a peak with the announcement of Echo, a much-anticipated character who many believed was going to be a support hero, with noticeable disappointment when she was revealed to be yet another DPS (not helped by the fact that [[https://dotesports.com/overwatch/news/overwatch-wont-be-getting-another-hero-this-year-jeff-kaplan-says she was confirmed to be the final new hero]] before the release of ''Overwatch 2'').
89** The fourth [=PvE=] and third ''Archives'' event, ''Storm Rising'', received this reaction upon release. ''Junkenstein's Revenge'', ''Uprising'', and ''Retribution'' before it all received massive acclaim upon their release because each was wildly fresh and unique, felt very polished and balanced, and showcased lore and/or character interactions that hadn't been seen before. ''Storm Rising'', on the other hand, has largely the same gameplay style as Retribution, with all of the same enemies and three returning heroes from previous events (Tracer, Mercy and Genji). Lore-wise, it adds or explains nothing that fans weren't already aware of, and in fact, the ending raises more questions than it answers, feeling like a teaser trailer for a character that could become then-unknown Hero 31. Ironically, balance-wise, it falls victim to TheyChangedItNowItSucks.
90** ''Overwatch 2'' got a lot of flack for this, with the common joke revolving around it being "just ''Overwatch 1'', but with one less tank and much the same gameplay as before". The ambiguity of whether or not ''2'' is actually a true "sequel" (suggested by its marketing) or merely a large ExpansionPack that's essentially a game patch (suggested by the actual content) remains a frequent subject of complaint. Fans have complained that ''2'' ultimately doesn't do much to warrant its sequel status, simply adding content like new heroes, maps, and game modes that should've already been expected as normal business for the perpetually-updating ''Overwatch'', and remark that ''Overwatch 2'' is an unnecessary rebrand especially because one of the most advertised parts of the ''2'' (the [=PvE=] co-op missions) [[https://www.gamespot.com/articles/overwatch-2s-pve-mode-is-being-scrapped-blizzard-explains-what-happened-and-why/1100-6514242/ got canned in favor of the multiplayer,]] despite being the key selling point of the sequel.
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94* MemeticBadass:
95** A WhatCouldHaveBeen hero revealed at [=BlizzCon=] 2017 named Mama Hong, who appears to be a large Chinese older woman (who appears to be an {{Expy}} of the landlady from ''Film/KungFuHustle'') with [[BadassNormal no superpowers or super-gear other than her martial arts skills]]. And with her profile being cut off by the screen, only one out of her three concept abilities are listed, and it’s called [[NamesToRunAwayFromVeryFast “Manslaughter”]].
96** From the pro scene, there's [=JJoNak=] whose playstyle turned Zenyatta from a peaceful support monk into one of the deadliest heroes in the game. To sum up just how badass he is: He often did ''more'' damage than healing, his immensely accurate aiming allows him to eliminate other players in a blink of an eye like what a good sniper would do, practically singlehandedly redefined how Zenyatta is played by causing many Zen players (even fellow pro players) to start deal more damage, and is blamed for causing a nerf[[note]]A 15% fire rate reduction on Zenyatta's right click ability[[/note]] on Zenyatta because he's ''too lethal''.
97** For anonymous, non-pro players, there's the legendary Bastion main known only as [[https://www.youtube.com/watch?v=FKVupf7JPuM SniperSmurf]], [[AwesomeEgo who introduced himself]] with a [[SugarWiki/FunnyMoments hilariously]] [[ClusterFBomb obscene]] monologue about his insistence on exclusively playing Bastion, and then celebrated his inevitable Play of the Game with a ''perfectly'' timed broadcast of [[SugarWiki/AwesomeMusic the main theme from]] ''Film/TeamAmericaWorldPolice''. He's widely considered the coolest Bastion main in existence, his [[MemeticMutation monologue]] has become a copypasta of sorts on countless threads, and he's the subject of many jokes praising his abilities, like the idea that the reason [[MemeticLoser Bastion]] [[ItsEasySoItSucks mains]] are all so bad is because [=SniperSmurf=] is sucking up all the talent.
98** Hanzo is such a crackshot that [[HitboxDissonance he can headshot you in the torso or the arm]]. [[FinaglesLaw But only when he's the enemy's Hanzo]]. [[MemeticLoser Your team's Hanzo, on the other hand]]...
99* MemeticPsychopath: Mercy mains get the cold sweats whenever Jeff Kaplan puts out a new developer video, expecting him to nerf Mercy until she's about as useful as one of the trash cans in the Hollywood attacking spawn.
100* MisaimedFandom: The "Under the Mistletoe" Highlight Intro for Widowmaker (in which she holds mistletoe above her head [[BaitAndSwitch before she palm strikes the camera to the ground and steps on it]]) has attracted a rather large portion of fans who ''want'' her to step on them.
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104* NarmCharm: In general, the way some characters belt out some rather bombastic phrases upon activation of their ultimates can come off as a bit over the top, like a HotBlooded Shonen character [[CallingYourAttacks crying out their attacks]] in the middle of a fight. That being said, a well-executed ultimate can turn the tide of a fight, and in the hands of a skilled player, those signature cries could potentially bring you either [[OhCrap dread]] or [[BigYes elation]], depending on whose side you’re on.
105* NotSoCheapImitation: ''Overwatch'' has been frequently compared to ''VideoGame/TeamFortress2'', with people noting similarities with the cartoon-like aesthetics, fleshed out backstories, and characters who each have unique abilities and play-styles. In the same vein that ''VideoGame/WorldOfWarcraft'' became the new MMORPG standard after taking inspiration from ''VideoGame/EverQuest'', ''Overwatch'' quickly became one of the most popular Hero Shooter FPS in the industry by improving on the concepts laid down by ''[=TF2=]''.
106* OlderThanTheyThink: With the rise of LootBoxes in gaming following the release of ''Overwatch'', many people have pointed to it as the game that started the trend. While ''Overwatch'' may have popularized lootboxes and therefore made it more trendy for other publishers to add them, especially in console games, their ''existence'' did not start with ''Overwatch''; ''VideoGame/CounterStrike'' had them in 2013, as did ''VideoGame/TeamFortress2'' back in 2011, though these systems did work a bit differently as they required a key to open said box.
107* OvershadowedByControversy: ''Overwatch'' as a game has become increasingly difficult to discuss without also mentioning the many flaring controversies publisher Creator/ActivisionBlizzard found themselves throughout the late 2010's and onwards (from the [[VideoGame/HearthstoneHeroesOfWarcraft Blitzchung debacle in 2019]], the incendiary fallout from the announcement of ''[[VideoGame/{{Diablo}} Diablo Immortal]]'' and the release of ''[[VideoGame/{{Warcraft}} Warcraft III: Reforged]]'', and the massive sexual harassment scandal the whole company faced throughout 2021). While not in the direct spotlight of the scandals mentioned above, ''Overwatch'' has still been scrutinized heavily via association -- ''Overwatch 2'''s announcement attracted much negative attention and vitriol as it was during the Blitzchung and ''Diablo Immortal'' controversies (to a point where some accused the game of only being announced to distract audiences from them), and its prolonged development has allowed for more animosity towards the sequel and Creator/ActivisionBlizzard as a whole to brew.
108* PeripheryDemographic:
109** Despite being an FPS, ''Overwatch'' has gotten a sizable following with FightingGame fans, likely due to the roster of colorful and diverse characters comparable to that of a fighting game, as well as the powerful attack combos that certain heroes can do, such as Genji's Primary Fire>Swift Strike>Fan of Blades>Quick Melee combo. This following increased after the release of Doomfist, who was stated to be "a love letter to fighting games" by Blizzard.
110** ''Overwatch'' is also popular with people who don't play FPS games in general similarly due to the colorful cast of characters and story behind the game, and the emphasis on fun overall.
111** If the sheer amount of ''Overwatch'' porn available on the internet (literally ''the most searched game'' on Pornhub in 2016) is any indication, the roster has gotten a very large number of Rule 34 followers, despite ([[StreisandEffect or perhaps because of]]) Blizzard actively speaking against it. This shouldn't be surprising, since female character design is predominantly "conventionally attractive women in costumes that emphasise their assets."
112** Overwatch also has a significantly larger number of female players than other FPS (as detailed [[https://nwn.blogs.com/nwn/2017/07/overwatch-female-gamers-quantic-foundry-nick-yee.html here]]) because of its colorful aesthetic, diverse heroes of different ethnicity and gender and low mechanically demanded heroes.
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116* ScrappyWeapon: Cassidy’s Ult, “Deadeye”, is widely seen as one of the worst Ults in the game. While capable of wiping out an entire enemy team in an instant, [[AwesomeButImpractical in practice it has way too many drawbacks and requires too much luck to be useful]]. “Deadeye” is loud, slows you to a crawl, leaves you completely vulnerable, takes a couple of seconds to line up a kill shot, and requires your enemies to not be obscured by any cover. And even if you do survive long enough to line up more than one or two shots, it’s still likely to miss due to shots losing their lock-on at the last moment. It’s telling that in competitive [[NotTheIntendedUse it’s used more as a tool to quick reload and is immediately canceled]].
117* SequelDifficultyDrop: Compared to Uprising, Retribution is easier, as there are fewer enemies at a time, you only have to worry about your team (instead of having to defend an area/payload), there is no timer either, and enemies don't quite have the firepower of the the Null Sector Bastions.
118* SidetrackedByTheGoldenSaucer: As soon as the Paris map hit the PTR, players found themselves far more interested in playing the working pianos with their guns than actually going after the objectives and shooting each other. [[https://www.youtube.com/watch?v=xqMldcz-QHo Observe.]]
119* SoBadItsGood: A few skins here and there achieve this status:
120** Those who actually like Zarya’s "Totally 80's" tend to like it because of this. It’s so gaudy and over-the-top that it totally fits the aesthetics of the 80’s, and it seems like ''Blizzard'' is [[SelfDeprecation poking fun at themselves]] for not being able to make a universally well-received Zarya skin. Jeff Kaplan had to remind the half of the development team who hated it that "it's ok to be wrong".
121** While most of the Overwatch League uniform recolors have been seen from anywhere between average-looking to impressive, [[http://cdn1.twinfinite.net/wp-content/uploads/2017/12/Florida-Mayhem-skins-large.jpg Florida Mayhem's]] 2018-2019 yellow and red color scheme attracts both [[WTHCostumingDepartment derision for making them look like McDonald's employees]], as well as [[NarmCharm adoration for the exact same reason.]]
122* SpecialEffectFailure:
123** While the game looks [[SugarWiki/VisualEffectsOfAwesome absolutely stunning]], [[https://www.youtube.com/watch?v=dfWxshvTo60 there's a bizarre yet amusing environmental anomaly within the King's Row stage]] where one building has translucent yellow windows on the outside that you can see the room inside through. However, if you actually go into the room through the entrance right next to them, [[AlienGeometries the place where the windows should be]] [[MindScrew is a completely opaque wall.]] It happened ''again'' [[https://gfycat.com/LinedInbornKawala in the Oasis map,]] which was released ''way'' after the King's Row window became well-known among fans. It almost leads to you wonder if Blizzard is actually just deliberately screwing around with fans this time.
124** When you turn off Cooldowns or play the Total Mayhem brawl, some of the shortcuts in animation become a lot more apparent. One of the most blatant is Winston's Jump Pack, [[https://gfycat.com/HonestSillyCanadagoose which makes him look a static prop being pulled along by a string if he constantly uses it in the air.]]
125** Many Highlight Animations feature the heroes freeze-framing, sometimes in mid-air. However, this is only really done by holding the central character model in place, and objects affected by physics, mainly clothing, will still react as if it was in real time, somewhat mitigating the effect.
126** Hanzo's Highlight intro added in Summer 2017 has been noted by several players to look just weird. His posture doesn't change after firing the arrow, the arrow just clips throught the target, etc...
127** During ''Storm Rising'', at some points Talon troops will spawn in smoke. With no smoke grenade seen, and even with the smoke effect, it's painfully obvious they just spawn out of thin air.
128* SugarWiki/SuperlativeDubbing:
129** A weird example with Hanzo's ultimate. Despite the line being in Japanese, the English VA manages to make it sound more intimidating than the Japanese VA. And to note, English is the default language.
130** For those who are annoyed with Tracer's faux-Cockney accent, they might think that switching to another language might alleviate that, because you can't pull a such an accent from a foreign language. Whether they fared better than the default language is up to the listener.
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134* TaintedByThePreview:
135** The release of the ''Overwatch 2'' first beta prompted rather mixed reactions of concern from fans and critics. While the game is largely marketed as a sequel (primarily hinged on PVE features being the core of ''[=OW2=]'' content), the first beta featured none of it, instead focusing on some of the multiplayer changes. This was largely predicated on Blizzard's own admission that the PVE content [[ScheduleSlip still needed further development even after two years without major gameplay updates]], as well as to coincide with their commitment to shift the Overwatch League onto ''[=OW2=]'' for the 2022 season, but while the PVP beta did earn some positive reaction for the content it presented, the fact it was fundamentally still ''Overwatch'' as players had known, but with some new bells and whistles [[ItsTheSameNowItSucks earned plenty of criticism]]. The dearth of what fans had expected from it led to many criticisms that the marketing, and perhaps the entire release structure for ''[=OW2=]'' was a mistake on Blizzard's part, earning itself derisive names like "Overwatch 1.5" or "Overwatch 1.1", and this sentiment only grew when Blizzard had to admit that [[https://www.gamespot.com/articles/overwatch-2s-pve-mode-is-being-scrapped-blizzard-explains-what-happened-and-why/1100-6514242/ most of the PVE content had been scrapped]], leading to an avalanche of backlash.
136** [[https://playoverwatch.com/en-us/news/23824003/ The announcement]] that new Heroes for ''Overwatch 2'' would have to be unlocked through the Battle Pass or with currency attracted complaints about BribingYourWayToVictory. In other games with a similar model like ''VideoGame/{{Paladins}}'', characters are easily purchasable with free currency and players aren't locked into a chosen character for the whole match, lessening the issue of having an advantage over others. However, an important aspect of ''Overwatch'' gameplay is switching characters mid-game to counter the enemy team's picks, something that locked Heroes make impossible for players who aren't willing to either pay for them, or grind for absurd lengths of time.
137** The previews for the Season 1 Battle Pass left a bad impressions for many. Some fans were angered and puzzled by the decision to include Heroes as unlockable rewards in the Battle Pass since most games with Battle Passes focus on cosmetics and skins. Furthermore, many of the cosmetics weren't universally well-received and some fans were also unhappy that there weren't any premium currency as rewards.
138* ThatOneLevel:
139** Any "Assault" map (also known as "Two Capture Point" or "2CP" maps) are this for the attacking side. Ignoring how there usually tends to be huge chokepoints behind objectives with only a few flanking options, map balance revolves around spawn distance -- they're never equal, with the first point ''way'' closer to the attack-side spawn but the second point too close to the defense-side spawn, meaning one team will always be seriously hindered due to longer distances, granting a higher potential for "trickling"[[note]]Not properly regrouping with your team and getting stuck in a loop of running into battle one at a time only to die[[/note]]. This made it so most of the time only one of two points would ever be taken, and there was even a point where Hanamura had an 18% competitive draw rate (almost ''one in five games''). 2CP maps have gotten such a bad rap that for ''Overwatch 2'', the dev team was happily announcing that they would be discontinuing this type of map, as even their later ventures turned out to be duds.
140*** The Horizon Lunar Colony map is ''gigantic'', with several more flanking routes available than most maps, including one that leads off into a low-gravity zone. While this, in theory, makes attacking easier, it also encourages breaking away from the group, which often means death if there's a Winston looking to single any one member of the team out, doubly so if you are a healer, so any smart team will just avoid these areas, or just focus on going through one, which creates a headache for defense. The solution to the 'attacking team can't capture the second point because of constant respawning on the defensive side' problem seems to be making the spawn point of the defense team as far away as possible while still being on the same side of the map. Even following layout changes in 2018 (in an attempt to introduce more pathways and accessibility), the problems with the map were so pervasive that it was removed entirely from competitive map rotations in 2020, then in quick play rotations in 2022.
141*** Paris also came out to major thrashing as it embodied even more of 2CP's problems, namely the incredibly tight chokepoints and biased spawn distances, with the second Attack spawn having some of the longest walking distances from it and the control point by a vast margin. Quickly attracting some of the most vitriol of any map in the game, Blizzard decided that -- especially following the failed attempts towards saving Horizon Lunar Colony -- it was a lost cause, simultaneously removing Paris from competitive mode in 2020, then in quick play in 2022.
142** Ilios gets a lot of flack because there's at least one massive pitfall on every part of the stage; the Well portion is particularly bad, as this pitfall is right on the point. A common tactic here is to pick Roadhog, Lúcio, Orisa, or Pharah and pull/push/blast the enemy team into the well.
143** From the Hybrid (Control Point followed by 2-stage Payload) maps, Eichenwalde and Numbani also tend to draw complaints.
144*** Eichenwalde's considered too difficult a map for the attacking side to take, mostly due to a lack of flanking routes (especially on first point) and [[GeoEffects the map geography]] that usually favors the defending side with a lot of high ground and open airspace. Much like the Assault maps above, spawn advantages heavily favor the defending side by the last point more than other payload maps, so nothing short of multiple instantaneous team-wipes will help you close games out quickly. Of note, it was the first map that had two major geographical changes to it -- the castle door no longer closes after it's knocked down as of the game browser update, and a new flanking route leading to the first point was added in a later patch.
145*** Numbani suffers from the ''opposite'' problem, in that it's more in favor for the attackers. It's both open-spaced yet abundant in cover, and has too ''many'' flanking routes for the defending side to have to react to. There are very few chokepoints, and the defense-side spawn distances are pretty long, meaning if the attacking side has built enough momentum, they can easily knock down any further attempts at defense as soon as they arrive.
146** Junkertown is considered the worst Payload map in the game. The primary point of contention are the Defensive spawns, especially the third and final one, which gives ''so much'' advantage to the Offensive team that it's easy to see the Defense get steamrolled on both sides, resulting in multiple rounds per game. Secondly, the openness of the first area means that it's very hard for the Defensive team to set up any kind of choke point or strong fortification; the last stretch of the first point is often so wide open that battles often devolve into pure chaos. The Offensive advantages makes using an "El Presidente" strategy[[note]]A Bastion placed on the payload, possibly along with a Torbjörn turret, protected by Orisa with possible additional shields provided by Reinhardt or Winston.[[/note]] especially viable on this map. Unless a team is ''extremely'' well-coordinated, it's very hard to defeat such a strategy.
147* TheyChangedItNowItSucks:
148** The changes to D.Va's playstyle around the 2017 Year of the Rooster patch got this reaction from fans of the character; in an attempt to address the complaints about her competitive dominance as an offensive bully/diver, Blizzard nerfed her health and damage, buffing her Defense Matrix to compensate. As a result, D.Va has had to take on a new enforcer/denial playstyle, and while technically viable, the new playstyle been decried as unfun compared to her old diving playstyle. Unfortunately, the sentiment didn't go away over time, and players became ''very'' sick of these changes upon realizing it was [[ComplacentGamingSyndrome not only too powerful but also too]] ''[[ThatOneAttack annoying]]'' over Seasons 4-5. At the end of Season 5, Blizzard gave her enhanced offensive capabilities in the form of a [[MacrossMissileMassacre barrage of small missiles]], bringing her back to her old play style in a completely different way, and now ''this'' is drawing complaints, as now people have been accusing Blizzard of having no idea what they consistently want D.Va to actually be.
149** In an attempt to address the complaints about Mercy's Resurrect being "too overpowered", Blizzard reworked her kit, turning Resurrect into a single target ability with a long cooldown and giving her a new ultimate to compensate. Many have bemoaned the loss of the "Heroes Never Die" line ([[https://us.forums.blizzard.com/en/overwatch/t/bring-back-heroes-never-die/22354/37 though this would later be rectified a few months later]]), find the new ultimate to be a poor compromise, and have criticised Blizzard as not knowing how they want their characters to be played once again.
150** For the French fandom, the 28 August 2017 patch saw a change in Ana's voicelines, which had all her voicelines redone, and replaced all her Arabic voicelines by French translations, [[https://twitter.com/OWCavalerie/status/902915321597759494 due to a change in voice actress]]. While Isabelle Leprince sounds remarkably close to the old one (to the point many people thought there had just been a rerecord of the voiclines), she [[DullSurprise doesn't sound very emotive]]. Needless to say, [[https://us.battle.net/forums/en/overwatch/topic/20758867245#1 people have not appreciated the change]].
151** Roadhog is the most famous in regards to this. His bullet damage was decreased by 33%, fire rate increased by 30% and finally his clip size was increased from 4 to 5. It was only slightly improved by Blizzard adding a 50% damage resistance to Roadhog when healing but people still complained due to the damage decrease, even though, this was done to increase teamwork in matches.
152** In a cosmetic example, while many fans are glad to have Hanzo's casual winter outfit from "Reflections" as a skin in the 2017 Winter Wonderland event, a good chunk of them were also put off by changes to Hanzo's haircut in its initial design, as well as turning his beard and facial hair in general gray, which weren't present in the comic. Thankfully, it was announced the skin would be updated with some tweaks, including changing his beard back to its normal black.
153** A similar case occurred with the much-requested Masquerade Reaper skin, which is mostly accurate to the "Masquerade" comic it's based on except for the face which, rather than preserve its realistic skull design, is now masked and more stylized, on par with his other designs which evoke skulls. This change is generally believed to be the result of [[ValuesDissonance Chinese taboos on non-stylized depictions of dead bodies and skeletons]] (something Blizzard has had [[VideoGame/WorldOfWarcraft a complicated history with]]), but how good a reason this is to those disappointed by the change is highly contested.
154** Balance-wise, the third ''Archive'' event, ''Storm Rising'', feels much less polished than ''Retribution'', with none of the heroes present feeling tuned to fight against Talon's mooks. This team, for instance, lacks the room-clearing Ultimates that Reaper and Cassidy had, trading them instead for Tracer's Pulse Bomb which is far less useful during HoldTheLine standoffs. Tracer and Winston are also considered far less useful than the two lost Damage heroes, because [[PerfectPlayAI AI characters don't have trouble aiming against speedy characters]] and aren't all that bothered by Winston's knockback during his Ultimate. This was a problem already present in ''Retribution'', with some players feeling that Genji was the weakest of the four heroes, but is exacerbated by Tracer thanks to her [[GlassCannon obscenely low HP]] and hefty damage falloff, forcing her to [[DeathOrGloryAttack put herself at risk to kill enemies]]. Lastly, Mercy was originally balanced for ''Uprising'' with her original Ultimate (being able to Resurrect multiple downed allies, which is perfect for saving a team wipe) and fans were already unhappy in 2018 when she was stuck with the newer Valkyrie (which, again, has limited usefulness thanks to the perfect aim of the CPU bots), and that feeling is ''exacerbated'' in ''Storm Rising'' because this time, the reworked Mercy was a ''deliberate'' design choice.
155** Role Queue, though greatly desired to disable 3-3 comps, forced a 2-2-2 setup mapped to the three classes where once you choose a class (before seeing a map or your teammates character selections) you're locked to it, which many find unnecessarily restrictive. It also runs counter to the previous encouragement of developing well rounded skills, so people who had made an effort to excel at least one tank, damage, and support could now only use 1/3rd of their skill set, which might be even worse if that hero turns out to not be effective for enemy or team composition or the map, with no option for people to swap roles to mitigate that possibility. Ineffective one tricks also became much harder to work with as they tied up one of the two slots for their role. [[AuthorsSavingThrow Fortunately, Blizzard soon began experimenting with a compromise in the form of the Open Queue]], a competitive bracket operating with no team comp lock like before, allowing the option for those turned off by the new changes their old freedom again.
156** The game's original "on-fire" meter was replaced in ''Overwatch 2'' with a detailed in-game scoreboard, a decision which was met with a bit of this response. While the general consensus is that having a scoreboard to keep track of team stats is itself not at all a bad idea, many were puzzled as to why this warranted the removal of the "on-fire" tracker, which -- while definitely more vague in how it establishes player achievement -- also gave more exciting visual feedback. Fortunately, the on-fire system would return in June 2023, granting players both the detailed feedback and cosmetic flash of both systems.
157* TheyWastedAPerfectlyGoodPlot: ''Storm Rising'' got hit with a lot of flack for not living up to the potential it was hyped around:
158** Crossing over with a lore problem, the event takes place at roughly the same time when Doomfist would be put in prison, with three of the four members in the team being previously featured in the fight against Doomfist that put him in jail. The mission in capturing Maximilien was specifically for his ties to Doomfist, ending with [[spoiler:Mercy asking Maximilien to arrange an "appointment", before cutting to Doomfist]]. With all that, you would expect the mission to end with a BossFight against him, right? [[spoiler:Wrong, Doomfist is only present for the final cinematic, and only to speak to another character.]]
159** In more of a gameplay sense, given the whole idea of chasing Max, many went in expecting the mission to consist more of a high-speed ChaseFight, taking advantage of the high mobility of all the playable heroes. Unfortunately, the mission opts for typical held location-based objectives similar to previous Archives missions (HoldTheLine, push the payload, etc.), never really crescendoing in speed or intensity by the end of the mission.
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163* UnderusedGameMechanic:
164** PvE was introduced with Junkenstein's Revenge, was extremely well-liked, and then disappeared once the event was over. It made a return with Uprising, giving players an entirely new experience, ReplayValue on the level, more dialogue... and disappeared again once the event was over, to the regret of many. This has happened ''twice'', with both modes being restricted to time-limited seasonal events on their anniversaries. For its part, Blizzard believes permanent [=PvE=] is too big an undertaking, and would require its own game.
165** Horizon Lunar Colony introduced an area where gravity is greatly reduced and the sound is almost muted, but it's only in a very small area of the map (twenty meters long at most) that's out of the way and doesn't really provide any advantage. This was intentionally so, as Blizzard didn't want the low gravity to be a gimmick.
166** A minor, but welcome cosmetic change in ''Retribution'' was the re-recorded dialogue for Reyes, making all his lines sound like his natural pre-Reaper speaking voice, averting his usually-glaring case of VocalDissonance while in his pre-Reaper skins. Unfortunately, these lines are only exclusive to this game mode, and so his "Blackwatch Reyes" and "Soldier: 24" skins are still left with his growly "Reaper" voice everywhere else.
167* ValuesDissonance: Many players found Ana's Tal skin to be rather freaky looking. Korean reception on the other hand, has been far warmer due to being more familiar with the history of the mask.
168* SugarWiki/VisualEffectsOfAwesome: The game looks and feels spectacular, with special emphasis going to the maps and the characters.
169** The maps are all very meticulously detailed, and even on lower graphics settings will typically be very eyecatching, from the streets outside Volskaya Industries, to the night sky of Dorado.
170** The animations for a lot of the characters is very indicative of how they would really move and what kind of weight they have to them for the most part. Even the bobbing of the camera/the first-person arms gets attention given to it when your character moves, with things like Reinhardt's wide swaying motions and even Junkrat's peg-legged gallop being animated as accurately as possible.
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