Tf2 and apex are both movement shooters and are faster paced than ow, that excuse doesn't hold up imo. Even single player movement shooters like Doom Eternal and Roboquest have functional hitboxes for headshots. It's simply that making mechanics easier for players helps the casual player base compete, and ow2 is dying so blizzard got drastic. Same idea as oversimplifying the rocket jump to "press a button" with pharah, takes away so much potential skill expression
@@Junya01 I play all of those and, I'm sorry the movement both horizontally and Vertically just don't compare to OW. The closest one is Apex with some characters like Octane or Valkyrie. Movement in OW is just too frequent and constant. You're also constantly in team fights of 5v5. I do think some of the projectile sizes are okay and in general aren't going to hurt the game. They already said they are nerfing some of the bigger projectile sizes. Like Widow and Mercy for example.
@@Chacho131 u really telling me that OW has faster and more frequent movement than Team fortress and doom eternal? Sorry bro imma have to call cap on that. Tf2 rocket jumping, sticky jumping, reflect jumping, surfing, air strafing, shield trimping, flare jumping and even niche movement tech like sentry jumping and the newly discovered short circuit jumping are all examples of movement from tf2 that can and do go way faster, and way higher, than OW in terms of speed, distance travelled, and general flexibility for escapes/engages. Tf2 casual is 12v12 so ur constantly team fighting, and tf2 6’s comp was literally designed and shaped by the community over years to be as fast paced as possible. Rollouts for 6’s are a literally a competition between both teams on “who can get to mid the fastest?” Also jump maps in tf2 are solely designed for players to enjoy the freedom of movement where you go flying in breakneck speeds. All of this is to say, tf2 has functional hitboxes where if u aim at an enemy player model, you’ll hit them. Projectiles obviously have travel time. So if tf2, the OG “class-based hero shooter”, can have all of this skill expression in its movement, with the game moving much faster than OW, while retaining accurate hitboxes, then ow has no excuses. At least call it what it is - making OW more casual so players feel better and are rewarded more for less.
You gotta remember how much more fast paced Overwatch is compared too literally all other FPS games. The characters are moving soo fast that if the hit box was 1 too 1 with their character module nobody would be able to hit anybody :/
The new hitboxes look comical in the practice range, but I think its a bit disingenuous to substitute the practice range for how Overwatch actually plays. you will not catch any half-decent tracer standing perfectly still like this-- they blink, they strafe, and they'll move from one side of your screen to the other in a fraction of a second. With no movement acceleration-- they change directions instantaneously. Overwatch has faster-paced, more complex movement patterns than any other shooter on the market. Compared to Overwatch, games like Valorant and Tarkov feel like you're shooting stationary targets, even if your opponents have Good movement for their game. Agree that the new hitboxes look silly and are less skillful than they were before, but this is obviously clickbait. (and i was baited anyways)
As if getting one tapped by a curving hanzo arrow wasnt bad enough now everyone can hit headshots by aiming at the fucking sun 😂 this game is a joke yall aint goated you just got built in aim assist
Definitely find it more fun overall after the changes. Some things need to be tweaked, but i think its okay for a hero shooter based around cooldowns and positioning to have more lenient aiming. there's enough games like valorant for the precision aimers