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17 February 2026

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overwatch_community subreddits curated by /u/actorschecklist

17 February 2026

  • Can we please get the old winston intro back

    I miss winston greeting me everytime I opened the game. I didn’t know what I had until it was gone. Please bring it back 😭😭😭

    submitted by /u/nymphoeeee to r/Overwatch [link] [comments]
  • How hard should I be focusing crits when I play someone like ashe?

    Basically title. I find when I play ashe, I can hit body-shots relativley consistently, even against some more agile heros. Crits feel completely luck based to me, or I have to spend DAYS lining up a shot. Often longer to hit a crit than to land 2-3 body shots and just kill em. Should I be hard-focusing on crits for more burst/kill potential?

    I know on someone like widow, it takes forever to charge a shot so you NEED a headshot to get real value, but ashe feels like she would be able to hold her own without so many crits. Hitting crits feels way easier to miss, and get nothing, vs hitting a shot around the neck/shoulders and maybe getting a crit via luck/character movement shenanigans.

    How would this work for other heros? On someone like mei, her shots are projectile based so it's often not worth going for a crit (unless a tank/stationary widow) when I can stay mobile and spam away. What about hanzo? Should I focus on crits for him too? Or sojourn, I know rail cannon is an instakill on headshot, but what about just using it to finish people off?

    Does it all boil down to "get better, practice crits for hours til it's natural"

    It took me forever to dial in my settings for decent aim, but now it's pretty consistent on body shots. Crits elude me though.

    submitted by /u/Bananna50 to r/OverwatchUniversity [link] [comments]
  • Looking for season 1 preseason VOD

    Hi, I am looking for the VOD of the season 1 preseason that was aired in december 2017, on the MLG website ( http://eve.majorleaguegaming.com/overwatchleague ) that is not accessible anymore. Does anyone know if there is an archive somewhere ?

    submitted by /u/Broccochi1337 to r/OverwatchLeague [link] [comments]
  • I got bored and drew this don't @ me
  • Marvel rivals player needing help T - T

    Dumb Marvel Rivals player needing help T - T

    I started playing OW after the new update. Id never played before but I already kinda knew what most of the heroes did and the maps and stuff. Overall Ive been having a good experience, but I just cant seem to win almost ever. like in Marvel I hit cel on support/tank and Ive been playing it since launch. On tank in ow I can actually do fine and win some of my games, but for some reason whenever I play support I just lose. I played 20 games of Juno and only won 6. Im still only playing qp btw

    And something's been happening that just kills my motivation to play. I try to learn a new hero and either their whole team swaps just to counter me or I get completely humiliated on loop. Yesterday I played my first Widow game ever. I have like 20 hours total in this game and the enemy dps literally spawn camped me with their tank. Every time I walked out I died instantly I swapped off Widow and it still didnt matter. Then I checked her profile and she had 3k hours and had been playing since season 1. That just makes me not even wanna queue. It feels like everyone is just better than me or knows way more and its kinda exhausting

    I know I need to play more to really understand the game, but it’s not fun when you’re getting stomped in spawn all match or instantly countered when you try to play tank. Why do people take qp so seriously anyway. Sorry for the long post, if anyone has any advice Id really appreciate it.

    submitted by /u/Allezxa to r/OverwatchUniversity [link] [comments]
  • Guide for New and Returning players OW2

    Numbers vs Value:

    Biggest thing about Ow2 is getting value, and although some people think getting lots of kills and damage gives value they aren't necessarily correct.

    Like you can get 12-20k dmg and that'd mean nothing with low kills or pressure, or you could consistantly get kills but always fail to chose the correct target and lose

    Getting numbers doesn't always necessitate value, but getting value will get you picks and assists.

    There are a couple ways of getting value, the "Main" ones, or at least the most basic ones are, positioning -->spacing --> Pressuring, creating and holding space, and win conditions and picks

    Positioning, Spacing, Pressure, and Space:

    Three concepts to remember when making/holding space

    Positioning, Spacing (Which relates to positioning), both of these are needed to create pressure and thus space

    The entire concept of pressure is to stop the enemy team and restrict them as much as possible, this is done by simply shooting them in a way where they can't retaliate, or would cost too many resources to deal with, your goal as a team, is to play as oppresively as possible. You want to force out as many cooldowns (Resources) as possible because this will allow your team to play more agressively and take much less damage

    Positioning - Where you stand and get the most value from. Good positioning always has accessable cover, is within L.O.S or helping range of your team, allows you to create pressure and participate in the team fight, and makes it hard for the enemy team to get to you, without first spending a lot of resources, or forces your team to expend a lot of resources to save you

    Spacing - You want to create as much distance as possible between you and the enemy team, but not so much that you can't contribute to the team fight, push past a corner when needed, and within your effective range. Basically stand where you can't be reached

    e.g, your playing zenyatta against an enemy doom. Doomfists main goal is to take attention and get you, as well as your other supports. But he can't commit both movement abilities to reach you, because this will leave him with zero escape and a free pick for your team.

    - playing against hog, so you play beyond his 20m hook reach and behind corners

    Pressure - high burst damage that forces the enemy team to play corners and really passively. You never want your entire team to be looking at something from the same direction. Because this restricts the amount of pressure you can force to only the frontline. By taking angles you make it so that anywhere but behind cover is a kill box, they can't reclessly push forward or take space without dying

    Space -

    How does pressure relate to space? Two simple concepts when making or holding space, its the tanks (Or flankers if you have one, tracer, som, etc) to create space, and the teams job to hold it. This works because as the tank, you have the most hp, if you go in alone, you'll probably die. But if you have your team with you, you can go in, and then and only then when you have drawn the attention of their team can you team push past a corner and help you, without first getting blown up, exploded, or straight anihalated by the enemy dps

    -------------------------

    Win Conditions, Advantages and Target priority:

    A win condition is the line of requirements that need to happen to win a fight. This could be one of your teams ults, a hyper carry, or getting rid of a support or ult to strip them of advantage

    You have the advantage when you -

    Are up in players, have more or better ults, they're team has no cooldowns, or if one of their team is over extended/too far forward

    Having an advantage allows your team to play more aggresively

    Say your playing zen, you could ult in if they're team has no cooldowns and allow your team to play really aggresively, retrospectively you could also do the opposite and ult if your team has no cooldowns to prevent a steamroll

    Target priority - Is targeting the person that will give you and your team the biggest advantage. This usually goes in order of: The player that has an important ult, the tank (if and only if they are over extended and killable) the supports, dps, then the tank.

    -----------------------

    Roles/Jobs, Denying Value:

    Depending on your hero, you'll have a role you need to play to help in the team comp. This could be creating space, peeling for your backline, or stoping/hindering a enemy hero

    examples- If you're running lucio/brig with ana or widow and a genji/winston/doom/ball. You want to stop them from getting to the ana/widow. Same goes with Dva by matrixing a dove teammate

    Enemy Tank pushing too far forward: rein charging in, its your job as any tank buster/high burst dmg hero to punish that

    playing genji - Mainly clean up/finishing low hp heroes, or if you get the chance diving an isolated squishy

    You get the gist

    Denying value - certain heroes have better match ups then others, in this case it'd be your job to deny that hero value. This usually involves one or more people using an ability against another so they get no value from it.

    But if theres a way to avoid it by simply walking behind cover, dont waste your cooldown

    - e.g Bastion turret form, if they're flanking/have an off angle sleep them, otherwise if your team can simply walk behind a wall that option is always better

    - Magua shouting, using anti nade to punish, if no one can take advantage of that play, or if the magua is behind a corner, its better to not use it

    - Widow maker or ashe playing high ground, the kiriko hanzo or projectile heros poking them out behind a wall, where they cant get headshot. Hanzo and kiri in particular excel at poking widow because of they're high dmg projectiles, but dont try to contest if she's already looking at you

    --------------------

    Resource management:

    You: Use cooldowns appropriately don't waste them only use them when you need to or spot an opportunity. Needs- getting dove -> Ana sleep, Team dying -> Bap lamp, Team antied -> Suzu, Sig ult -> Lucio beat. Opportunities - extended tank -> Bastion turret form, in reach squishy -> Echo sticky bombs and beam etc.

    Obviously thats the basics, you probably already know this what you should be more concerned about is team resources.

    DONT put yourself in a situation where your team has to bail you out.

    Picture this, you go in as tank or dps to chase down a critical hero running to their team, you get them but have to be saved by bap lamp but get team wiped by a grav dragon combo a moment later. Yes you did get a kill which is good, but thinking back if you hadn't forced the bap to imortality field you, he'd still have his lamp to save the entire team and possible turn the fight.

    You could also be playing a really good ramatra, and although you appear to be going 30-8 with the rest of the team going negative or neutral, you're playing really far forward in and out of nemisis form, and forcing you supports to only heal you. This means your dps die more, can't play aggresively or help in the teamfight. You could leave, potentially even thinking you carried but you're the reason you lost that game

    Don't be greedy, chase only if its not punishable just don't make your team bail you out

    -------------------

    Uptime, downtime, and peeking:

    Uptime is when you are most effective, this is mainly towards dive heroes or supports. Downtime is anytime you're waiting for cooldowns to come back.

    Certain heroes are completely useless in their down time. These include doom, winston, ball, reaper, heroes with bad long range dmg. If you have zero cooldowns, just sit behind cover or try to reposition, dont try to "Poke for ult charge" by dealing 5 dmg and exchange taking 250 and giving them 8% ult charge, who do you think is winning in that trade? Just dont, your supports have better things to do and you dont want a sojurn ult every fight

    Peeking - if you're up against one shot heroes, don't peek if you actively know they're looking at you, dont attempt to ego it and die just like, shoot anybody else.

    - Tip against hanzo or mei, don't play corners. Because of their large hitboxes you'll more or less get headshot easily and die. Against these types of characters its sometimes better to swing wide rather than hugging peeking and dying at a corner

    ------------------

    Overtime:

    You only have to touch once to retrigger overtime for a certain duration, meaning you dont always have to be on the point where you'll probably die.

    Take turns with mobile heroes to touch point then hide behind cover.

    - You dont want to pull some sick roll out on lucio, only to contest for 2 seconds, instead trigger overtime and wallride away until you need to touch again

    submitted by /u/Lucio_Enjoyer to r/OverwatchUniversity [link] [comments]
  • Does playing other roles help?

    I’m mainly a tank player(sig, ball, doom) and I’m masters 5, wouldn’t say I’m the best but I think my game sense is a bit above the average player. My main issue is my aim because tank with bad aim is very forgiving, so last night I went and played some dps and played aim intensive characters like soj, cass, tracer, and widow in qp to get a feel for them and then hopped in comp, it felt better aiming after practicing dps for a bi and got placed plat 2 dps. Is it just me THINKING something changed? Or does playing other roles genuinely help with understanding the game better rather than playing a single role?

    submitted by /u/Luckemulation to r/OverwatchUniversity [link] [comments]
  • Switch to pc and having a hard time in silver

    hello everyone im a current silver 2 tank after switching from console where i was high plat , i alredy know that my mechanics and movement (positioning and ect) I think they arent as good as they were on console , i also go on win streaks and i can manage to win most games but certain losses just seem impossibile to win and my progess goes down too much , will be thankfull for all advices and i know that at the moment i probably belong where i should (the game isnt also the best one because i had pretty low mood by previous games)

    Replay code: H1YH65

    player: savyvale023

    submitted by /u/Own-Statistician5074 to r/OverwatchUniversity [link] [comments]
  • Worst support combos in the game?

    I asked this a bit over a year ago but since 3 other supports have been added since then I figured it couldnt hurt to ask again

    Bonus points: pick a combo thats not Lùcio Mercy, Moira Mercy or LW Mercy since those ones are probably gonna get lots of votes based on the last post I made about this

    submitted by /u/Top_Dish2529 to r/OverwatchUniversity [link] [comments]
  • It is never a 'heal diff', but it is a 'support gap' very often

    DPS or Tanks spamming heal diff is still something that happens very often. I will detail why I think that is pretty much never the case, and why weirdly enough a support diff might happen more often:

    Why it is never a heal diff: I'm a Masters Tank Main and I can't recall a single game I lost because of a lack of heals. Especially as a tank, you need to minimize the amount of ressources received, thus maximizing the amount of pressure your supports and dps can put out. Healing cooldowns and shots are normally much easier to hit mechanically than damage. (ana heal hitbox vs dmg hitbox/zen heal orb vs shots/lucio aura vs dmg/mizuki hat vs root/primary) The skill gap between a very good mechanical player and a worse player is thus higher in terms of damage output than healing output, simply because there is less skill expression with healing.

    Why it is a Support Diff a lot of the time: Support is the most misunderstood role in the game and probably holds a good amount of less mechanical players. (i think the game miscommunicates what supports should do a lot of the time) The value gap an angling support duo has over a main stack support is huge. Same for a zen who hits their shots vs one who has slightly worse mechanics. The amount of pressure good supports can achieve is roughly the same as dps heroes, but the difference to the opposition support might be much larger due to positional and mechanical differences being larger between support players. One support player existing on the angle and pressuring the enemy team gets more value, because both dps or tanks might already be trading on an angle, while the enemy support very often is not.

    I want to be very clear that this is not due to support heroes being generally easier or stronger, just because the differences inbetween players may be much larger. It is not a bad thing to get mechanically diffed in a game, that just happens, the difference in value might just be bigger for support players than for tanks and dps.

    submitted by /u/KalleDasSchaf to r/OverwatchUniversity [link] [comments]

 

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