What initially struck me as overpowered abilities got me thinking about how Overwatch encourages you to spread out, flank, and not cluster together.
Several of Overwatch's ultimate abilities can kill every enemy in a large radius: Mei's Blizzard, Junkrat's RIP-Tire, and Hanzo's Dragonstrike can slaughter everyone clustered around a payload in a matter of seconds. At first, I thought these abilities were overpowered. Then I realized you reach maximum Payload Speed / Capture Rate with just 3 out of 6 people on a point. Blizzard made their AoE ultimates powerful on purpose to encourage players to spread out & flank. They serve a similar role to Unreal Tournament's Redeemer: a limited-use weapon that occasionally reminds players they shouldn't group so close together.
At first, you just spread out, staying a distance away from the control point so you won't get caught in any AoE Ultimates (and thus have a chance to retaliate), but once you start looking for alternate routes, you find them. Nearly every map in Overwatch is linear, but nearly every part of that path has 3-4 different routes you can take: a wide-open central route flanked by up to 2 side routes that offer height advantages, interior cover, or both. A long underground tunnel can let you flank their Bastion turret and kill it before it realizes you're there. A catwalk gives some characters a much-needed height advantage. I naturally began covering the payload from the side, clearing enemies out of the side tunnels and using my location to punish foes who ran towards us to ult. I wouldn't have begun doing this if Overwatch didn't discourage clustering together so much.
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