What design decisions, can you elaborate?
You sound like you've been playing the game quite a bit post-release to be able to give such a criticism.
Cheers.
Alright.
Games like Heartstone and HOTS are good examples of this. Its a more casual version of their genre. They cater to the casual portion of their player base. Its like looking at dota and noticing that most players don't use wards or deny and remove those mechanics. Which is fine if you want your game to be casual fun and nothing more, but ultimately hurts your competitive scene because it limits your skill ceiling.
Overwatch does not diverge from that design philosophy which is fine, but once again many things integrated in the game will hurt its competitive potential. To name a few things off the top of my head:
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Infinite ammo: Ultimately means that spamming is less punished vs good aim. There's no reward for good ammo management and reloading animations aren't very long so spamming isn't punished much. A team can continuously keep firing with no penalty which means it creates stalemates. To balance it out, weapons are made weaker which means individual players do less damage, so they have to rely on their team more.
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Higher Hp + Escape abilities: A solution to infinite ammo is also to give everyone higher hp and more escape abilities which means you don't get punished as much for being out of position.
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Bottlenecked maps: creates more action, but promotes camping corners and hurts flanking and diminishes the importance of positioning.
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Ultimates do not reset upon death: To deal with the issues caused by the two prior points, you have ultimates, which can break a stalemate and turn the tides of a fight. BUT, ultimates charge over time and are not reset over death, so bad plays aren't punished and a team that has done a good job holding its ground can lose an objective because the other team essentially waited until all its ultimates were ready before charging in. So a weaker team is artificially kept in the game vs a stronger team because of it. Think comeback mechanic in Dota. Not being reset through death also means you give a lollipop to bad players because they get the opportunity to have a free kill (obviously this doesn't apply to the non-damaging ults, but how many is that? 2-3?) regardless of how they played throughout the game.
All of this means that you rely more on your team to do anything (which isn't to say you don't see individuals carry their team, but its much less common compared to other fps) apart from when you use your ultimate. It also means your skill ceiling is lower which WILL affect your competitive scene. Worst team are not penalized by bad habits because the consequences of those bad habits aren't there.
Blizzard did the same thing with HOTS, promote it as a casual fun game, but also as an E-sport title, but when you strip down alot of higher level mechanics, the end result is basically a slightly better organized pub match. Same applies with Overwatch.
Casual games are fun because they're casual, but that doesn't (or rarely) make them good competitive games.
Is that enough elaboration?