This is supposed to be competitive? How is it competitive when all it comes down to is the first person to get the best unit comp wins?
Well you're sort of contradicting yourself here. In a competitive game you would want to do the things that win you the game, by picking the good options. If the good option is to pick a certain composition in order to win then that's how you should play too. Theres a reason people use certain options over others, because they are better and have proven themselves effective. That's not to say that there isn't a variety of viable strategies in this game. You can win with army, going carrymode, building in center, just staying invis whole time, flying with zeppelin if nobody can fly or pushing players out of center.
There are so many ways you can win.
If one option seems to be unbeatable, try to reframe the question into "Ahh he's using option A, what options can i use to beat it with?". As an example of this, you've been in my games. Sexytime is a strong player and often wins with a Wyrm and some air units. What did regulars do recently to counter it? People started buying tanks. Nobody bought tanks before, but here we are.
Every game I've played, the same people run the same units that end up crushing people who don't realize most of the units are bad.
Instead of generalising, be specific.
What units are bad?
Most units fill a niche where they might not be used often, but that doesn't mean that they aren't good.
All units are usefull with exception of certain custom ones, but that's to be expected.
Blizzard has had years fine tuning them and i've had like.. weeks?
My recommendation is to randomize some more elements to liven it up a bit, like the locations of the shops or the contents, or tweak some heroes to not be totally useless, otherwise it just boils down to the same units and certain heroes receive much higher priority than others.
I'll quote Perfeks that put it very eloquently:
As for the shops, I think you shouldn't randomize them, because it looks like knowing where is what is key to success in this game. Randomizing them would just turn the game to more luck by just finding what you need by chance.
So basicly if you happen upon a great item and you win because you got it it cheapens the experience for everyone but you. Or when you can't find anything usefull and you feel screwed over by the game's randomness. It just isn't fun for players who enjoy serious games. If everything is random there is no purpose to go anywhere on the map. No sense of direction and when you can't find the things you need you feel bitter.
You seem to be completely against more random elements despite quite a few comments asking for it.
Well there might be a demand for it, but look at the people asking for it. Do they play the game? do they know the game? why do you think they think that it improves the game?
I've explained reasons for not adding random shit, do you see any good arguments for adding it?
There's little to no balance when it comes to heroes, as most of them have significantly more bad matchups than others.
Again, give me examples.
You can't say that heroes are bad without providing some examples.
In any asymmetric game there are going to be options that are better then others and thats just how it is.
It's impossible to balances games like that because good players will find the best options and use them.
Besides you always have a choice when it comes to picking heroes, so it's not like bad heroes are being forced upon you.
You seem to be completely against more random elements despite quite a few comments asking for it. Your logic leads me to believe you think Fortnite, PUBG, and BLOPS4 would be more competitive and successful if they placed the same items in the same places every round.
I've seen Dr.Disrespect complain about there not being any static weapon spawns. Because it really boils down randomness wether you can keep up from there or not. So how is randomness here a good mechanic for competitive and serious play?