I was gold rank in Overwatch and I just did not end up enjoying the game. There is a lot to love in the game, but I stand by what I said.

Compare Overwatch and Paladins to Quake or Tribes and the differences are stark.

The movement mechanics in Overwatch are less interesting TO ME than what we had in the past.

> Both Paladins and Overwatch have characters with interesting movement, to the point where almost every Overwatch character has a movement ability.

A movement ability like "Jump high and then walk very slowly" or "Boost jump and then glide with pack" are not particularly interesting to me. Nor are they experimental They had been done many times before. The entire game is basically a reworked TF2.

In Quake, everyone had access to the rocket jump and plasma climb. Everyone could strafe jump and move at absurd speeds ALL THE TIME and it made the game CRAZY FAST and fun. Other than Quake live, I cannot think of a modern competitive game that does this.

In Overwatch, you are still mostly walking around at a snails pace waiting for your ult to charge.

> Both are following in the footsteps of TF2 movement.

I would argue that TF2 walked in the footsteps of TFC, which was literally spawned from the Quake mod Team Fortress, which utilized the weapon and movement mechanics of Quake in a class based system.

Really, when you get down to it, many of the weapons and abilities in Overwatch can trace their lineage to Quake.

Off the top of my head: Junkrat has the grenade launcher, Pharah has the classic rocket launcher, Sombra has the teleporter, widow has the rail gun, Torbjorn has the shotgun, Bastion has the machine gun, Winston has the chain gun, Symmetra has the lightning gun.

> In contrast, the funky movement mechanics in Quake weren't always explicitly designed

This is a misconception. They discovered strafe jumping in Quake 1 and then ported it to the sequels because it was FUN and people liked it. I agree they were more difficult to execute, but if you play the game you get then hang of it very quickly: The difficulty is greatly exaggerated.

> and were often much more difficult to execute properly - that's fine in a symmetric game but causes balance issues in anything asymmetric.

This is totally fair, and I agree that they are different games. I just prefer the old-style Quake games to the new hero shooters. And you cannot deny there have been a LOT of them haha

Additionally, these movement mechanics were fun ON THEIR OWN! I still enjoy hoping into a Quake Live race server from time to time to see how fast I can go.

> Fortnite and CoD have both added a grappling hook, and Fortnite in particular seems to be experimenting quite a bit with movement via jump pads, planes, trolleys, bouncey-shardy-things (you can tell I don't play it...). The latest Spiderman game has seen universal praise for the swinging movement.

Fortnite and CoD have the occasional opportunity to utilize different movement mechanics. This is very different from the deeply integrated movement mechanics of Quake and Tribes.

Additionally, they are EXACTLY the battle royale and fast TTK realistic shooters I called out elsewhere in my comment.

> My personal favorite game of 2018 was Wizard of Legend, which has a no-cooldown dash ability - something that would normally break balance.

WoL is a teeny little indie game. Great game, but far outside of mainstream gaming.