《守望先锋® 2》

《守望先锋® 2》

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Improvement Pill
由 vexan 制作
This guide distills the core philosophy that separates casual players from those who consistently rank up. Improvement is a mental game first, and a mechanical game second.
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Part I: The Stages of Competitive Development
Your Evolution as a Player

Every player progresses through distinct cognitive stages. Recognizing where you are helps you focus on the right priorities.

Stage 1: The Neophyte
  • Characteristics: Everything feels overwhelming. You die to things you don't understand. Ultimates seem random.
  • Focus: Learn hero abilities, map layouts, and basic objectives. Don't worry about "being good" yet.
  • Mentality: Curiosity over frustration. Every death is data.

Stage 2: The Grindset Apprentice
  • Characteristics: You understand basics but chase rank as validation. Emotions are tied to SR fluctuations.
  • Focus: Develop ONE hero to competence. Learn win conditions. Understand team compositions.
  • Mentality: Shift from "I need to win" to "I need to understand why I lost."

Stage 3: The Improver
  • Characteristics: You separate performance from outcome. You review your own gameplay. Rank becomes a side effect of improvement.
  • Focus: Fundamentals, decision making, mental resilience. You play to solve problems, not just to play.
  • Mentality: This is the inflection point where real improvement begins.
Part II: The Core Pillars of Improvement
Pillar 1: Fun as a Prerequisite, Not a Reward
The Philosophy: If you're not enjoying the process of improvement, you'll burn out or stagnate. Fun isn't just entertainment, it's the fuel for deliberate practice.

The Two Types of Fun:
  1. Surface Fun: The dopamine hit of clicking heads, winning fights, POTG highlights. This is fleeting.
  2. Progression Fun: The deep satisfaction of seeing your decisions improve, your rank climb, your impact increase. This is sustainable.

Implementation:
  • Redefine "fun": After each session, ask: "What did I learn today?" not "How much SR did I gain?"
  • Celebrate micro wins: Hit a sleep dart on a flanking Genji? That's improvement. Recognize it.
  • The Weightlifting Analogy: Lifting heavier weights each week is more rewarding than just going through motions. Your SR is the weight; your skill is the strength.

Warning Signs You're Not Having Fun:
  • You play on autopilot just to "get games in."
  • Losses make you angry for hours.
  • You blame external factors (hero meta, teammates, "EOMM") consistently.

Action: If you check these boxes, take a 3 day break. Return with a specific, small goal: "Today, I will practice one aggressive Tracer flank on each map."
Pillar 2: Radical Self Accountability
The Principle: You control exactly one variable in every match: yourself. Every other factor, teammates, enemy comp, map roll, is noise. Your gameplay is the signal.

The Science: Studies on locus of control show that focusing on external factors increases anxiety and learned helplessness. Internal focus breeds agency and resilience.

How to Be Self Accountable:
  1. The Death Log: After each death, immediately ask:
    • "What information did I have?" (enemy positions, cooldowns, my health)
    • "What decision did I make?" (engaging, rotating, using an ability)
    • "What was the correct decision?" (often: "I should have disengaged")
    • Key: Never ask "Why did my team...?" Always "What could I have done?"

  2. The 30/15 Rule: If you go 30/15 in a 15 minute game, you didn't "pop off", you played recklessly. High kill counts with high deaths mean you're feeding between picks. A 2:1 K/D on DPS is acceptable; on support, it's a red flag.

  3. VOD Review (The Real Work):
    • Frequency: Review 1~2 games per session, especially losses where you thought you played well.
    • Method: Watch at 0.5x speed or even pause when needed. Ask: "What is my job right now? Am I doing it?"
    • Focus Areas: Positioning (are you in cover?), cooldown usage (did you waste it?), target priority (is that the right enemy?).
    • The 3 Mistake Rule: In a VOD, identify the 3 mistakes that cost you the most value. Not 10, just 3. Work on those exclusively next session.

Example: You're Ana. You die to a flanking Reaper. Accountable thought: "I didn't save sleep dart when I knew they had Reaper. I used it offensively on the tank. Next game, I will hold it for 30 seconds after hearing Reaper's last location."
Pillar 3: The Aim Myth - Why Mechanics Are Overrated
The Central Thesis: Aim is a gate, not the path. It gets you into the game, but decision making determines how far you go.

The Skill Pie Breakdown:
  • 40% Decision Making: Target priority, positioning, cooldown timing, ult tracking.
  • 25% Game Sense: Predicting enemy actions, understanding tempo, reading the fight.
  • 20% Mechanics: Aim, movement, ability execution.
  • 15% Communication: Callouts, shot calling, morale (optional but useful).

Why Aim Improves Naturally:
Your brain adapts to the decisions you force it to make. When you take aggressive off angles as Cassidy, you're not just practicing aim you're forcing your brain to hit shots under pressure. This is limit testing.

The Limit Testing Protocol:
  1. Identify a "risky" play: Flanking as Tracer, taking a high ground angle as Widow, aggressive Winston dive.
  2. Execute it 10 times in a row, regardless of outcome. Die 9 times.
  3. Analyze: "When did I miss shots vs. when was I just out of position?"
  4. Your aim improves because your brain learns: "We must hit these shots to survive."

When Aim Actually Matters:
  • You're a hit scan main at Diamond+. At that level, everyone has solid fundamentals; mechanics differentiate.
  • You're on heroes where aim is the value: Widow, Sojourner, Ashe.
  • But: Even on these heroes, a Widow with 60% accuracy who positions poorly will lose to one with 45% accuracy who lives longer and gets better angles.

Action: For one week, stop using aim trainers. Instead, focus on one positioning principle: "I will always have natural cover within 1 second." Your aim will feel worse initially, but your deaths will drop by 30%. Then, reintroduce aim training.
Pillar 4: The 20/20/60 Rule - Managing Expectations
The Math of Climbing:
  • 20% Unwinnable: Your tank goes 2/13. Someone leaves. The enemy smurf goes 50/0. You played perfectly, you still lose. SR: -25.
  • 20% Unlosable: Your team rolls. You're carried. You could AFK and win. You played poorly, you still win. SR: +25.
  • 60% Carryable: Your decisions directly influence the outcome. This is where you rank up.

The Psychological Shift:
You don't need a 70% win rate to climb. You need 51% over time. But that 51% comes from the 60% bucket. Your goal is not to win every game, it's to win enough of the games you're meant to carry.

How to Identify Game Types:
  • Unwinnable: You have gold damage, gold elims, low deaths, but every fight is a 4v5 due to staggered teammates. Recognize it by minute 3. Your job: Don't tilt. Focus on one micro skill: "I'll hit 70% of my sleeps this game anyway."

  • Unlosable: You're up 2-0 in Eichenwalde and have 4 minutes left. Don't get lazy. Your job: Practice a new tech or aggressive positioning safely.

  • Carryable: Score is close (1-1, 99%-99%). This is it. Your job: Execute your fundamentals perfectly. No wasted cooldowns. No ego plays.

The Consistency Algorithm:
To turn 60% into 65% win rate, you must play at 90% of your peak level even in unwinnable games. This builds mental discipline so that when the carryable game hits, you're not tilted from the last loss.

Action: Track your next 20 games. Honestly label each: Unwinnable, Unlosable, Carryable. Watch how your mood shifts when you realize only 12 games truly "mattered" for SR, but all 20 mattered for improvement.
Pillar 5: Intention Over Quantity
The Fallacy of Grinding: 4 hours of autopilot play creates muscle memory for bad habits. 2 hours of intentional play rewires your brain for good ones.

What is "Intention"?
It's having a single, specific goal for every game. Not "I want to win," but "I will use my Nade only when 2+ teammates are anti'd or a flanker is sleeping."

The 2-Hour Focus Session Structure:
  1. Warm up (15 min): Aim trainer or VAXTA, but with a goal: "Hit 30% of my headshots on Cassidy."

  2. Session 1: Principle Focus (45 min): Pick ONE principle:
    • Positioning: "I will not die without natural cover."
    • Cooldowns: "I will track enemy Rein's Shatter every fight."
    • Target Priority: "I will shoot the enemy support, not the tank."
      Play 3~4 ranked games. After each death, ask: "Did I break my principle?" If yes, adjust. If no, what did break?

  3. Break (30 min): Step away. Your brain consolidates learning during rest. Walk, eat, stretch. Do not queue immediately.

  4. Session 2: VOD Review (30 min): Watch one loss from Session 1. Identify 3 mistakes related to your principle.

  5. Session 3: Implementation (30 min): Play 2 more games, actively fixing those 3 mistakes.

Why This Works:
  • Neuroplasticity: Focused attention creates stronger neural pathways. Repeating a principle actively burns it into your subconscious.
  • Tilt Prevention: Short sessions + clear goals = less emotional fatigue. You stop when your brain is tired, not when you're angry.
  • Time Efficiency: You improve in 2 hours what takes autopilot grinders 6 hours to maybe learn.

The "Brainless" Account: If you love the game, have a second account for casual play. But your "main" is for intentional practice only. Never mix the two mindsets in one session.

Action: Tonight, write down ONE principle on a sticky note. Put it on your monitor. Play 2 games with that principle as your only judge of success. SR doesn't matter. Did you follow the principle? Yes = good session.
Part III: The Social Dynamics of Climbing
Why Solo Queue is The Improver's Gym
The Stacking Trap: Playing with friends feels safe, but it masks your mistakes. You blame the random 3rd DPS instead of asking why you couldn't enable them.

The Psychology of Stacks:
  • Shared Blame: "We both played bad, but that Sojourn was throwing."
  • Mismatched Goals: You want to practice Tracer mechanics; they want to meme with Hog/Dva. Friction is inevitable.
  • Communication Overhead: You spend mental energy coordinating with friends instead of analyzing your own play.

When to Stack:
  • You've reached your goal rank (e.g., Masters) and just want to enjoy the game.
  • You're playing QP/Arcade for fun.
  • You have a dedicated "improvement stack" where everyone is reviewing VODs and has aligned goals.

Until Then, Solo Queue Benefits:
  • Pure Feedback: Every death is your fault. No mitigating circumstances.
  • Adaptability: You learn to play with random styles, making you versatile.
  • Mental Fortitude: You build resilience without a safety net.

Action: Commit to 50 solo queue games. Track your mood. You'll hate it for 20 games, then feel liberated. The freedom to focus only on yourself is intoxicating.
Voice Chat: The Optional Tool
The Verdict: Voice chat is content for the game, not a requirement for winning. Pros have climbed to Top 500 with it off.

When to Use It:
  • You find it genuinely motivating: Hearing "nice anti!" feels good and keeps you sharp.
  • You're a shot caller: Your team benefits more from your calls than you lose from potential toxicity.
  • You're streaming: It's interactive content.

When to Mute It:
  • First sign of toxicity: Someone sighs, blames, or backseat games. Instantly mute. Not "just one more comment" immediately.
  • You want maximum focus: You can't hear yourself think over callouts. Your own decision making is more valuable than random info.
  • You're tilt prone: One negative comment derails your next 3 games. Protect your mental.

The Permanent Mute: In settings, you can disable text chat and auto join voice. This is not a crutch; it's a tool for deliberate practice. You can re enable it when you're mentally strong enough to filter noise.

Action: Try 10 games with voice chat off. Notice how much more you hear: enemy footsteps, ability cues, your own thought process.
Part IV: Strategic Narrowing
The Small Hero Pool: Depth Over Breadth
The Rainbow Profile Curse: Playing 10 heroes at a "decent" level means you're masters of none. Your fundamentals are shallow because you're learning hero specific minutiae instead of universal principles.

The Optimal Pool Size: 1~3 heroes. Here's why:
  1. Fundamental Acceleration: 90% of improvement is fundamental (positioning, cooldowns, target priority). These apply to all heroes. By playing fewer heroes, you practice fundamentals more often per hero.

  2. Muscle Memory: Your fingers learn the exact timing of Tracer's blink-melee-recall combo. On 5 heroes, you never achieve that fluidity.

  3. Matchup Mastery: You learn the Genji vs. Moira matchup intimately, discovering micro solutions: "If Moira has fade, I bait it with a feint before blade."

  4. Ban Protection: One hero = you're screwed if banned. Two heroes = you're predictable. Three heroes = optimal balance.

Choosing Your Pool:
  • Main: Your carry hero. High burst damage + mobility (Tracer, Genji, Sojourn, Cassidy).
  • Backup 1: Similar role, different niche (e.g., Tracer main picks Soldier for long range maps).
  • Backup 2: A "safe" pick for when you're countered hard (e.g., Tracer main picks Reaper into tank-heavy comps).

The Hard Matchup Advantage: Intentionally playing into counters (Genji vs. Moira) is accelerated learning. You get immediate, undeniable feedback: "I died because I dashed into her orb." You learn faster than playing a neutral matchup where mistakes are less punishing.

Action: Lock your hero pool today. Uninstall the other heroes from your brain. When you hover Genji and see Moira, you don't swap, you say, "Good, I need to learn this."
Part V: The Carry Mentality
What It Means to Carry (And Why Mercy Can't)

The Carry Formula (credit Awkward):
  • High Burst Damage + Frequent Surprise = Carry Potential
  • Burst Damage: Ability to delete a target in <1 second. This creates numbers advantages.
    Examples: Widow headshot, Sojourn rail, Cassidy Fan+Melee, Tracer one clip, Genji dash melee.
  • Frequent Surprise: Ability to take off angles and flanks consistently. This forces enemies to split attention.
    Examples: Tracer's mobility, Genji's verticality, Echo's flight, Doomfist's punch angles.

Why Mercy & Lifeweaver Fail:
  • Mercy: Zero burst damage. Damage boost is enabling a carry, not being one. You rank up by being a great Mercy, but you can't force a win if your DPS is lacking.
  • Lifeweaver: Low burst, mobility is defensive (platform), not offensive. You can't surprise enemies consistently.

The Carry Mindset for Every Other Hero:
  • Tanks: You carry by creating space and committing to kills. Winston diving a support and confirming the kill is carrying.
  • Supports: You carry by enabling and dealing damage. Ana anti nading 3 enemies is a carry play. Zenyatta dueling a flanker and winning is carrying.
  • DPS: Obvious, but the key is consistency. One flashy blade doesn't carry; 15 micro flanks that each get a kill does.

Action: In your next game, identify your hero's burst combo. Practice it in the lobby. Then, every fight, ask: "Can I surprise someone with this right now?" Not "Should I?" Can I? You'll learn your limits.
Part VI: The Infinite Learning Loop
Avoiding the Hardstuck Plague
The 2,000 Hour Plat Player: They aren't cursed. They stopped learning. Their skill set hit a ceiling because they repeat the same mistakes, never seeking feedback.

The Learning Tax: Every game costs 15~20 minutes. You must extract value from that time. If you don't, you're just paying tax with no return.

The Continuous Learning Protocol:
  1. In Game Recognition: After each death, identify the mistake in 5 seconds. "I overextended." "I wasted recall." "I didn't check flank."

  2. Post Game Reflection: Before queuing again, ask: "What is ONE thing I will do differently next game?" If you can't answer, you're on autopilot.

  3. VOD Review (The Non Negotiable):
    • How to VOD: Record your gameplay (OBS, GeForce Experience). Watch losses where you felt "hard done by."
    • The 3 Question Framework:
      • "What was my goal this fight?" (e.g., "Kill Ana")
      • "What actually happened?" (e.g., "I got slept and killed")
      • "What information did I ignore?" (e.g., "Ana had sleep off cooldown, I saw her use it 20s ago")
    • Time Stamps: Note 3 timestamps of mistakes. Rewatch those 5 second clips 5 times each. You'll see the error clearly.

The Progression Addiction: Seeing yourself improve is more fun than winning. When you anti-nade a grav combo, you don't just win the fight you think, "I set that up. I learned that." That's the real high.

Action:
Create a "Mistake Journal." After each session, write 3 mistakes and 1 correction. Review it before playing tomorrow. In 30 days, you'll have 90 mistakes corrected. That's how you escape Plat.
Part VII: The Advanced Improver's Toolkit
Creating Your Practice Routine

The Weekly Cycle:
  • Monday: Hero mechanics (30 min aim trainer + 2 hrs intentional ranked on main hero)
  • Tuesday: Fundamentals (2 hrs focusing on ONE principle: positioning)
  • Wednesday: VOD review day. No ranked. Just analysis.
  • Thursday: Hard matchup practice. Queue into counters intentionally.
  • Friday: Flex day. Play your backup hero with intention.
  • Weekend: Play normally, but maintain awareness. This tests if your practice sticks.

The Mental Reset Ritual

Pre-Game:
  • Warm hands, not just aim. Stretch fingers, wrists.
  • State your intention out loud: "I will track enemy ults."
  • Queue with a full water bottle. Hydration = focus.

Post-Loss:
  • Stand up. Walk away for 5 minutes. Do not queue angry.
  • Say: "That game was unwinnable" OR "That was in the 60% what did I learn?" Then move on.

The IRL Synergy
Gym, Work, Life: Improving at Overwatch is the same mental process as lifting weights or excelling at work:
  • Progressive overload: Add intention, not just time.
  • Deliberate practice: Focus on weak points.
  • Consistency > Intensity: 2 hours daily beats 8 hours on Saturday.
Part VIII: Common Pitfalls and Solutions
Pitfall
Why It Happens
Solution
Tilt
Focusing on the 20% unwinnable games.
Mute, take breaks, remember only 60% matter.
Hero Swapping
Thinking counters matter more than mastery.
Lock your pool. Play into counters to learn.
SR Anxiety
Tying self worth to a number.
Set process goals (VOD 1 game), not outcome goals (gain 100 SR).
Grinding
Believing time = skill.
Shift to intentional blocks. Quality >> Quantity.
Blame
Protecting ego.
After each loss, write "I could have..." statements only.
Final Verdict: The Improver's Contract
If you want to climb, sign this mental contract:
  • I will play for 2 focused hours, not 4 mindless ones.
  • I will review my VODs, even when it's boring.
  • I will one-trick or two-trick until fundamentals are second nature.
  • I will mute toxicity instantly.
  • I will ask "What could I have done?" after every loss.
  • I will remember that 20% of games don't matter, but 100% of my decisions do.

Rank is not a destination. It's a side effect of becoming the type of person who learns from every moment.

jk, just take adderall.
3 条留言
Salty McSalt 4 小时以前 
instructions unclear; took 15 adderalls and now i'm in the matrix.
mh 12 月 11 日 上午 7:32 
Instructions unclear. Took 3 day breaks every time I got angry - never played the game again
Erick Wolfhart 11 月 13 日 下午 8:25 
As someone playing for last decade this is really good stuff
there will come a time where you will hit your skill where imrovements will be very slow but always remember you can not win 100% of the games even if you are the best always focus on your own game what you did wrong and what you could have done in that situation for the best outcome play and learn Don't forget to have fun.