Current Hot Topic OPs - from my perspective
Warning: incoming wall of text on the mechanics broken down. tl;dr; d*ck's air shotgun, tiac's q.
Now I know everyone has their own list of complaints. And I've also seen every character called OP for one reason or another. Most people just don't know how to deal with it.
I also understand that a large portion of what is going on is that new tactics are being found, and people are quick to label it OP before learning how to deal with it. Advanced tactics take a little more skill in learning how to counter, that's the point right?
But I feel there are a few areas that deserve the next bit of attention (this list is not comprehensive, just the most glaring).
D*ck's jump right click (the shotgun spam you all know). This character has a kit that is designed very well in the essence that he runs the gambit for working in all sorts of situations.
For a small synopsis, consider the following before we get to the air shotgun mechanic:
he has a fast melee swing so this can win most the melee trades to start combos,
he has huge mobility which is faster than most due to jetpacks and the nature of his hits (most don't prevent him moving by a great deal),
his wards serve a multitude of functions (vision .. meh, are terrain solid for enemies, but not for allies, provide an aoe armor regen, and are spammable),
his q is very strong in general due to armor depletion,
and so on.
All of this puts together a great character, one which I have no qualms about.. except maybe the wards, they could probably be looked at (mostly the combination of impassable terrain via walking and the spamming nature of it)
But then you add in the air shotgun.
Its quick to fire, quick to reload, quick everything. This move can be spammed, needlessly, and easily.
Its damage is massive. If you get caught with this point blank (read melee range), you're gonna hurt.
Its range is huge, and provides decent chip damage at range due to the tight spread of the pellets.
It can be aimed! A huge boost in potential from this point alone, compared to say Irenny's jump right click.
And finally, it provides a backwards movement upon firing. This hurts.
When you couple it and stick it on a player who knows half of what they are doing, you have a return that far exceeds the effort of most other mechanics in the game.
On the really good ones, I've seen them constantly firing air shotguns in rotation of running in a way such that their movement speed is hardly impaired if at all. (run, jump 180 turn fire black, 180 turn in landing and continue running while reloading, repeat). Note, this means that you either take the hit and stop moving. Or you block and stop moving. You cannot catch up, and will quickly ruin your stamina bar trying to. Of course you can always get lucky if you can predict the movement just right.
I don't need to go into the details of personal experiences, because I'm sure everyone has their own, but this mechanic needs to be toned down a little bit. The care needs to be taken to not overnerf it to uselessness of course, but I'm tired of steam being won by the team who has the better d*ck.
Some ideas (mixed of some floating around with my own opinions):
Tone down the max damage of a full spread connecting.
Lessen the horizontal movement on firing (doesn't provide so much backpedal mechanic)
In tandem, increase the vertical movement (makes him take longer to land). This could be dangerous.. but it gives melee's a chance to catch up, and it lessens the spam.
And worst come to worst, stick an angle penalty on it. Make it fire at some thing like -30 degrees. Not as severe as Irenny's as she gets higher in the air, but enough so that it can't be used in every situation.
With that out of the way, a rising issue seems to be coming from Tiac. His timing inbetween swings is pretty fantastic. Its just barely quick enough to impede most counter actions in the timing of inbetween combos for most characters. But that's not the real issue. It's his RP usage.
In steam again, I've seen tiacs gold out without me hitting them, golding as soon as it ends, and then immediately walking into the next match with a gold at the beginning of the round after using the f-interrupt once or twice. Note: he didn't grab the rp power ups either. Its ridiculous, and for such a strong armor, its too powerful.
Sure you can wait it out, attempting to run the entire time, which is its only counter really as he is fast enough to reach you should you try to launch any ranged attacks, but counter play for the near constant uptime of this move is difficult to be accepting of.
The only measurement to slowing this process is to not hit him while in q, so you don't build his rp gauge... but that usually isn't enough. It doesn't help that he has a pretty strong infinite loop (stronger than valle's in timing, and damage, especially with gold armor).
Ok. Wall of text done, those are my top two OP'd mechanics.