There hasn't been much discussion going around here and I thought might as well post some here since I'm interested in having discussions around here. So here we go ~
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Not all heroes are made equally hard to play with; some are very mechanically inclined and would take countless hours to be able to exploit the hero's strengths to the fullest or to an acceptable level. Other heroes have simpler kits to be effective with. Mechanical skills can range from movement, aim, precise combos, etc. While some may argue that all heroes should be mechanically difficult to play, I think it's beneficial for the game to have a mix of heroes with different amount of mechanical skill requirement, and generally different difficulty levels in being effective to the same extent.
Having less demanding heroes isn't just to cater for the casual players, though it rightfully does make the game more enjoyable to those players. Easier heroes are also a boon to the professional scene. There already is a split between professional projectile and hitscan players. Very few can actually play both projectile and hitscan at an equal an acceptable level in the pro scene. Most teams also limit themselves to two DPS slots, some are double hitscan inclined, some go for one hitscan, one projectile. However, the ideal case is for both DPS players to be adept at both projectiles and hitscan. Most pro players are inflexible in hero picks to some degree; hardly any can truly flex among all the DPS heroes. With the limitation of players, they already directly influence the DPS meta in the pro scene. This already is a limiting factor to the number of strategies teams can employ and how well they can switch heroes. Teams can counter team by exploiting the weakness in flexibility of team composition. There's been times where projectile players found themselves switching to play hitscan, trying and failing to counter a Pharah, while their hitscan player was stuck on a utility pick like Mei with an ultimate an unable to switch off and better counter the Pharah. The reverse happens too.
Projectile / hitscan aside, given that players are already often limited by their own skill and preferences, it wouldn't be good if all heroes were made to be mechanically intensive. You'd end up with players not having a wide enough hero pool, causing further rigidity in their team compositions. Having easier to pick up heroes means there would be a wider pool of heroes for all players to be sufficiently effective with an increases chances of such heroes being picked to properly meet the situation rather than feeling forced into the heroes they're better at even if the situation is disadvantageous to stay on them. Overall, easier heroes increase diversity in the pro play; players are bound by time, often spent in scrims, practicing, and it would be too time intensive to pick up that many different heroes if they were all too demanding to play effectively. Ideally players should have a much wider comfortable hero pool than we see now but it would take more time for players to practice and get used to increasing the variety of picks. This would also widen the meta seen in pro levels.
Having easier heroes isn't a bad thing. Problem only arises when the less demanding heroes end up becoming less risky and yet mostly equally or even more effective to play with than the mechanically intensive heroes.
A pretty loose example where Seagull talks about NRG's composition in MLG Vegas (at 2:51).
https://www.youtube.com/watch?v=9-r5NrjHKYY&t=2m51s
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Would like to hear thoughts and comments! :)