I was really excited to try this game, and became more excited when the tutorial taught me to Counter players. This is exactly what I'd been looking for in a game - skill-based recovery systems that would determine the outcome of a match.
But this has turned out to be meaningless. The recovery animations for both players after a counter is about the same, which means there's no real advantage to countering an opponent. And even if you count a reset of the interaction as a reward, this is only valuable in 1v1 situations, which you should never be in to begin with. In a group setting, countering one opponent would do nothing as another opponent hits you and CC's you with their melee combos anyways.
There should be a legitimate and tangible reward for countering opponents, like a shield, a push on opponents within melee range, control resistance, SOMETHING, ANYTHING that offers a momentary relief that could help a player escape being mobbed on if they're legitimately a good player.
This game should reward skill, not ignore it. I love what I've been able to do. I think the characters are unique and interesting to play. And while I agree with a lot of the other balance complaints (matching team levels) or bug fixes (mount cancelling) or content desires (I'd love some 2v2s, or some death matches!), I think this should be something the devs should consider.
Like I said, there are other things I think need to be fixed that get addressed in these forums. Without balanced match-making or more gameplay options, you will never expand your player base. And there are some things that get brought up that I don't agree with - like people being against double-triple healer comps; you can change your hero in your spawnpoint in order to change your team makeup to respond to the opponents' team makeup. But I also believe this counter system was added as a "good idea" that was just tossed in and not thought through. And it could make the difference between keeping a dedicated playerbase or regularly losing players that start getting better and hit a wall of "nothing i do matters" - they learn the mechanics bc they think they're fun, they go into a match, and realize the mechanics are hardly important and they got "good" at a game that they aren't actually playing.