That's not how it works, first of all IdTech is not a general engine, it's only made to build specific games: fps.
Next you need to make a product out of that meaning a very large investment so that the engine is actually usable outside of ID, people that don't know what an engine is think of the rendering part but it's actually very minor compare to pipelines ect ... which we know nothing about, it might not even be good or painful to use.
Unreal is widely used because it can create any kind of game and the pipeline, tooling are good and well integrated.
Overwatch is a bit different though , it's not a pure hitscan fps such as valorant, cs or r6. Cheats in Overwatch are not as useful because the gameplay is different from other fps.
Since you're not a gamer sorry but your opinion does not means much, you don't seem to realize how cheating is a problem in online games, it's not just an inconvenience, it kills games.
Don't run k8s on bare metal if you don't have a good platform team though. Using a cloud provider ( eks / aks / gke ) is trivial and "problem" free.
I've never had DNS problems going down, the only thing I've seen is app that would create too many iptables entries when flooding request dns ( app problem ).
k8s is not a pain, I would never return to something like Pupet / Ansible / etc ... to deploy bare ec2 instances, it's just re-inventing the wheel badly.
Just use ECS / Fargate with an ALB in front if you need a simpler use case.
In web dev there is little creativity because everything has been done and there is a library / service to solve every problems, none of that exists in major games. Try Claude in your frontend/backend service, then try that in a game client.