Annoying Overwatch bug is throwing Sigma players for a loop - Dexerto
Overwatch

Annoying Overwatch bug is throwing Sigma players for a loop

Published: 28/Sep/2020 1:24

by Bill Cooney

Share


A particularly frustrating new Overwatch bug has started popping up for Sigma players and is causing them a lot of confusion when using the tank’s abilities.

Love him or hate him, Sigma has become one of the go-to tanks among Overwatch players since his release in 2019, thanks in part to his versatile shield and powerful kit.

Advertisement

A key element in Overwatch though, are the animations your abilities make while you’re using them. They let you know which ones are currently active and in some cases, can help you aim and position yourself for maximum effect as well.

This is what makes a new Sigma bug popping up so annoying: it throws his hand animations out of whack, making it very difficult to see what’s going on.

Advertisement

Has anyone else experienced this bug with Sigma’s hands? from Overwatch

In the clip above, Sigma throws his Accretion before quickly activating Kinetic Grasp, which absorbs all incoming projectiles and turns them into shields.

The only problem is that instead of showing the purple orb that represents the ability in the Tank hero’s hands, they’re still posed like he’s throwing the Accretion rock.

Kinetic Grasp is probably the worst Sigma ability to have glitch out too since it’s animations give you a solid idea of how much damage you’ve absorbed.

Advertisement

Unfortunately, the user playing Sigma activated it behind their shield, so there’s no way to tell whether or not it was functioning as normal, or if more than just the animations that were glitching out.

Sigma Kinetic Grasp
Blizzard Entertainment
Kinetic Grasp is by far one of Sigma’s most valuable abilities, it’s basically like D.Va’s Defense Matrix also giving her shields.

One thing to note is that the cooldown for the ability still started, and Sigma was spouting off the appropriate voice lines, so it seems that this bug is probably nothing more than a very annoying visual glitch.

That being said, we still hope Blizzard devs don’t take too long on rolling out a fix for it. It might not be as game-breaking as the bug that’s nerfing Reaper’s shotguns at the moment, but it’s still incredibly frustrating to deal with.

Advertisement
Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

Share


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 

Advertisement

In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Advertisement
Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.

Advertisement

It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”

Advertisement

While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.

Advertisement