Bizarre Overwatch glitch turns Mei’s wall into big LEGO pieces - Dexerto
Overwatch

Bizarre Overwatch glitch turns Mei’s wall into big LEGO pieces

Published: 6/Feb/2020 0:57 Updated: 6/Feb/2020 0:58

by Bill Cooney

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Overwatch players have discovered a new glitch on the PTR that produces some pretty strange graphical effects involving Mei’s Ice Wall.

Mei’s Wall received a stealth update in the February 4 PTR patch that adds a cracking animation when it goes below half health.

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Along with the update, a glitch for Mei’s Wall also seems to have snuck in, which only happens under specific circumstances.

Mei blasting foes in Overwatch
Blizzard
Mei’s Ice Wall now shows damage when it’s health goes below 50%.

Showing damage isn’t the only thing Mei’s wall can do now, it seems, as Reddit user Fgeitas showed in a new clip.

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While playing with Bastion’s Brick skin on the new Workshop Island map, Fgeitas shoots at the opposing Mei Wall when the glitch starts happening.

Somehow, the bullets from Bastion’s Brick skin weapon begin to grow in size after hitting the Ice Wall, instead of shrinking like they normally do, with some growing larger than Mei herself.

The massive pieces don’t seem to stick around for long, so if this glitch were to happen in a PTR match (if it even could) it would be more entertaining than game-breaking.

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It’s unknown whether or not the Workshop Island map contributes to the glitch at all, which could also make sense, seeing as how it’s a brand new map.

As far as graphical issues with Bastion’s LEGO skin, this one is pretty mild compared to the weapon flare issues the skin originally had when it came out.

Blizzard Entertainment

It’s unknown whether or not Blizzard is aware of the glitch at this time, but with the PTR patch only coming out on February 4, there’s still plenty of time to fix it – unless they want to leave it in Overwatch for a bit of comedic relief during those tense matches.

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Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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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. 

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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. 

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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.

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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.”

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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.

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