Blizzard are working on fixing the ADS for new Overwatch hero Ashe - Dexerto

Blizzard are working on fixing the ADS for new Overwatch hero Ashe

Published: 20/Nov/2018 13:13

by Joe O'Brien


Jeff Kaplan has revealed that Blizzard is working on improving the aim-down-sight mechanic of new Overwatch hero Ashe.

Having reached the live servers on November 13, Ashe is the 29th
hero in Overwatch and the first to use an aim-down-sight (ADS) mechanic for her primary weapon.


The likes of Widowmaker and Ana have full-blown scopes, but all other heroes simply use the crosshair to aim their weapons. Ashe is the first to have the option of using a sight on her rifle to aim, a mechanic that’s quite common in first-person shooters.

Unfortunately, many players have reported issues with Ashe’s ADS, claiming that aiming down the sights feels clunky and awkward, making it in some ways more of a hindrance than help.


One of the most obvious problems with Ashe’s aim-down-sight is that the animation is locked at 60 frames per second.

Though this isn’t an issue for all players, for those running the game at a higher FPS and using monitors with a high refresh rate, the result is an animation that looks stuttered, as the animation “jumps” between positions when spread across a higher framerate.

Blizzard EntertainmentThe concept of Ashe has proven very popular, but the execution might need some small adjustments.

Even players who don’t directly see the issues with the animation have reported that something just doesn’t quite feel right about Ashe’s ADS, however, even if they can’t quantify exactly what the problem is.


Fortunately, it seems a fix is on the way, as game director Jeff Kaplan appeared in a reddit thread to reveal that Blizzard has something in the works.

“Currently, if you play Ashe on PC and have higher than 60 fps, the aim down site (ADS) animation can look choppy or “stepped”. There is no lag going on. The ADS still happens at the correct speed. But the animation looks can feel a bit off.

In an upcoming patch, the ADS is smoothed out regardless of how high your fps is and should feel much better.

Unfortunately, right now, the patch that it is fixed in is 1.32 (1.31 is on the PTR right now). We’re looking into pulling the fix forward but it’s unlikely. It’s a lot of code and needs a fair amount of testing so we don’t want to rush it and risk breaking something else.

Apologies for the issue.”

Whether or not the planned changes will fix all of the complaints players have had with Ashe’s ADS mechanic – some of which don’t necessarily seem tied to the ADS animation itself – remains to be seen, but it certainly seems Blizzard are committed to improving the “feel” of the hero.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


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. 


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. 

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.


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.”


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.