Blizzard Gives Detailed Response to Feedback on Overwatch Widowmaker Bugs - Dexerto

Blizzard Gives Detailed Response to Feedback on Overwatch Widowmaker Bugs

Published: 31/Aug/2018 15:07 Updated: 31/Aug/2018 15:15

by Joe O'Brien


Blizzard has made an official response to feedback on a series of Widowmaker bugs.

Overwatch player Brokenstyli made an extensive and detailed post on the official Overwatch forums explaining and demonstrating a variety of bugs currently occurring with Widowmaker.


With multiple examples showing off exactly how each bug could manifest, the post offered an incredibly thorough look at the issues affecting one of the game’s most iconic heroes. Overwatch community manager Tom Powers has now responded to the post.

It seems several of the issues should be addressed by the latest update currently on the PTR, which focused primarily on fixing key bugs with a number of heroes. Others


Brokenstyli’s questions that received a response, and Tom Powers’ response itself, can be seen below. Brokenstyli’s examples and additional context for each issue raised can be seen in his original post.


Sniping issues

1. Double bullet trail hitreg/netcode misprediction bug

2. Overaggressive occlusion culling, enemy and map “pop-in”


3. Bloom and enemy effects with bloom/red colors significantly reduce Widow’s scope visibility

4. Hitbox Issues

Grappling Hook Issues

8. Grappling Hook auto-aim is a nightmare


9. Grappling Hook just gives up

10. Grappling Hook does not pull up-and-over ledges, it just drops Widow instead


11. Grappling Hook will unituitively slingshot Widow in the wrong direction

13. Grappling Hook animations will very rarely redirect mid-cast

14. Grappling Hook auto-aims to sliding ledges – what’s the point of autoaiming to the sliding battlements of Eichenwalde, if you can’t stand on them?

15. Point blank Grapple Hooks are supposed to reset the cooldown, they sometimes don’t

Infra-Sight Issues

16. Infra-Sight does not properly give wallhacks in FFA

Other Bugs/Issues

17. Parented Floating Reload Canister Bug

18. Audio Bugs

19. POTG/replay camera does not match raw inputs performed live, making unnatural snapping to heads in the replay (leading to hack-cusations and sometimes misfiled reports)

Standing on Destructible Railings

20. Despite Widow’s grappling hook often pulling a player directly to them, railings are hugely inconsistent as standable platforms for Widow to jump on.


21. It’s hard to identify which ledges are able to be stood on, because there’s no concrete visual pattern consistency that tells you which ledges ARE able to be stood on

22. Collision doesn’t match art assets

23. Map design discourages sightlines with vision of spawn doors, prevent places from being stood on (that may or may not have a strong sightline), and doesn’t convey clearly what objects are allowed to be stood on. Except sometimes it does the exact opposite, and then we get a “Fixed a bug that allowed Widowmaker to reach unintended locations with Grappling Hook” in the patch notes.


Hi brokenstyli and heroes!

Thank you so much for making this post outlining detailed examples and descriptions of the bugs you’ve identified. We appreciate your passion and support!

In a continued effort to be more transparent about which interactions are or aren’t bugs, alongside which ones are currently higher priorities to fix, one of our developers provided some valuable insight.

Today we’d like to share that with you:

Sniping issues

1. The 1.26 update that recently went live fixes an edge case that could cause the recoil mispredictions to still occur. Please let us know if this still seems to be happening!
2. We’re still investigating solutions to this issue that will help mitigate pop-in at lower framerates without further lowering framerates.
3. Not a bug, nonetheless we appreciate your insight and feedback!
4. Hanzo’s hand shouldn’t be blocking headshots any more and the rest of the hitbox issues should also be resolved.

Grappling Hook issues

8. Unfortunately, auto-aim of grapple isn’t perfect at the moment. However, this is one of the larger tasks that we intend to tackle.
9. Most of the clips are simply the grapple failing to connect to a surface before it auto-retracts, which is somewhat exacerbated by either auto-aim failure or due to the player reducing their auto aim sensitivity.
10. We’ve reworked this mobility on the current PTR, where pulling up should be more consistent when possible. Additionally, momentum should be better preserved when not.
11. This should also be resolved on the latest PTR build.
13. This is likely a client misprediction due to a dropped or late packet.
14. As noted in point 8, we intend to remedy the auto-aim, which is impacting the animation in instances like these.
15. Indeed, this is a bug. The cooldown should be getting reset and it’s on our list to fix.

Infra-Sight Issues

16. These issues should be generally fixed.

Other Bug/Issues

17. This should be fixed in latest PTR build.
18. Hit confirm sounds are not 100% reliable, especially during packet loss or enforced rate limiting.
19. The split screen videos are interesting! They appear to be synchronized by the red skull kill marker though, which won’t be the same on the client and server. On the client you don’t see it until you’ve confirmed the kill, but on the server the kill happens immediately and you will see the skull right as the headshot happens. Bullet tracers and movement should be synchronized and if the videos are synchronized by that, the view should generally match pretty closely!

Standing on Destructible Railings

20. Standing on railings should be much improved in latest PTR build.


21. Not a bug, but we appreciate your feedback!
22. Training range is generally lower resolution to reduce performance costs.
23. The Ayutthaya issues should be resolved and the feedback is good!

As always, we appreciate the constructive feedback and examples provided. This assists us in identifying and ultimately resolving many of these issues.

Thank you to all the contributors. We salute you.


Overwatch meets WarCraft with epic RTS custom game mode

Published: 7/Oct/2020 0:12

by Bill Cooney


Overwatch and RTS games like WarCraft and StarCraft might seem like complete opposites, but the two styles have been combined into a very promising-looking Workshop mode that lets you control multiple heroes as if they were individual units.

If we look at Blizzard games like one big family tree, then the StarCraft and Warcraft franchises could probably be considered something like Overwatch’s grandparents.


Back in the day StarCraft especially was one of the biggest esports on the planet, but the RTS genre has sadly fallen to wayside in recent years. Both still have dedicated communities though (even after the disaster that was Reforged) and it’s safe to say a good number also play Overwatch now as well.

Irish Overwatch manager Andygmb clearly hasn’t outgrown his love for real-time strategy, not that one ever does, decided to take the top down style from those games and apply it to all of our favorite heroes using Josbird’s cursor tool in the Workshop mode.


Demo of a MOBA / RTS style control scheme in the Workshop! The possibilities with the workshop are endless! from Overwatch

You can scroll around the map, and drag the map to select multiple units and control them all at once. Like an RTS game, you can tell them where to go, and when to attack something.

Right off the top of our heads if they ever were to make an Overwatch game like this, we’d wager that Roadhog rush would be a great opening build to start with.

But it doesn’t take much to imagine a League of Legends-style game as well being made playable with this type of game either. Sure, Blizzard already has Heroes of the Storm, but that only features a few Overwatch heroes to choose from, where this could add the whole roster.

Overwatch heroes 2020
Blizzard Entertainment
Overwatch has over 30 different heroes that could make all kinds of different units.

With Heroes of the Storm already existing (and producing cooler skins for D.Va than Overwatch itself) our chances of seeing an official RTS featuring the game’s heroes are unfortunately slim to none.

That has never stopped players before though, so we’d keep our eyes out for some kind of League clone to appear before too long on the Custom Game browser. Until then, you can always waste more time playing Among Us there as well.