Blizzard responds to Overwatch bug making Tracer's Blinks worthless - Dexerto
Overwatch

Blizzard responds to Overwatch bug making Tracer’s Blinks worthless

Published: 23/Sep/2020 17:41

by Michael Gwilliam

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Tracer is easily one of the most powerful heroes in Overwatch with a kit that, when mastered, can be a frightening force in the enemy backline. Sadly, even with her supreme mobility, an annoying bug can turn the 150 HP menace into a pushover.

Due to her low health, Tracer relies heavily on using her Blinks to get around and confuse the enemy team. When she uses her three Blinks, however, she’s a bit of a sitting duck for anyone with decent aim.

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On Junkertown, there are some nooks and crannies where the game’s mascot can zip in and out to deal massive damage to opponents at a close range. It’s a bit of a trade-off because in these rooms there’s less space for Tracer making her more vulnerable, but she can possibly land a juicy Pulse Bomb ultimate onto enemies.

This all said, as showcased by Overwatch streamer Kragiee, there is one room where Tracer’s Blinks are completely nullified making her about as useful as a Baby D.va.

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Tracer on Kings Row tunnel
Blizzard Entertainment
Tracer without Blinks is very vulnerable.

During a September 22 broadcast, the Twitch streamer and his team had to hold Point A on Junkertown after an abysmal attack phase. While they were doing well, draining half the time off the clock, the Tracer player suddenly found himself in a large health pack room in the middle of the first objective area.

After he noticed the enemy Zarya use her personal Barrier, he aimed to use his Pulse Bomb on the off-tank, but soon remembered that the room he was in was bugged – and we’re not talking about wiretaps.

“Oh no, there’s a bug in here,” the streamer groaned as he tried to Blink backwards against the charged up tank. While he did manage to stick the Pulse Bomb, the Zarya was able to secure the kill onto him before being blown up.

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“F**k dude!” Kragiee swore. “The fact that Blinks are bugged in there is so dumb. Like, I actually can’t Blink in there.”

Once the match was over and the defeat screen faded, the European loaded up a custom game to show his viewers just how bad that room is for Tracer.

As he explained, Blinking in this particular room doesn’t work for Tracer as she doesn’t move forward at all. However, she still uses her Blink cooldowns, making them completely wasted.

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Luckily, it seems like Blizzard is aware of this bug and is working to solve it as a post on the official forums puts Tracer being “unable to Blink in certain, small rooms” in the Known Issues list.

Hopefully, the bug is resolved soon so Tracer players no longer have to worry about their Blinks not working in small rooms, such as that one on Junkertown.

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Until then, it’s something that players should be aware of both when fighting the hero or playing as her.

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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