Clever Overwatch trick will help Lucio avoid damage on Dorado - Dexerto

Clever Overwatch trick will help Lucio avoid damage on Dorado

Published: 18/Mar/2019 15:24 Updated: 7/Oct/2020 16:18

by Matt Porter


An ingenious Overwatch player has found a way to utilize some of Lucio’s abilities to avoid damage on Dorado.

Dorado is a map set in Mexico during the Festival de la Luz, which celebrates the end of the Omnic Crisis that destroyed much of the country’s infrastructure and utilities.


Escort is the gamemode of choice for this map, meaning one team must get the payload from one side of the map to the other, with the opposing team trying to stop them. Once the match is over, players swap sides giving both teams an equal opportunity to secure the victory.

This trick will help players avoid damage on Dorado.


Now, a clever Overwatch fan has found a way to use Lucio’s Wall Ride ability to scale up the map and avoid damage – and possibly even launch a sneak attack on opposing players.

The sneaky maneuver requires players to be inside the interior portion of Dorado, and use Lucio’s Wall Ride to start climbing up the walls to gain elevation quickly. Once you are high enough, you should be able to jump across to the large cylindrical pylon in the center of the room, and then use Wall Ride to run around the pole without falling.

You can watch a full clip on how to pull off the trick in the video, provided by Reddit user Padrillium, below.


Found this little trick on dorado. Dunno if it could be usefull. from r/LucioRollouts

Overwatch fans in the comments state that this is likely the best way to avoid an EMP on Dorado if you’re playing as Lucio, or to escape from a possible team wipe.

It’s currently unclear as to whether or not this is an intended area for players to use for protection in Overwatch, but it might be worth taking advantage of it now before Blizzard decides to patch it.


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.