Clutch Overwatch Winston trick makes D.Va's ultimate useless - Dexerto
Overwatch

Clutch Overwatch Winston trick makes D.Va’s ultimate useless

Published: 20/Sep/2020 19:52

by Theo Salaun

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A nifty Overwatch play is reminding the game’s player-base just how useful Winston can be as a main tank, showcasing how clever bubble placement can completely negate a D.Va ultimate.

Winston has long been one of Overwatch’s most unique, big-brain heroes. In the olden days, he was the professional scene’s most popular tank, particularly following exposure of his innovative suite of abilities by South Korean main tank Gong ‘Miro’ Jin-hyuk. Now, with nerfs to Orisa, Winston may regain some prominence and this trick shows precisely why.

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Although he has one of the weakest shields and lowest DPS among tanks, his Tesla Cannon’s capacity to bypass shields and damage multiple heroes at once is very unique. More importantly for a quasi-main tank, his bubble (or, formally, Barrier Projector) only has 700 health and lasts for just nine seconds, but exists as a complete sphere, granting interesting potential when combined with the six-second cooldown of his Jump Pack.

Although this trick, using Winston’s bubble to deny a D.Va bomb, has been available since Overwatch’s debut in May 2016, it may be unfamiliar to newer players or those who never got the chance to watch the professional scene in its early years. 

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Saved the dva bomb midair with my winston bubble! First time trying a play like this.. pretty proud of it! 🙂 from Overwatch

As shown by ‘TypeMoney’ on Reddit, a perfectly timed jump and barrier deployment from Overwatch’s largest scientist can completely contain catastrophe. With the enemy D.Va’s Self-Destruct set to explode mid-air, TypeMoney is able to predict the exact time of detonation (which takes three seconds, for reference), jump to it at the right moment, drop the bubble exactly around it, and escape unharmed.

Since this is entirely mid-air, the D.Va bomb, winston, and his bubble all drop toward the ground, making calculated timing a true necessity to pull it off. It’s a very different experience than deploying Orisa’s shield on the ground and hoping your team scurries behind it in time to avoid the explosion’s damage (which ranges from 100 to 1000).

This may be comfortable for those with Winston and dive-comp experience, but it’s worth practicing for tanks who want to have the flexibility to adapt when metas shift. It’s nice when you can protect some teammates with a shield, but being able to completely render an opposing ultimate useless is a potential game-changer.

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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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