Former San Francisco Shock analyst explains how Brigitte is Overwatch's "problem child" - Dexerto

Former San Francisco Shock analyst explains how Brigitte is Overwatch’s “problem child”

Published: 3/Oct/2018 17:14 Updated: 5/Mar/2019 16:18

by Bill Cooney


Brigitte has been the scourge of tank players ever since she was introduced into Overwatch, but former San Francisco Shock analyst Harsha Bandi has some ideas to make her more enjoyable to play against while retaining her ability to contribute to her team.

In the Youtube video, Harsha explains that before Brigitte was introduced, the dive team composition was the strongest in all of Overwatch, Brigitte counters this by helping her team isolate and eliminate dive tanks with her crowd control abilities.


“She really makes a Winston’s job hard,” Harsha explained in the video, and added that her crowd control abilities can make her a little overbearing to play against.

But crowd control is only one issue with Brigitte, her ability to give teammates temporary and permanent armor in defensive or offensive situations is another reason playing against her can feel overwhelming.


As a result of Brigitte’s almost constant pick rate in competitive and pro levels of play, we see more Doomfist and Sombra, heroes who can nullify or overpower the armor she puts out.

Harsha ends the video with his suggestion that toning down the amount of armor Brigitte can distribute to her team and focusing more on the crowd control aspects of her kit would lead to a healthier Brigitte and more styles of team play in competitive.

An analyst for the San Francisco Shock during the Inaugural season of the Overwatch League, Harsha left the team to pursue other opportunities in the offseason.


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.