Insane Wrecking Ball techniques will help you rank up fast in Overwatch - Dexerto
Overwatch

Insane Wrecking Ball techniques will help you rank up fast in Overwatch

Published: 30/Jan/2020 18:38

by Joe O'Brien

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Top-ranked Wrecking Ball player ‘Ball’ demonstrated exactly what Overwatch’s resident hamster is capable of when you’ve mastered his most effective techniques.

Ball is an extremely high-ranked Overwatch player who specializes in playing Wrecking Ball, after whom his account is named.

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As an expert on perhaps the most unique tank hero in the game, Ball is able to pull off some incredible plays against some of the top Overwatch players in the world, and he’s put together a montage that any aspiring Wrecking Ball player could learn from.

Blizzard Entertainment
Wrecking Ball is perhaps the most mobile hero in Overwatch.

Ball makes fantastic use of the double knockback technique with Wrecking Ball, which allows the hero to send enemies flying much further than they might expect, catching them off guard with environmental kills even when they seem a safe distance away from a fall.

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After knocking back an opponent once, Wrecking Ball will not be able to do so again if he maintains momentum. However, by neutralizing his momentum just enough to reset the knockback and then speeding forward again, he can get in a quick double hit that can launch opponents incredibly far.

In addition to showing off the potential that techniques like this have, Ball’s montage also demonstrates a variety of common locations at which enemies can often be caught out. For example, attackers coming around the first corner of Dorado can actually be knocked all the way off of the map, despite seemingly being too far away to be vulnerable.

Ball’s montage includes not only his own perspective of highlight plays, but also the perspective – and reaction – of many of his victims, demonstrating just how difficult it can be to counter a well-timed Wrecking Ball dive.

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With the game’s recent meta having been largely dominated by shield heroes in the tank position, such as Sigma and Orisa, Ball demonstrates that with mastery over the necessary abilities and techniques, Wrecking Ball’s unique skillset and mobility can still be incredibly impactful no matter what composition he’s playing against.

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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