Throw down in Lucio’s Pro Skater Overwatch Workshop mode - Dexerto
Overwatch

Throw down in Lucio’s Pro Skater Overwatch Workshop mode

Published: 16/Jun/2019 0:01 Updated: 16/Jun/2019 0:13

by Bill Cooney

Share


Twitch streamer Overwatch Workshop mode and his latest creation finally lets Lucio shred to his heart’s content.

Lucio’s aptly named “Wallride” passive allows him to cruise along walls instead of just running and provides a lot of extra mobility for the support hero.

Advertisement

For ages, Lucio players have just been looking for a way to just surf some walls in peace without anything like rules, objectives or annoying DPS to harsh their mellow.

DarwinStreams decided to give Lucio mains everywhere a gift with his new mode that’s entirely focused on wallriding.

Advertisement
Blizzard Entertainment“Can’t stop, won’t stop.”

“I could do this all day!”

Darwin’s mode might have the best name possible for a Lucio skating game “Lucio’s Pro Skater”, there may be some copyright issues with it but as far as we know Activision doesn’t really care about Overwatch Workshop names, yet.

In Lucio’s Pro Skater, players use primary fire to spin around, W and A to move up and down on the wall and use his Boop to propel himself upward.

Players can score points by spinning in mid-air (more points for more spins), jumping from wall to wall, Booping themselves up and even from saying hello.

Advertisement

Darwin himself simply describes it as “A chill mode, just to have fun as a bunch of Lucios.” Which is all Lucio players really want anyway.

For players who want to test their shredding skills out in Lucio’s Pro Skater, the code is: QFQM0.

An Overwatch Workshop pro

DarwinStreams may hold the record for most original Overwatch Workshop modes created since the feature became available on the PTR.

Advertisement

He’s made everything from an Overwatch fighting game to giving Reinhardt his own Shield Bash (take that Brigitte) and even made D.Va’s Defense Matrix eat enemy heroes.

We don’t know what Darwin is planning on making in the Workshop next but fans can tune into his Twitch stream, where he makes all his Workshop masterpieces, to find out.

Advertisement
Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

Share


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. 

Advertisement

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. 

Advertisement
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.

Advertisement

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.”

Advertisement

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.

Advertisement