Overwatch community confused as Reinhardt bug prevents big Earthshatter - Dexerto

Overwatch community confused as Reinhardt bug prevents big Earthshatter

Published: 5/Mar/2020 2:21

by Alan Bernal


A strange glitch in Overwatch cursed one Reinhardt’s Earthshatter ability moments before they got hit with the same ult from the other team.

At the peak of the stairs on Oasis, a Reinhardt can be seen lining up what would have been a devastating Earthshatter on the enemy team.


But the moment of glory was quickly taken away from the player, seeing as a bug stopped the effects of the hammer slam in its tracks. Adding insult to injury, moments later, an enemy Reinhardt countered with his ultimate that managed to connect despite what had just happened.

The Overwatch community have a long history with bugged Reinhardt ultimates.

Reddit user ‘luthien790’ was on the team that had the bugged Reinhardt ultimate, an instance that managed to confuse everyone involved.


“It was our team that ‘missed’ the slam and then got counter slammed,” they said. “Even the enemy [Reinhardt] was like ‘WTF WAS THAT??’”

If the ultimate would have landed, then it could have taken with it at least three players with the possibility of a few more.

Any thoughts on what blocked this? xD from Overwatch

Another user quipped that the botched ultimate must have been “divine intervention,” but at first glance, it looks like that’s the only explanation.


To put more salt in the wound, the replay clearly shows that the bugged Reinhardt ult connected with the ground as its imprint lies inches away from the slam that ultimately stunned them.

Unfortunately, this isn’t a random glitch. More players have encountered these kinds of bugs, especially with the Earthshatter ult.

luthien790 via Reddit
Both Earthshatter imprints are shown, but only one connected.

“Hammering on angles has mixed results,” user ‘liquiddil’ explained. “I main [Reinhardt] and this s**t happens all the time. Strange thing is that if you’d hammered at the bottom of the stairs it would have worked.”


It isn’t the first time people come across a problem with Reinhardt’s ability kit, as another person described an even more bizarre moment.

User ‘Krampus_Kringle’ said: “Yeah I’ll never understand this. I was playing a game and got shattered upstairs, in a room, not in [Reinhardt’s line of sight]. I love [Reinhardt] but unfortunately, his ult and pin are wonky.”


Even after the 1.45 patch, people have been encountering a strange interaction between Zarya and  Reinhardt that warranted the attention of the devs.

Overall, players would like Blizzard to patch these kinds of bugs that make Reinhardt’s Earthshatter and other abilities unpredictable in nature.


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.