Overwatch fan brings Warframe’s movement to Overwatch with the Workshop - Dexerto

Overwatch fan brings Warframe’s movement to Overwatch with the Workshop

Published: 4/Jun/2019 21:28 Updated: 4/Jun/2019 21:44

by Bill Cooney


One creative Overwatch player has taken movement mechanics from Warframe and put them into Overwatch with the new Workshop mode.

Warframe is even older than Overwatch, it came out all the way back in 2013 and it’s a cooperative, third-person, shooter that still has a decent following.


Movement is one of the most important elements in Warframe for players to master, so Reddit user Fotomik decided to bring it to Overwatch using the Workshop.

Digital ExtremesWarframe still has a loyal following, despite being 6 years old.

How is it different than normal Overwatch movement?

Fotomik’s Workshop mod adds a few new dimensions to the way heroes move in Overwatch, to make things work more like they do in Warframe.


In the mod, all heroes can sprint like Soldier, but they’re also able to slide along the ground, which gives us some serious Apex Legends vibes as well.

Players can also pull of “Bullet Jumps” which seem similar to Hanzo’s directional leap and activate bullet time when they hold the secondary fire button.

The new system could allow for some pretty cool-looking highlights, and would make for some very interesting FFA Deathmatches as well.


via Gfycat

What’s coming next to Overwatch?

Currently, Overwatch is in the last week of the Anniversary event, which ends on June 10 and the next planned event won’t be until the Summer Games, which start in August.

Overwatch Director Jeff Kaplan teased more “Major new content” coming to Overwatch, along with the new replay feature, which is still on the PTR.


Besides Hero 31 arriving sometime this summer, Kaplan didn’t get very specific about what the new content will be, or when it will be arriving.


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.