Overwatch player creates perfect improvement for Genji's dash - Dexerto
Overwatch

Overwatch player creates perfect improvement for Genji’s dash

Published: 11/Jun/2019 13:34 Updated: 11/Jun/2019 14:31

by Joe O'Brien

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An Overwatch player has used the Workshop to create an epic animation adjustment for Genji’s Swift Strike.

Genji’s Swift Strike, more commonly referred to simply as his ‘dash’, sees him dart swiftly forwards, dealing damage to any players he passes through. The ability cooldown resets whenever he gets an elimination, allowing him to potentially dash back and forth with a well-timed use among an enemy group.

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Prominent Workshop creator DarwinStreams has now used the feature to create an updated version of the ability that would give players a greater sense of what Genji is actually doing when he dashes forward.

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The Workshop doesn’t give players the ability to truly adjust hero animations, as there’s no way to edit character models or movements. What is possible, however, is to adjust the camera angle, which Darwin used to improve Genji’s dash animation.

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In the Workshop version, instead of remaining in first-person view for the ability, the camera quickly shifts to a third-person perspective, allowing players to see the dash being performed rather than just experiencing the camera moving forward, before returning to first person to allow play to continue seamlessly.

Genji Dash Animation Rework [workshop by DarwinStreams ft. Necros] from r/Overwatch

The adjustment is purely visual, as players can’t perform any other action during the dash and therefore aren’t prevented from doing anything during the new animation that they would otherwise be capable of.

The change would also technically be a minor buff for Genji, as the brief third-person perspective switch would give the player a slightly better view of their surroundings. For a hero who is so heavily based on movement and positioning, allowing for better target acquisition and planning their next moves could be quite valuable.

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Darwin is one of the Workshop’s most prolific creators. Since the feature’s release to the Public Test Realm (PTR), he’s developed everything from fun modes like D.Va Racing, to training modes for heroes like Ana and Reinhardt, and even introduced interesting mechanics like target-seeking and steerable variations of rockets.

Blizzard haven’t announced whether they’ll ever add support for making map or character edits to the Workshop, but changes like this for Genji demonstrate that it’s already possible to make some updates with a bit of creativity.

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
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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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