Overwatch player creates Lucioball mode with nothing but Roadhog - Dexerto

Overwatch player creates Lucioball mode with nothing but Roadhog

Published: 7/Aug/2020 22:02

by Bill Cooney


One Overwatch player has finally created a Lucioball game mode featuring someone other than Lucio, and it’s a wild twist on the classic Summer Games minigame.

Lucioball has been around since the very first Summer Games event all the way back in the “good old days” of 2016, and ever since, players have wondered what it’s iconic minigame Lucioball would be like with different heroes.


So, one player finally decided to put someone else in the driver’s seat, thanks to the expanded options that have been added to the Overwatch Workshop lately, and for some reason, they went with Lucio’s polar opposite Roadhog.

Hog might not seem like the first choice for a mobile minigame like Lucioball, but looking at a clip from the game mode, it’s easy to see how it could actually be a really good time.


I used the Workshop to create Lúcioball except it’s Roadhog [Code: FZEPZ] from Overwatch

As expected, the gameplay is… shall we say, a bit slower than with Lucio running the show, but Hog is still able to hustle around and use his healing ability to increase his speed in the same manner as Lucio’s Amp it Up. The jump pads give him a little bit extra mobility on top of that, as well.

Much like in regular Lucioball, Roadhog can’t use his primary fire to move the ball, so instead, he’s stuck meleeing to get it around the map. He can hook enemy players though, which really does add another dimension and makes the mode we’ve played for the last few years finally feel fresh again.

The best part about this new-and-improved Lucioball mode featuring Roadhog? You can play it right now in Overwatch Custom Games if you want to try it out, with the Workshop code FZEPZ.

Roadhog in Overwatch
Roadhog is finally getting a chance to show off his athletic ability. That’s all muscle, in case you didn’t know.

Overwatch devs actually did make significant changes to the minigame themselves this year, with the new “Lucioball Remix” mode, which adds additional obstacles and playable surfaces to the previously wide-open maps. It also decreases cooldowns to make for an even wilder time playing.

One of the biggest complaints about the minigame in previous years was that it had become stale, with no real changes being made since it first came out in 2016. That shouldn’t be the case this year, as the new Remix mode and custom editions made by players themselves should keep all of us Lucioball addicts plenty entertained.


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.