Overwatch player discovers mind-blowing Mei and Symmetra flank on Dorado - Dexerto
Overwatch

Overwatch player discovers mind-blowing Mei and Symmetra flank on Dorado

Published: 17/May/2019 21:14 Updated: 17/May/2019 21:22

by Bill Cooney

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One big-brained Overwatch player has come up with a new defensive flanking route on Dorado for Mei and Symmetra that could really surprise the attacking team.

Traditionally, when defending on Dorado, the quickest route back to the first point after respawning is to follow the path the payload takes through the gate.

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That is, until Overwatch player ‘Andygmb’ shared his new defensive flanking route for Symmetra and Mei on Dorado that could give them the element of surprise.

This is the route Andygmb’s new flank takes on Dorado.

“I’m going to have to science the heck out of this”

The flank is pretty ingenious and takes players from the second spawn to the tall orange building right across from the first attacking spawn.

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First, Mei and Symmetra have to position themselves on the stairs above the third attacking spawn and then take a leap of faith towards the gap in between there and the first area of the map.

Before being eliminated, Mei has to put her Ice Wall out in the right spot to give her and Symmetra a platform to use her Teleporter, which gets them to the roof of the tall orange building preferred by snipers.

Obviously this will take a little practice to get down, so a teammate who also knows what’s up is definitely needed to make this go smoothly.

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via Gfycat

New Overwatch glitches?

Besides new flanking routes, Overwatch players have discovered a few new glitches this week, like Torbjorn’s turret being able to shoot through walls.

On Volskaya and Dorado, Torbjorn is able to place his turret in certain areas to let it shoot through walls without taking any damage.

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Blizzard doesn’t have the glitch listed in their known issues list for this patch, but with the amount of players complaining about it, they’ll probably want to fix it soon.

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
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.

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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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