Overwatch player shows what Ashe's Dynamite is capable of with beautiful Play Of The Game - Dexerto

Overwatch player shows what Ashe’s Dynamite is capable of with beautiful Play Of The Game

Published: 6/Nov/2018 16:53 Updated: 6/Nov/2018 17:15

by Ross Deason


November 5 was an exciting day for Overwatch fans around the world as the all-new, and highly anticipated, new Hero, Ashe was finally released on the PTR.

The PTR (Public Test Region) allows players to test out new features, heroes and more before they are added to the game on a full-time basis, and the the introduction of Ashe meant that it has been busier than ever over the last 24 hours.


Ashe is a DPS hero who carries an impressive Viper rifle around that can fired from the hip or used in ADS mode with the alternate fire button. She also carries around a Coach Gun for mobility and Dynamite that works as a timed explosive or can be shot for instant detonation.

Despite the all-new hero only being introduced to the PTR on November 5, players are already beginning to get the habit of using Ashe’s various weapons and abilities, as one clip that was shared on Reddit shows.


Posted by ‘St_SiRUS’ on the Overwatch subreddit, this incredible Play Of The Game sees the player, QUEENLANA’, pick up an incredible five kills by shooting Ashe’s Dynamite at the perfect time:

Ashe also has an interesting ultimate that calls in her Omnic butler, B.O.B., who acts like an extra hero combined with a powerful Torbjörn turret.

If you’re a PC Overwatch player, we’d highly recommend playing a few games with Ashe because it’s one of the most rewarding experiences in the game right now.


It will be interesting to see how the top players adapt to using, and countering, the all-new Hero moving forward. For the time being, though, we expect to see Ashe players making a lot of things go ‘BOOM’!


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.