Overwatch players execute Sombra with perfect planning and team-work - Dexerto

Overwatch players execute Sombra with perfect planning and team-work

Published: 12/Nov/2018 18:25 Updated: 12/Nov/2018 18:26

by Joe O'Brien


Two players worked together for one of the more satisfying results you’ll see in Overwatch.

There’s nothing quite like the feeling of a plan coming together, and when it’s a particularly creative plan even witnessing the result can be satisfying.


That’s perhaps especially true when the plan involves taking out an enemy Sombra, whose ability to go invisible and teleport away can make her as irritating as she is evasive.

While playing on the defensive side of Watchpoint: Gibraltar, u/LtChestnut and a friend worked together to eliminate Sombra in a particularly crushing fashion – both literally and figuratively.


A common tactic for Sombra players is to place their translocator on a health pack, enabling them to teleport to relative safety after making their play and heal up some of the damage they might have taken.

Blizzard EntertainmentA well-played Sombra can be one of the most irritating heroes to deal with in the game.

Knowing this, LtChestnut and the appropriately-named Reinhardt “JohnyDeath” set up around the large health pack on the second stage of Watchpoint: Gibraltar.

LtChestnut, as McCree, was the scout. His job was to simply identify the Sombra and scare her enough to translocate. LtChestnut managed to land a flashbang, which might even have secured the kill on its own – but where would be the fun in that?


There can be no true despair without hope, and LtChestnut was intent on channeling his inner Bane. Rather than even take a shot at the stunned Sombra, he simply watched as she disappeared, seemingly saved, and right into the path of an incoming Reinhardt charge.

via Gfycat


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.