Overwatch players find unusual trick for Hanzo’s Lunar New Year emote - Dexerto
Overwatch

Overwatch players find unusual trick for Hanzo’s Lunar New Year emote

Published: 29/Jan/2020 19:30

by Bill Cooney

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Overwatch’s Lunar New Year event is in full swing, and players have somehow discovered the latest trick shot that can be pulled off in-game.

Trick shots are nothing new in Overwatch, and some players still practice their basketball skills every time they’re in spawn.

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Now, a player named KuNatsu on Reddit has upped the ante with a new skill shot for Hanzo’s “Sky Lantern” 2020 Lunar New Year emote.

As you can see in the video above, usually the lantern just floats away peacefully into the air as Hanzo releases it.

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But, KuNatsu discovered that if you spin him around in the Hero Gallery while he’s releasing the lantern, it can shoot off into the distance behind him.

Somehow they came up with a plan to put this newfound knowledge to use by sending the lantern through the window on Lijiang Tower’s Night Market stage with an epic trick shot.

The move had to be performed in the Hero Gallery, since it’s not possible to spin around as needed for the shot while emoting in the game.

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It probably took more than a few tries to figure the shot out, but KuNatsu was able to yeet the lantern through the open space and out over the city.

Some Redditors threw out some somber “Kobe” comments to describe the shot, and pay tribute to the late, great Los Angeles Laker’s legend Kobe Bryant who passed away on January 26.

As Hanzo would say, the shot all came down to “simple geometry”, and a questionably thorough understanding of Overwatch’s mechanics to even know that something like this is possible.

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Blizzard Entertainment
At this point, should we expect anything less from Hanzo players?

If you want to pick up Hanzo’s “Sky Lantern” emote there’s still time, Overwatch’s Lunar New Year event runs until February 5.

The emote is available in Lunar New Year loot boxes, but players can also purchase it for a cool 750 coins from the Hero Gallery if they’ve fallen out of favor with the RNG gods.

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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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