Overwatch players discover strange bug with Junkrat's Steel Trap - Dexerto

Overwatch players discover strange bug with Junkrat’s Steel Trap

Published: 11/Mar/2019 15:48 Updated: 11/Mar/2019 16:14

by Connor Bennett


Overwatch players have discovered an apparent bug with Junkrat’s Steel Trap ability – as enemies are able to escape earlier than they should be able too.

Getting trapped by Junkrat’s Steel Trap is meant to keep a player locked down for three seconds, while also dealing damage and stunning the trapped player for an additional second.


However, one player has discovered that there seems to be an issue with the length of time players are tapped for, making an extremely quick getaway from the Junkrat who had taken aim at them.

Blizzard EntertainmentJunkrat’s Steel Trap is a key part of his devastating arsenal.

In a video posted to the Overwatch subreddit, user terppa112 showed off just how they were able to escape the trap with relative ease while playing as Lucio.


After the ‘TRAPPED’ text prompt appeared on screen, the Lucio had the ability to wall run within moments instead of being locked in place – even though a visual bug appeared to show the Trap being attached to the player.

How did i wallrun with trap on my leg from r/Overwatch

It’s not quite clear if this is a known bug to Blizzard, but terppa112 stated that it happened in a normal game server and not the Public Test Realm – where glitches and bug are common as they haven’t been released to the full game.

While terppa112 appeared to be surprised, some fans suggested that it is quite common to encounter. “I am a Lucio main and this actually happens quite often. I just hoped nobody would ever realize,” replied one user. 


It remains to be seen if the issue becomes widespread enough that Blizzard are forced into making a change. 


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.