Overwatch streamer explains how to use psychology to improve your Ana grenades - Dexerto
Overwatch

Overwatch streamer explains how to use psychology to improve your Ana grenades

Published: 22/May/2019 23:51 Updated: 23/May/2019 0:03

by Bill Cooney

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Overwatch streamer Nathan ‘KarQ’ Chan has shared a brilliant strategy to help you land more hits with Ana’s Biotic grenade.

Having a solid Biotic Grenade toss is a must for any serious Ana player, and thanks to the new Overwatch Workshop, there’s a whole mode dedicated to practicing this skill.

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During a stream on May 22, KarQ gave viewers some big-brained advice on how to use psychology, of all things, to land better Ana grenades.

Blizzard EntertainmentAna stays one step ahead of the competition, usually.

Psychology in Overwatch?

As KarQ approached the point on Nepal’s Shrine map, he told viewers he always throws his grenades to the left side of the point to try and get as many enemies as possible.

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“Most people in this world are right handed, so a lot of people like to go right,” he explained. “From their perspective, going right means my left, so I throw a nade on the left.”

Just because KarQ demonstrated this on Nepal doesn’t mean it wouldn’t work on other maps as well, for example LiJiang Tower’s Control Center would be another one where this could work.

For players who don’t play Ana, this could be a reminder to switch up the usual routes you take to get to point, unless you want someone to start taking advantage of it.

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Overwatch Anniversary 2019

Ana, unfortunately, did not get a new skin for this year’s Overwatch Anniversary event, but her daughter Pharah ended up getting two out of the 11 new skins this year.

Besides new skins there are new dance emotes for Ashe, Hammond and Baptiste so they won’t feel left out when every other hero in spawn is breaking it down.

Overwatch’s Anniversary event runs from May 21 to June 10 and all items from every previous event will be available along with all the other Anniversary loot.

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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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