Overwatch: Tips and tricks for D.Va's Defense Matrix - Dexerto

Overwatch: Tips and tricks for D.Va’s Defense Matrix

Published: 5/Apr/2019 23:01 Updated: 31/May/2019 22:09

by Bill Cooney


D.Va is a fan favorite character in Overwatch, and her Defense Matrix can be one of the most powerful abilities in the game when used correctly.

Defense Matrix allows D.Va to “eat” any enemy projectile, negating 100% of damage; this even includes ultimates like Zarya’s Graviton Surge or McCree’s Deadeye, to name just a couple.


However, mastering the art of the Defense Matrix can take a lot of trial and error as well as practice, so Overwatch YouTuber Kappachino decided to make a video that explains what to do and what not to do with the ability.

Blizzard Entertainment“I think your clock’s off”

So, how do we Defense Matrix like the pros?

One of Kappachino’s first tips is to save Matrix for fatal burst damage, instead of using it to absorb random “chip” damage that doesn’t have a chance of killing teammates.


Instead, D.Va players should save their Defense Matrix for full on team fights, since it will be much more valuable there absorbing damage than in a 1v1 situation.

Due to recent nerfs that increased Defense Matrix’s cooldown from one second to two, conserving charge for the ability is more important than ever.

Kappachino provides a great rule of thumb in the video: for every one second of Defense Matrix use, players need to allow for four seconds of cooldown and recharge time.


One other tip is to remember that Defense Matrix doesn’t have to be used only to defend D.Va, but can be used to cover teammates, such as peeling for healers in the backline.

“Peeling,” as some Overwatch players may know, is the process of protecting your vulnerable teammates by removing threats, like a Tracer or Genji wreaking havoc in your backline.

Kappachino goes over a lot more than we could cover in their video, and they make it clear that despite recent nerfs, D.Va is still one of the most useful heroes in Overwatch.


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.