Overwatch: Incredible Vishkar tank hero concept looks game-ready - Dexerto
Overwatch

Overwatch: Incredible Vishkar tank hero concept looks game-ready

Published: 19/Jun/2019 11:30 Updated: 19/Jun/2019 11:59

by David Purcell

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If you’re looking for an Overwatch hero concept that brings together the impressive innovation of Vishkar Corporation, the strength of a warrior, and the presence of royalty – you have come to the right place. 

Blizzard Entertainment’s game has attracted one of the most creative online communities since the game’s initial May 2016 release, with players taking their experience from the game and forming their own vision for brand new additions – whether they be cosmetics, weapons, or even new additions to the hero roster.

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Well, a new creation uploaded to the ‘Blame The Controller – Overwatch‘ YouTube channel is a perfect example of that, and it looks pretty much game ready. 

Blame the Controller - Overwatch, YouTubeThe Tarak Overwatch concept has a similar outfit to that of other Vishkar members, with a twist.

The hero concept, which has been named Tarak, was born out of a clear creation process – most of which is outlined in the video below. The YouTuber wanted to create an Overwatch tank that offers backline protection, a tank with speed, and – of course – an omnic that was created by Vishkar. 

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“This omnic would be primarily constructed from hard light materials and incorporate the absolute finest in Vishkar technology,” the description of the character states, with it being labelled “the finest and most advanced omnic ever created.”

Tarak is an off-tank with a number of unique abilities, such as Photon Cannon, its main damage mitigation tool Barrier Guard, an ultimate of Repulsor Field and a few more, which are explained in further detail throughout the video. 

Photon Cannon would be the character’s primary weapon, with a damage of 12 per hit. Barrier Guard would provide the character with a huge shield, ranging over two meters, and would allow him to still attack while the guard is up.

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The ultimate, however, would allow the hero to push enemies away pulse by pulse, while giving Tarak the opportunity to attack them while this takes place. 

It’s unlikely that the concept hero will ever make it into the official Overwatch game, but it won’t stop its creator and fellow fans from imagining what Blizzard has lined up next for them.

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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