Overwatch Workshop mode lets players practice eating enemy ultimates with D.Va - Dexerto

Overwatch Workshop mode lets players practice eating enemy ultimates with D.Va

Published: 18/Jun/2019 0:30 Updated: 18/Jun/2019 0:44

by Bill Cooney


A new Overwatch Workshop mode from DarwinStreams allows players to practice eating enemy ultimates with D.Va’s Defense Matrix.

Defense Matrix is one of the most valuable abilities in the game, and it can completely cancel out ultimates like Zarya’s Gravitron Surge, Mei’s Blizzard, and Hanzo’s Dragonstrike.


To help players master gobbling up ultimates, DarwinStreams created the aptly-named “D.Va Eat Practice” mode.

Blizzard EntertainmentDefense Matrix makes D.Va a dangerous hero to ult against.

Like a Gravitron buffet

In D.Va Eat Practice, Zarya bots randomly appear and fire their ultimates at the D.Va player, who stands on the bridge in the second point on Eichenwalde.


It’s up to players to react to Zarya, and attempt to eat as many of her ultimates as possible. For players who want even more of a challenge, you can add an extra Zarya bot, and loud background noises to make reacting even tougher.

Players can also practice eating Mei’s ultimate too, by simply switching out the Zarya bot with a Mei one. No word on whether Hanzo works yet or not, but adding his Dragonstrike into the mode would make sense as well.

For players who want to practice eating ultimates with D.Va to their heart’s content, the Workshop code is: 4F7R2. Darwin also included a tutorial with more details on how to set up the mode.


(Mobile viewers, click here to watch the following clip on Streamable.)

Is Defense Matrix getting nerfed?

D.Va has a nerf currently on the PTR that reduces the range of her Defense Matrix from 15 meters to 10, which means players will have to get used to the shorter length.

DarwinStream’s Workshop mode could prove very useful for D.Va players trying to get used to the changes made to the ability, though.


We don’t know why Blizzard feels the need to keep picking on D.Va and her fans, but at least they haven’t taken the ability away from her entirely.


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.