Sneaky Genji Junkertown spot gives you the drop on Overwatch opponents - Dexerto
Overwatch

Sneaky Genji Junkertown spot gives you the drop on Overwatch opponents

Published: 26/Jun/2020 19:54

by Bill Cooney

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Genji is popping up all over Overwatch these days, and there’s a new spot on Junkertown that your enemies will never see coming until it’s too late.

Overwatch’s resident Cyborg Ninja saw some major buffs in the June 16 Retail Patch, and as a result, he’s rocketed up the charts to become one of the most played heroes in the last week.

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Because of this increased amount of playtime, we’re now seeing more tips and strategies for Genji begin to pop up, including this delightfully devious spot on Junkertown’s first major choke.

You can see how to get to the spot, high above the platform above the main Junkertown gate, and how effective he can be from up there, in the below clip from Reddit user NyxiOW.

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I don’t post spots for Genji often, but when I do… they’re actually useful! from r/Overwatch

To reach the perch, players need to wall-climb up on the second level of Junkertown’s gate, then dash as far left as you can to eventually reach the pipe. It’s important to crouch as soon as you land, otherwise Genji will simply slide right off.

Once you’re safe and sound up there, the chances of you being spotted by an advancing enemy are slim to none, since it’s not a spot most players are used to checking. Combine it with Dragonblade (as seen above) and you have all the ingredients for a potential team wipe right there.

Of course, once you reveal your position to the enemy team during a match, it might not work again as they should wise up to your antics, so you should try and get the most out of your first attempt.

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Blizzard Entertainment
Genji’s ultimate can do some serious damage from the crow’s nest on Junkertown.

Like we mentioned earlier, Genji saw significant buffs in the most recent Overwatch patch, including one that increased the duration of his deflect from 1.5 seconds to 2.

This might not seem very significant at first, but can make all the difference if you don’t make it up to this perch and have to make a tactical withdraw in the face of the enemy, which hopefully doesn’t include a Winston.

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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