This fan-made Overwatch concept is the winter skin Doomfist deserves - Dexerto
Overwatch

This fan-made Overwatch concept is the winter skin Doomfist deserves

Published: 28/Nov/2018 20:57 Updated: 28/Nov/2018 21:04

by Bill Cooney

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Doomfist is one of the few heroes in Overwatch that doesn’t have a Winter Wonderland skin yet, so one fan decided to take matters into their own hands and create their own awesome skin concept.

After his release in 2017, Doomfist didn’t get a Winter Wonderland skin during that year’s event, disappointing a lot of fans who wanted to see one.

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With Overwatch’s Winter Wonderland event typically starts sometime in the second week of December, most likely on Thursday, December 13 this year, one artist has decided to fill the hole themselves.  

Tyler Sheehan600https://subroutine.artstation.com/projects/xzYRlE

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The skin concept by concept artist Tyler Sheehan reimagines Doomfist as a frost giant, complete with a wooden fist instead of metal.

Doomfist also gets a polar bear pelt, which along with all the wood and ice really make this skin perfect for winter.

Tyler Sheehan600https://subroutine.artstation.com/projects/xzYRlE

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There’s been no word yet what heroes will officially get new skins for this year’s event, but Blizzard should start revealing some on the Overwatch Twitter page leading up to the start of Winter Wonderland 2018.

Even if Doomfist does get a skin this year, it will have a tough time competing against this great fan-made concept.

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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