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Analyzing How the Latest Changes on the Overwatch PTR Will Affect the Meta

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The latest patch on the Overwatch PTR featured some interesting changes. McCree, Reinhardt, and Zarya, three non-dive characters, got a couple of buffs. While this will certainly influence higher picks rates, it will hardly do much to the current meta.

First things first, let’s look at the proposed changes and the Blizzard forums:

McCree

Flashbang

Now slows targets significantly when they are stunned. This makes them less likely to slide away around a corner or something similar once they are stunned.

Reaper

Shadow Step

VO and SFX distance dramatically reduced.

Reinhardt

Hammer

Swing speed increased by ~10%. On top of the swing speed increase, we’ve gone through and tweaked many timings and other things about the Hammer to make it more responsive. Overall it should feel a lot better to swing and make contact with enemies.

Charge

Impacting another charging hero (Doomfist or Reinhardt) no longer deals damage to both characters, but still causes a knockdown on both.

Zarya

Graviton Surge

Now disables all movement abilities of affect targets. This is similar to how Junkrat’s trap affects abilities.

It’s worthy of noting that a few days after Jeff Kaplan said they wouldn’t make changes to take certain heroes out of the meta (specifically referring to fixes that would end the dive meta), these changes seem very… anti-dive. There’s a lot to unpack here, so let’s go hero by hero.

After his latest buffs, Reaper is already a lot more viable than he had been. The change to his Shadow Step simply means that the enemy won’t hear REPOSITIONING from as far away as they currently do. This increases Reaper’s Viability as a flanker, and actually helps him as a dive character.

The other three buffs are wholly anti-dive. McCree’s flashbang slowing stunned enemies down targets movement heroes specifically, especially the current meta dive characters. Now, a dashing Genji will be slown down to make a two shot a lot more easier. A tracer caught mid-blink won’t slide as far, making it easier to one-shot her. A speed boosting, wall riding Lucio will slow down, making him easy pickings for a talented McCree. While this is definitely an improvement, it’s not enough to make any serious impact. It feels like more of a quality of life switch than a heavy buff. Even the reason they gave for the buff preventing a stunned enemy from “sliding around a corner” isn’t too prevalent an issue with McCree or his kit to make for an impactful change. Still, already a pretty powerful hero in the right hands, McCree will definitely see more play time.

The tank changes are a little bigger. Zarya’s are huge, a clear anti-dive change. Her ultimate prevents all movement abilities, so no more double Blinks out or Guardian Angels to another hero. This means a Mercy caught in a surge is a dead mercy. Same goes for Tracer or Genji. Zarya is the most meta hero receiving a buff, so she’ll definitely see a spike in play time. She already works as a dive character, her bubble preventing much needed cover to diving Winstons, or Zenyattas getting dove on. She can dish out a nasty amount of DPS if she gets enough charge, and her ultimate was already of the best in the game. Her changes won’t change the meta, but it might see a reduction in D.Va play time. Zarya won’t become the most favored off-tank, but she’ll be fine with this huge buff.

As a Reinhardt player, these buffs are a dream. Just ask Cloud 9 main tank Kaiser. The swing speed is huge enough on it’s own, but tweaks to make it more responsive will make him a lot more reliable. This will make Reinhardt even better at holding chokes, able to take out squishies even quicker than before. The change in charge is also huge, as two Reinhardt’s charging each other won’t cause damage anymore. Knockback is still in effect, but saving that 175 HP is crucial. This also works with Doomfist, so Doomfist players can now avoid a charge by right-clicking into it. These changes make Reinhardt feel better to play, and definitely more viable. However, with the current state of the meta, heroes have too much movement for him. A good Tracer or Genji knows to avoid the range of the hammer, and Winstons and D.Vas can soak up a few hits before diving out. Still, in those situations where Reinhardt is needed, he’ll be much more powerful.

So, in total, when this patch hits we’ll see play time go up for a few heroes, but the meta will hardly change. Blizzard has to be careful with buffs to these characters, Zarya and McCree can be incredibly overpowered easily, so changes have to come incrementally. A team with Reinhardt, McCree, and Zarya is more viable than it once was, but a traditional dive comp still wins those team fights. With Doomfist on his way in the upcoming patch as well, dive will still be prevalent. He doesn’t add enough to change anything– if anything, he’ll make dive more viable with his own movement abilities. A Doomfist along with a well-timed dive would be a nightmare for a deathball comp. So, while McCree and Zarya’s buff against movement abilities and Reinhardt’s hammer dealing quicker damage definitely makes them more anti-dive heroes, it’s not enough to unseat Winston, Tracer, Genji, and D.Va from the current meta. Perhaps these changes are the start of what leads us to a more split-dive meta. As of right now, though, those days are far away.

Check out the current PTR patch notes here!

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Helldivers 2 Players Face Overwhelming Hordes of Factory Striders

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In the ongoing conflict against the Automaton invasion fleet, the Helldivers 2 players have successfully halted their advance. However, the situation has now reached a tiresome stalemate. Yet again, the machines refuse to take a break from their relentless pursuit of progress, with reports emerging of the Factory Striders being deployed in record-breaking quantities.

There have been reports of alleged machines that were supposedly encountered during Operation Swift Disassembly, which was just the beginning of a larger campaign. However, these accounts should be taken with a grain of salt, as they are unverified and seem to be more on the imaginative side. Factory Striders have gained a reputation as formidable weapons platforms that can produce more Automatons while enduring significant damage. If the machines are able to withstand such a relentless assault, it will be necessary to develop innovative strategies.

Have you come across groups of Factory Striders in Helldivers 2? Which strategies are proving to be the most effective in taking down these armored brutes? The Orbital Railcannon Strike will prove to be a valuable asset in the comments section below.

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Todd Howard affirms that the timeline of the Fallout series is coherent and well-constructed

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The recent release of Amazon’s adaptation of Fallout has ignited a renewed interest in the series and brought attention to the captivating alternate history that forms its foundation. Fans have expressed concern that the TV show’s events might be at odds with the plot of the Obsidian Entertainment video game New Vegas. Warning: Spoilers ahead for New Vegas and Amazon’s show!

Bethesda Game Studios director Todd Howard and Fallout TV executive producer Jonathan Nolan recently sat down with IGN to discuss the timeline. Howard was taken aback when showrunners Graham Wagner and Geneva Robertson-Dworet presented him with the surprising concept of obliterating Shady Sands, the bustling capital of the New California Republic, in the aftermath of the events in New Vegas. Howard eventually warmed up to the idea: “After discussing it, we realized that this could be a significant story moment that many things hinge upon.”

It seems that they had to make some tough decisions to ensure everything fell into place, but Howard emphasizes the importance of preserving the integrity of the Fallout timeline: “We take great care with the timeline. There seems to be some confusion in certain areas. However, all the events from the previous games, including New Vegas, did occur. We take great caution in that matter. We’re really pushing the limits here, but the explosions occur right after the events of New Vegas.

What are your thoughts on this? Is it up to par? Even though it may not have a significant impact on the overall quality of the games or show, it is comforting to know that those in charge are paying attention. We value your feedback and would love to hear your thoughts in the comments section below.

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Evaluating Fallout 76’s Value in 2024

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If you’ve been keeping up with the new Fallout show on Amazon Prime, chances are you’ve been relying on PS Plus Extra and PS Plus Premium to access and enjoy one of Bethesda’s legendary RPGs. We decided to bypass the highly acclaimed Fallout New Vegas and Fallout 3, opting instead to explore the vast landscapes of West Virginia in Fallout 76. Infamous for its initial reception, Todd Howard’s “Fallout with Friends” has evolved significantly over the past six years. However, does that imply the game is of high quality? Is it worth playing in 2024?

As we ventured out of Vault 76 for the very first time, we were determined to find the answers to those burning questions. Recalling our escapades on the Push Square YouTube channel, we encountered quest-giving NPCs—a feature that was surprisingly absent upon release—awe-inspiring bases built by fellow players—and an abundance of loot that could easily burden us 76 times over.

In the midst of the vast array of open-world online experiences, we found ourselves quite enthralled by the combination of 50s classics playing in the background as we obliterated the heads of ghouls. And to top it off, we were able to enjoy all of this with our friends. Exploring the wasteland in the company of a ragtag band of survivors adds a unique element to Fallout 76, setting it apart from other games in the series. However, does it manage to prevent us from uninstalling and transitioning to one of the mainline entries in the series? To discover more, be sure to watch the complete video!

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