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	<title>Overwatch Character Guide: Reaper Bastion And Mercy - 版の履歴</title>
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		<title>2025年12月5日 (金) 03:31にAidaHitt892による</title>
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		<updated>2025-12-05T03:31:08Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月5日 (金) 03:31時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Roadhog boasts one of the most effective ability combinations of any of Overwatch's heroes. His Chain Hook allows him to pull in any hero to point blank range, meaning that it's pretty much a guaranteed kill for those who nail the timing and accuracy of this maneuver. The most effective Roadhog players will ensure that healers and frustrating characters like Tracer are the main priorities at the start of any given battle, as this will ensure that the opposing team is always at a disadvantage. In addition, Roadhog's second main skill, Take a Breather, allows him to heal a great portion of his own health, allowing him to stay on the front line of battle for far longer than pretty much every other hero outside of Reinhardt. Finally, Roadhog's ultimate is absolutely devastating, though it is equally difficult to control. His Whole Hog skill gives him the ability to transform his Scrap Gun into a massive automatic gatling gun, though the sheer amount of recoil makes this a far better option for close and medium range than long distance engagements. The recommendation here is to use Take a Breather to heal up to 600 hitpoints and then dive right onto the objective before activating Whole Hog.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you're looking to dig your teeth into a hero with an exceptionally high variance between high and low-level play, then look no farther than Mei. If you were to take a poll of everyone's favorite and least favorite characters, assuming that you're speaking to players who have sampled each of them, then it's likely you'll find equal amounts of Mei-haters and  [https://Www.Overwatchtactics.com/articles/through-ana-s-eye-a-healer-s-poetic-journey-in-overwatch-2.html Ana healing Tips] Mei-lovers. Her main weapon, the Endothermic Blaster, has two distinct firing modes that can take out even the strongest enemies when used in combination. By clicking the left-mouse button (or pulling the right trigger), she can continuously fire a stream of frost, which will both do damage to enemies and eventually freeze them in their tracks. Its secondary firing mode charges up a massive icicle, which does an insane amount of damage upon contact. Needless to say, the Endothermic Blaster has the potential to be ruthless against long-range foes while also making it relatively easy to deal with faster characters like Tracer and Genji.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If there's one constant in video games, it's that rocket launchers are always cool, period. Pharah, Overwatch's resident flying explosive expert, is no exception to this rule, as she has the potential to devastate an entire enemy squad when used properly. Her main weapon, the aforementioned Rocket Launcher, is not only incredibly powerful when it makes direct contact with an enemy, but it also possesses fairly large splash damage, so you don't necessarily need to worry about hitting foes directly. This is a wonderful weapon for taking out enemies that thrive on camping, like Bastion, Hanzo and Widowmaker. In addition to the Rocket Launcher, Pharah also possesses a jet pack mapped to her jump button. Not only does this allow her to reach higher ground for sneaky firing tactics, but it also allows her to hover in mid-air for a limited time when used properly, making all of her abilities all the more surprising.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;/del&gt;&amp;lt;br&amp;gt;Yesterday evening (December 1st, at the time of writing this) was the night of the annual Game Awards show, a lavish live-streamed spectacle where the best and brightest of the video games industry gathered in Los Angeles - in order to receive awards voted on by industry peers and journalists, celebrating the year in gaming. It was a good night for big-name hits like Uncharted 4: A Thief's End , the reboot of DOOM and Blizzard's mega-selling team shooter **Overwatch ** , as well as respected independent titles like That Dragon Cancer - and it was a chance for those in attendance to show off all-new trailers for upcoming tit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;There are many superficial similarities between Overwatch and Battleborn &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gearbox’s character-based shooter released just &lt;/del&gt;a few &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weeks before &lt;/del&gt;Blizzard’s&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: both feature large rosters &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cartoonish&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;over-&lt;/del&gt;the&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-top &lt;/del&gt;characters, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;multiplayer-focused games &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an emphasis on teamwork and roles&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But there are significant differences between &lt;/del&gt;the two &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actually &lt;/del&gt;make the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comparisons a little unfair&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For starters&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battleborn does have some single&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player offerings&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but its main differentiator &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inspiration&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;structure of its maps &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;low-ranked AI units serving &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cannon fodder &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way players slowly level up over &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;course of a match&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battleborn &lt;/del&gt;is clearly &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trying &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blend first&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person gameplay &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frantic MOBA elements perfected in games like League of Legends &lt;/del&gt;. Overwatch is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far more similar &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Valve’s legendary class&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based shooter Team Fortress 2 &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It takes that game’s concepts (learning a class&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wildly differing roles based &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attacking&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defending&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;support&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;changing roles constantly to adapt to new situations) &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cranks them up &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eleven&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as more characters means more slight tweaks on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same central id&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Blizzard wanted &amp;quot;Project Titan&amp;quot; &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be unlike other superhero&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;themed MMOs&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as City of Heroes &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Champions Online&lt;/del&gt;, with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new elements like forcing players to &lt;/del&gt;alternate &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;between superhero activities and the day-jobs &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their secret identities &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The project struggled&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was completely rebooted&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and eventually dissolved&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with Blizzard concluding that &lt;/del&gt;the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simply wasn’t fun to play . This led to a new design philosophy &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch : above all&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything has &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/del&gt;fun. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If reviews &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any indication&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it seems like the &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lives up &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;philosophy &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then some&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by cutting out unnecessary chores and leaving only &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exciting core beh&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;Yesterday evening (December 1st, at the time of writing this) was the night of the annual Game Awards show, a lavish live-streamed spectacle where the best and brightest of the video games industry gathered in Los Angeles - in order to receive awards voted on by industry peers and journalists, celebrating the year in gaming. It was a good night for big-name hits like Uncharted 4: A Thief's End , the reboot of DOOM and Blizzard's mega-selling team shooter **Overwatch ** , as well as respected independent titles like That Dragon Cancer - and it was a chance for those in attendance to show off all-new trailers for upcoming tit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This level of inclusion might not mean that much to gamers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but after showcasing the game to &lt;/ins&gt;a few &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;close friends, including female and minority gamers, we were all in agreeance that &lt;/ins&gt;Blizzard’s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;design decisions made the game resonate with us more so than other games have, even if they aren’t an integral part of the experience. Still, as much as I am a fan of the diverse characters &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;diversity within the game’s playable heroes is only one facet of the game’s dedication to inclusivity. While there are plenty of diverse &lt;/ins&gt;characters, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are a few traditional, archetypal ones as well, though these are used to great effect.&amp;lt;br&amp;gt;The traditional sniper hero of the bunch, Widowmaker is a particularly lethal character for those with solid keyboard &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mouse skill, or those who &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;particularly great at sniping with a controller. However, if you don't consider yourself to be particularly precise with your aim, then it's best for everyone involved if you don't weight down your team &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a desire to get the greatest headshot of all time&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Her weapon, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Widow's Kiss, has &lt;/ins&gt;two &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distinct firing modes &lt;/ins&gt;that make &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her one of the highest damage dealers of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire roster, assuming that you play her correctly&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you fire without aiming down sights&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it functions as a close-to&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;medium range automatic assault rifle, though this should only be used to get yourself out of a jam&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nowhere near as powerful as &lt;/ins&gt;its &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;standard firing mode: the long-range sniper rifle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The longer that one aims down sights, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more powerful the shot will be (up until it fully charges to 100%), so if you're looking &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get your quickscope on, you're playing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wrong game. Headshots are absolutely lethal, so take your time, line up your shots and ensure that you're fully charged, &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spamming only functions to give away your position.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Disclaimer: The following opinions are those of the author only. In this post, he complains about a title that most of the staff here adores. He might be wrong, but we tolerate him. His milkshake does bring all the boys &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yard, after all.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With Overwatch, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charming hero shooter from Blizzard, launching this week&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we want to make sure that you're as prepared as possible to help your team dominate. Overwatch's main focus &lt;/ins&gt;is clearly &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on the interplay between its dynamic characters, so in order to become competent, you'll need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;understand how every character works. Throughout the week, we'll be publishing guides on each of the twenty&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one launch heroes, three at a time, &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the hopes that you'll be able to recognize certain patterns on the battlefield&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Overwatch &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was released earlier this week to critical acclaim and it’s not hard to see why. Blizzard’s newest title &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a slick online shooter that manages &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be both incredibly deep on the strategic side, but widely accessible for newcomers who don’t have a lot of experience when playing shooters or MOBA&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;style games&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like most games from Blizzard&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s also incredibly polished and runs well &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both consoles and low-end PC systems.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I imagine to many&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch’s character designs and team-oriented style of play won’t mean much&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many of these design decisions won’t hold much interest&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;let alone garner much attention in the first place. Disheartening as that might sound, that may stand as Overwatch’s greatest triumph. For a game that has been developed from the ground up to be inclusive &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;diverse, these features &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;design decisions never detract from the minute &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;minute gameplay. In many ways, they become an afterthought&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slowly sinking into the background; they play an important part of what makes Overwatch unique, without completely taking center stage and drawing focus away from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;core mechanics and gameplay. That’s a level of game design that few aspire, and manage, to reach.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is all really unfortunate, as there is no denying that the character design is good. I want &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play a [https://www.Overwatchtactics.com/articles/overwatch-2-third-anniversary-epic-celebration-with-returning-game-modes-and-legendary&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rewards.html Returning Game Modes Overwatch 2] featuring Tracer, Reaper&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;friends. Even Junkrat's grenade launcher exudes artistic care. The maps are well done&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;too. They seem honeycombed &lt;/ins&gt;with alternate &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;paths that take advantage &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each character's traversal abilities. (That is, when not being riddled by a turret's bullets&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Maybe it's a little naive to say it&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for me&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I've been playing &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two years at home&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and I come back &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it every night because it's &lt;/ins&gt;fun. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trying to make&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first and foremost, an incredible fun and exciting &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and on top of &lt;/ins&gt;that&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, we have other systems in there. We have a progression system &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it works together with a loot box system that we have so that you can unlock different cosmetic items for your character. We also have a competitive mode, which is sort of like a ranked mode. So we definitely have a lot of systems in [Overwatch], but at it's heart&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we just want &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game to be incredibly fun.&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AidaHitt892</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2060719&amp;oldid=prev</id>
		<title>2025年12月4日 (木) 20:49にChristinaToll9による</title>
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		<updated>2025-12-04T20:49:48Z</updated>

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				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more unfortunate things about multiplayer games &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;generation &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them seem &lt;/del&gt;to have &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their moment &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sun before fizzling &lt;/del&gt;out. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What &lt;/del&gt;do &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you think &lt;/del&gt;it is about &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will prevent it from being &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latest game &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fall into &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trend? From &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;design perspective&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what is going to make you &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like a Team Fortress 2 than an Evolve ?&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yesterday evening (December 1st, at the time of writing this) was the night of the annual Game Awards show, a lavish live-streamed spectacle where the best and brightest of the video games industry gathered in Los Angeles - in order to receive awards voted on by industry peers and journalists, celebrating the year in gaming. It was a good night for big-name hits like Uncharted 4: A Thief's End , the reboot of DOOM and Blizzard's mega-selling team shooter **Overwatch ** , as well as respected independent titles like That Dragon Cancer - and it was a chance for those in attendance to show off all-new trailers for upcoming tit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Torbjörn's first ability, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the one he's most known for&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows him to build &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stationary turret on any flat surface &lt;/del&gt;large &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enough to house it. Aside from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact that this turret will automatically lock onto and fire at any enemies that wander into its range&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it can also be upgraded to a second, more powerful &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hitpoint&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavy version through &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aforementioned Forge Hammer&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of course&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this &lt;/del&gt;does &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;require a bit of scrap&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;earned through kills&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not only is scrap used to upgrade Torbjörn's turret, but it also plays into his second ability, Armor pack. For &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cost &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fifty scrap, Torbjörn can throw down a bit of armor for either himself or his allies, which raises &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;amount of hitpoints that they can take before dying. Finally, his ultimate ability is known &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Molten Core, and this not only significantly raises Torbjörn's health and firing rate, but it also temporarily increases &lt;/del&gt;the level of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his turret, making it &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;massive damage-dealer. This lasts for a few seconds&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a wonderful way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get foes off of an objective once a turret has already been built.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While this tweet has become the lowest&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hanging fruit when it comes to criticizing Battleborn, it's completely emblematic &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a game that doesn't always feel like it knows what it is&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Whereas &lt;/del&gt;Overwatch &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maintains its laser&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;focus on providing the best multiplayer arena &lt;/del&gt;shooter &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience possible, Battleborn often feels like it wants to be everything at once&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While this provides &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great deal of content for players to dive into&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it also makes it feel like there's far too much present for any given mode to succeed. The campaign, which is widely considered to be the weakest portion of the entire package&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is loaded with fairly mundane combat encounters and a story that feels a bit too bare-boned for its own good. Combine this with a standard point-capture mode&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a straight up MOBA playlist &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a MOBA-like twist mode&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battleborn begins to lack the focus that Overwatch is priding itself on. Granted, if [https://www.Overwatchtactics.com/articles/winston-in-overwatch-2-the-scientist-gorilla-s-evolution-in-2025.html shield projector Overwatch 2] wasn't so damn replayable, one could argue that it's lacking in content, but the sheer dynamism of its combat more than makes up for this.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That's a great question. We've definitely changed a lot of things since the Beta; we've made a ton of decent tuning changes &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the heroes. One of the things that I really wasn't expecting was the community that formed around the game, and how quickly they were able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get good at the game. We had daily tournaments with extremely good Overwatch players playing the game, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the design team watches every single one of &lt;/del&gt;them &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and we shocked at how good they were. We like &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;think we're pretty good at the game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;since we're developing it, but these people are on an entirely different level. It made us realize that the tuning that you need to do for the low level &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a hero isn't always &lt;/del&gt;the same &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as the tuning that you need to do for the high level.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There's a number of good explanations as to why Overwatch is such a fantastic game, but none greater than &lt;/del&gt;Blizzard&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s clear emphasis on making a shooter that feel awesome &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play. Every character is immediately readable&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning that the more that you play, the more knowledge you gain &lt;/del&gt;and, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thus, the more your strategy evolves. Throughout my time &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch, I have yet &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;encounter a dropped frame or a moment of lag, despite having every graphics setting maxed out &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;servers existing in a beta state&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Its shooting is as tight as a Call of Duty or Counter-Strike game&lt;/del&gt;, and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sheer number of colors on screen at any given moment finds a way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fill me with glee during even those frustrating moments when your team is getting throttled&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Outside of playing &lt;/del&gt;Overwatch &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at the past two PAX Easts&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it found a way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completely fly under my radar&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and I couldn't feel dumber for brushing &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;off. At this moment, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only negative thing &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can say about it is that I do not want to spend a moment playing it on a console&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as Overwatch feels far too good with a mouse &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keyboard.&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Roadhog boasts one of the most effective ability combinations of any of Overwatch's heroes. His Chain Hook allows him to pull in any hero to point blank range, meaning that it's pretty much a guaranteed kill for those who nail the timing and accuracy of this maneuver. The most effective Roadhog players will ensure that healers and frustrating characters like Tracer are the main priorities at the start of any given battle, as this will ensure that the opposing team is always at a disadvantage. In addition, Roadhog's second main skill, Take a Breather, allows him to heal a great portion of his own health, allowing him to stay on the front line &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battle for far longer than pretty much every other hero outside of Reinhardt. Finally, Roadhog's ultimate is absolutely devastating, though it is equally difficult to control. His Whole Hog skill gives him &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability to transform his Scrap Gun into a massive automatic gatling gun, though the sheer amount of recoil makes &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a far better option for close and medium range than long distance engagements. The recommendation here &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to use Take a Breather to heal up to 600 hitpoints and then dive right onto the objective before activating Whole Hog.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you're looking to dig your teeth into a hero with an exceptionally high variance between high and low-level play, then look no farther than Mei. If you were to take &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;poll &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everyone's favorite and least favorite characters, assuming that you're speaking &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players who &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sampled each of them, then it's likely you'll find equal amounts of Mei-haters and  [https://Www.Overwatchtactics.com/articles/through-ana-s-eye-a-healer-s-poetic-journey-&lt;/ins&gt;in&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-overwatch-2.html Ana healing Tips] Mei-lovers. Her main weapon, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Endothermic Blaster, has two distinct firing modes that can take &lt;/ins&gt;out &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even the strongest enemies when used in combination&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;By clicking the left-mouse button (or pulling the right trigger), she can continuously fire a stream of frost, which will both &lt;/ins&gt;do &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage to enemies and eventually freeze them in their tracks. Its secondary firing mode charges up a massive icicle, which does an insane amount of damage upon contact. Needless to say, the Endothermic Blaster has the potential to be ruthless against long-range foes while also making it relatively easy to deal with faster characters like Tracer and Genji.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If there's one constant in video games, &lt;/ins&gt;it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s that rocket launchers are always cool, period. Pharah, Overwatch's resident flying explosive expert, is no exception to this rule, as she has the potential to devastate an entire enemy squad when used properly. Her main weapon, the aforementioned Rocket Launcher, &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not only incredibly powerful when it makes direct contact with an enemy, but it also possesses fairly large splash damage, so you don't necessarily need to worry &lt;/ins&gt;about &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hitting foes directly. This is a wonderful weapon for taking out enemies &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thrive on camping, like Bastion, Hanzo and Widowmaker. In addition to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rocket Launcher, Pharah also possesses a jet pack mapped &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her jump button. Not only does &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allow her to reach higher ground for sneaky firing tactics, but it also allows her to hover in mid-air for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;limited time when used properly&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making all of her abilities all the &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surprising.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yesterday evening (December 1st, at the time of writing this) was the night of the annual Game Awards show, a lavish live-streamed spectacle where the best and brightest of the video games industry gathered in Los Angeles - in order to receive awards voted on by industry peers and journalists, celebrating the year in gaming. It was a good night for big-name hits like Uncharted 4: A Thief's End , the reboot of DOOM and Blizzard's mega-selling team shooter **Overwatch ** , as well as respected independent titles like That Dragon Cancer - and it was a chance for those in attendance to show off all-new trailers for upcoming tit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;There are many superficial similarities between Overwatch &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battleborn &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gearbox’s character-based shooter released just &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few weeks before Blizzard’s: both feature &lt;/ins&gt;large &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rosters of cartoonish, over-&lt;/ins&gt;the&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-top characters&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both are multiplayer&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;focused games with an emphasis on teamwork and roles. But there are significant differences between &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two games that actually make &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comparisons a little unfair&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For starters&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battleborn &lt;/ins&gt;does &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have some single-player offerings&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but its main differentiator &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in its inspiration&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;structure &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its maps to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;low-ranked AI units serving &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cannon fodder to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way players slowly &lt;/ins&gt;level &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up over the course &lt;/ins&gt;of a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;match&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battleborn &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clearly trying &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blend first&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person gameplay with frantic MOBA elements perfected in games like League &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Legends &lt;/ins&gt;. Overwatch &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is far more similar to Valve’s legendary class&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based &lt;/ins&gt;shooter &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Team Fortress 2 &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It takes that game’s concepts (learning &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;class&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wildly differing roles based on attacking&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defending&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;support&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;changing roles constantly &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adapt &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new situations) &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cranks &lt;/ins&gt;them &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eleven&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as more characters means more slight tweaks &lt;/ins&gt;on the same &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;central id&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Blizzard &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wanted &amp;quot;Project Titan&amp;quot; &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be unlike other superhero-themed MMOs&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as City of Heroes &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Champions Online&lt;/ins&gt;, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new elements like forcing players &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alternate between superhero activities &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day-jobs of their secret identities &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The project struggled, was completely rebooted&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eventually dissolved, with Blizzard concluding that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game simply wasn’t fun &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This led to a new design philosophy for &lt;/ins&gt;Overwatch &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: above all&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything has &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be fun. If reviews are any indication&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seems like &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game lives up &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;philosophy and then some&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by cutting out unnecessary chores &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;leaving only the exciting core beh&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ChristinaToll9</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2059398&amp;oldid=prev</id>
		<title>2025年12月4日 (木) 14:11に43.225.191.192による</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2059398&amp;oldid=prev"/>
		<updated>2025-12-04T14:11:55Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月4日 (木) 14:11時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;1行目:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard wanted &amp;quot;Project Titan&amp;quot; to be unlike other superhero-themed MMOs, such as City &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Heroes and Champions Online, with new elements like forcing players to alternate between superhero activities and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day-jobs &lt;/del&gt;of their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;secret identities &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The project struggled, was completely rebooted, and eventually dissolved, with Blizzard concluding &lt;/del&gt;that the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simply wasn’t fun to play . This led &lt;/del&gt;to a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new &lt;/del&gt;design &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;philosophy for [https://Overwatchtactics.com/articles/my-brigitte-stadium-experience-transforming-into-an-unstoppable-force-in-overwatch-2.html Overwatch 2 Stadium Builds] : above all&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything has &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be fun. If reviews are any indication, it seems &lt;/del&gt;like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game lives up that philosophy and then some, by cutting out unnecessary chores and leaving only the exciting core beh&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zarya's weapon&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Particle Cannon&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has two distinct firing modes that both gain additional attack power based off her use of her two defensive abilities. Her main firing mode is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;short&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;range laser that maintains a straight line of fire &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consistent output, which is outstanding for doing a great deal &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage to those who get within range. The bad news about this firing mode is that it's completely ineffective once an enemy gets too far, though Zarya's secondary allows her to fire an energy grenade &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a fairly shallow arc. Both of her abilities allow her &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create damage absorbing energy shields, which then directly increases the power of her Particle Cannon based &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the amount of damage absorbed &lt;/del&gt;by &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;said shields. The Particle Barrier allows Zarya to protect herself from oncoming fire, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it lasts significantly longer than her Projected Barrier&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which can be placed on &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nearby ally. Finally, her ultimate&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gravitron Surge&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pulls all nearby enemies into its aura &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;does &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;small amount of continuous damage &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everyone trapped inside. The best Zarya players charge right into battle, activate their Particle Barrier and then stay behind one other ally, allowing &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the simultaneous use of the Projected Barrier.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bastion is different from most of Overwatch&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heroes in that his main &lt;/del&gt;ability &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alters his main weapon. His standard configuration&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Recon&lt;/del&gt;, allows him to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;move freely and gives him &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moderately powerful assault rifle designed for medium range encounters&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;His Sentry configuration is his most useful, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;potentially most frustrating, setup. In this mode, Bastion is completely stationary&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turret that can do insane damage at close&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;medium &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long range&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Needless to say&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;running straight into Bastion when he's hanging out in his Sentry configuration &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;straight up foolish&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Add this &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the fact that &lt;/del&gt;his &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other &lt;/del&gt;ability, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Self-Repair&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows him to heal &lt;/del&gt;himself, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it's easy to see how Bastion &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be frustrating for those who just bumrush an objective without thought&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oh&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;let's &lt;/del&gt;not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;forget that Bastion&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ultimate, Tank Configuration, not only makes him more mobile &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gives him a powerful rocket launcher&lt;/del&gt;, but it also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;decreases &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;size &lt;/del&gt;of his &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hitbox significantly&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yeah&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we realized &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we didn&lt;/del&gt;'t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;want &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have power progression in any part &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[Overwatch]. We want everyone &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be even on the battlefield&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;it's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not going &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be about how long you've played Tracer or how long you've played on your account&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whole point &lt;/del&gt;is to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hop in &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;find out how &lt;/del&gt;good &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you are&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it is possible &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instantly balance &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game and remove these annoyances: don't allow duplicate characters &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one team in quick play&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Were players forced to choose someone else&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the balance and counterbalance that all of the characters bring would suddenly become pertinent&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The ability of a team sectioning off and controlling &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire map with one character type is removed&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Suddenly, players don&lt;/del&gt;'t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have to choose someone for the express purpose of knocking out &lt;/del&gt;one &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;type of hero&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and can instead work as a team (read: what &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is supposed to be about)&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ignoring &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;required Day &lt;/del&gt;One &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;patch &lt;/del&gt;that'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s larger than &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actual &lt;/del&gt;game, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it seems best &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;acknowledge a major flaw right &lt;/del&gt;at the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;outset: Bastion&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yes, there are many ways to counteract this character. The most obvious being attacking from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rear. However, one cannot attack from the rear when the enemy converts into a turret, his back to a wall. In turret form, this thing can chew through a shield and tank in seconds&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take down most players before anything can be done. Should &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opposing &lt;/del&gt;team &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be controlling &lt;/del&gt;every &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;avenue &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ingress with multiple Bastions, the situation devolves into hopelessness&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With Overwatch, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charming hero shooter from Blizzard, launching this week&lt;/del&gt;, we &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;want to make sure that you&lt;/del&gt;'re &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as prepared as possible to help your team dominate&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch's main focus is clearly on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interplay between its dynamic characters, so in order to become competent, &lt;/del&gt;you&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'ll &lt;/del&gt;need to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;understand how every character works. Throughout &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;week, we&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ll be publishing guides on each of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;twenty-one launch heroes, three at a time, with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hopes &lt;/del&gt;that you&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'ll be able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recognize certain patterns on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tough &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make maps during development. Now it&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make maps&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;since we have all of our heroes. The first map &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we built was Temple of Anubis&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it was built while we were designing our first hero&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which was Tracer&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We were probably four &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;five maps into &lt;/del&gt;the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time we went &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our first BlizzCon &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;had twelve heroes&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be really tricky designing maps for heroes &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are unknown&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;One &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more unfortunate things about multiplayer games this generation is that a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them seem to have &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moment in the sun before fizzling out&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What do you think it is about Overwatch &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will prevent it from being &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latest &lt;/ins&gt;game to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fall into this trend? From &lt;/ins&gt;a design &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perspective&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what is going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make you more &lt;/ins&gt;like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Team Fortress 2 than an Evolve ?&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yesterday evening (December 1st&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time of writing this) was the night of the annual Game Awards show&lt;/ins&gt;, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lavish live&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;streamed spectacle where the best &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brightest &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the video games industry gathered in Los Angeles - &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;order &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;receive awards voted &lt;/ins&gt;on by &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;industry peers &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;journalists&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;celebrating the year in gaming. It was &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good night for big-name hits like Uncharted 4: A Thief's End &lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reboot of DOOM and Blizzard's mega-selling team shooter **Overwatch ** &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as well as respected independent titles like That Dragon Cancer - &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it was &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chance for those in attendance &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show off all-new trailers &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;upcoming tit&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Torbjörn&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first &lt;/ins&gt;ability, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the one he's most known for&lt;/ins&gt;, allows him to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;build &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stationary turret on any flat surface large enough to house it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aside from the fact that this turret will automatically lock onto &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire at any enemies that wander into its range&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it can also be upgraded to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more powerful &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hitpoint-heavy version through the use of the aforementioned Forge Hammer&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of course, this does require a bit of scrap&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;earned through kills&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not only is scrap used &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;upgrade Torbjörn's turret, but it also plays into &lt;/ins&gt;his &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second &lt;/ins&gt;ability, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Armor pack. For the cost of fifty scrap&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Torbjörn can throw down a bit of armor for either &lt;/ins&gt;himself &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or his allies&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which raises the amount of hitpoints that they &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take before dying&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally, his ultimate ability is known as Molten Core&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this &lt;/ins&gt;not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only significantly raises Torbjörn&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;health &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;firing rate&lt;/ins&gt;, but it also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;temporarily increases &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;level &lt;/ins&gt;of his &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turret, making it a massive damage-dealer. This lasts for a few seconds, and is a wonderful way to get foes off of an objective once a turret has already been built&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While this tweet has become the lowest-hanging fruit when it comes to criticizing Battleborn&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's completely emblematic of a game &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn&lt;/ins&gt;'t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;always feel like it knows what it is. Whereas Overwatch maintains its laser-focus on providing the best multiplayer arena shooter experience possible, Battleborn often feels like it wants &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be everything at once. While this provides a great deal &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;content for players &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dive into&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also makes it feel like there&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far too much present for any given mode &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;succeed&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign, which &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;widely considered &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be the weakest portion of the entire package, is loaded with fairly mundane combat encounters &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a story that feels a bit too bare-boned for its own &lt;/ins&gt;good. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combine this with a standard point-capture mode, a straight up MOBA playlist and a MOBA-like twist mode&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Battleborn begins &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lack &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;focus that Overwatch is priding itself &lt;/ins&gt;on. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Granted&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if [https://www.Overwatchtactics&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/articles/winston-in-overwatch-2-&lt;/ins&gt;the&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-scientist-gorilla-s-evolution-in-2025&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;html shield projector Overwatch 2] wasn&lt;/ins&gt;'t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so damn replayable, &lt;/ins&gt;one &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could argue that it's lacking in content&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sheer dynamism of its combat more than makes up for this&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That's &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great question. We've definitely changed a lot of things since the Beta; we've made a ton of decent tuning changes to the heroes. &lt;/ins&gt;One &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the things &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I really wasn&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t expecting was the community that formed around &lt;/ins&gt;the game, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and how quickly they were able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get good &lt;/ins&gt;at the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We had daily tournaments with extremely good Overwatch players playing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;, and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;design &lt;/ins&gt;team &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;watches &lt;/ins&gt;every &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them and we shocked at how good they were&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We like to think we're pretty good at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;since &lt;/ins&gt;we're &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developing it, but these people are on an entirely different level&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It made us realize that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tuning that &lt;/ins&gt;you need to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;low level on a hero isn&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t always &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tuning &lt;/ins&gt;that you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high level&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a number of good explanations as &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;why Overwatch is such a fantastic game, but none greater than Blizzard&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clear emphasis on making a shooter that feel awesome &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play. Every character is immediately readable&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning that the more &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you play&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the more knowledge you gain &lt;/ins&gt;and, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thus, the more your strategy evolves&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Throughout my time with Overwatch, I have yet to encounter a dropped frame &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a moment of lag, despite having every graphics setting maxed out and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;servers existing in a beta state. Its shooting is as tight as a Call of Duty or Counter-Strike &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and the sheer number of colors on screen at any given moment finds a way to fill me with glee during even those frustrating moments when your team is getting throttled. Outside of playing Overwatch at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past two PAX Easts, it found a way &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completely fly under my radar, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I couldn't feel dumber for brushing it off&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At this moment, the only negative thing that I &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say about it is &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I do not want to spend a moment playing it on a console, as Overwatch feels far too good with a mouse and keyboard&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>43.225.191.192</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2059009&amp;oldid=prev</id>
		<title>2025年12月4日 (木) 12:10に161.115.226.36による</title>
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		<updated>2025-12-04T12:10:23Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月4日 (木) 12:10時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;With Overwatch, the charming hero shooter from &lt;/del&gt;Blizzard&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, launching this week, we want to make sure that you’re as prepared as possible &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;help your team dominate. Overwatch’s main focus is clearly on the interplay between its dynamic characters, so in order to become competent, you’ll need to understand how every character works. Throughout the week, we’ll &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;publishing guides on each of the twenty&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one launch heroes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three at a time&lt;/del&gt;, with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the hopes that you’ll be able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recognize certain patterns on the battlefield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It cannot be overstated how vibrant, unique, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full of life Overwatch’s roster feels, nor how much its diversity and broadness helps encourage both veteran gamers and those new to shooters to pick up &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game. In a genre dominated by gritty, sci&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fi realism, and populated mostly by angry white guys shooting at other angry white guys with assault rifles, Overwatch’s multi-ethnic, female-heavy, colorful, and unapologetically fun roster absolutely stands out from the pack&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each character’s animations&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual design&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dialogue all come together to bring them to life&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and in the waiting room before games, they’ll engage in dialogue &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each other to further emphasize &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world that connects t&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Overwatch was released earlier this week &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;critical acclaim and it’s not hard &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see why. Blizzard’s newest title is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slick online shooter that manages to be both incredibly deep on the strategic side, but widely accessible &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;newcomers who don’t have a lot of experience when playing shooters or MOBA-style games. Like most games from Blizzard,  &lt;/del&gt;[https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Www.overwatchtactics&lt;/del&gt;.com/articles/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;winston&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evolution&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;primate&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maestro&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stadium&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;warfare&lt;/del&gt;-in-overwatch-2.html &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;https&lt;/del&gt;:&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;//Www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overwatchtactics.com/] it’s also incredibly polished &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;runs well on both consoles &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;low-end PC systems.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Leading up to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s release&lt;/del&gt;, both &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard and critics drew attention to the game’s diverse cast of characters and it’s easily one &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game’s most defining traits&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;minority myself (&lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one who &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on the heavier side), it’s rare that I find &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character in any form &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;media that I can relate &lt;/del&gt;to&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, from movies and TV to games as well&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To be honest, even the ones &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are included often encroach on traditional stereotypes; the doctor&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the convenience store owner, or the timid Indian fellow complete with accent.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now, it is possible &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instantly balance the game and remove these annoyances: don't allow duplicate characters on one team &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quick play&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Were players forced &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;choose someone else&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balance and counterbalance that all &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters bring would suddenly become pertinent&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability of &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team sectioning off and controlling the entire map with one character type is removed&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Suddenly&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players don't have to choose someone for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;express purpose of knocking out one type of hero&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can instead work as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team (read: what the game is supposed &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be about)&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Disclaimer: &lt;/del&gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;following opinions are those of the author only. In this post&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he complains about a title that most of the staff here adores. He might be wrong&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but we tolerate him. His milkshake does bring all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boys to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yard, after all&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Bastion is different from most of Overwatch's heroes in that his main ability alters his main weapon. His standard configuration, Recon, allows him to move freely and gives him a moderately powerful assault rifle designed for medium range encounters. His Sentry configuration is his most useful, and potentially most frustrating, setup. In this mode, Bastion is completely stationary, but has a turret that can do insane damage at close, medium and long range. Needless to say, running straight into Bastion when he's hanging out in his Sentry configuration is straight up foolish. Add this to the fact that his other ability, Self-Repair, allows him to heal himself, and it's easy to see how Bastion can be frustrating for those who just bumrush an objective without thought. Oh, and let's not forget that Bastion's ultimate, Tank Configuration, not only makes him more mobile and gives him a powerful rocket launcher, but it also decreases the size of his hitbox significantly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;McCree&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main ability, Combat Roll&lt;/del&gt;, is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exactly what it sounds like&lt;/del&gt;: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a forward tumble &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whichever direction he's facing&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aside from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this can get McCree out &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way &lt;/del&gt;of a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great deal &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy fire&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also automatically reloads &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Peacekeeper&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which allows for &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;particularly devastating secondary fire-Combat Roll-secondary fire combo&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;His other ability&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Flashbang, is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;throwable stun grenade that locks foes &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not only is &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wonderful at stopping quick characters like Tracer in their tracks&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but they also &lt;/del&gt;make &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for particularly easy kills with McCree&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s clip-emptying secondary fire&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally, McCree&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ultimate&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deadeye&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows him &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slowly lock onto &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heads &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;guaranteeing &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kill during a full lock-on (basically&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s a straight up mark-and-execute maneuver). This is best utilized from behind a skirmish when there are multiple enemies &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;screen&lt;/del&gt;. It's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;worth noting &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;McCree is one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hardest characters &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use effectively, so don't &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alarmed if it takes you a bit of practice before you become a cowboy master&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Blizzard &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wanted &amp;quot;Project Titan&amp;quot; &lt;/ins&gt;to be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlike other superhero&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;themed MMOs&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as City of Heroes and Champions Online&lt;/ins&gt;, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new elements like forcing players &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alternate between superhero activities &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;jobs of their secret identities &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The project struggled&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was completely rebooted&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eventually dissolved&lt;/ins&gt;, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard concluding that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game simply wasn’t fun &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play . This led &lt;/ins&gt;to a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new design philosophy &lt;/ins&gt;for [https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatchtactics&lt;/ins&gt;.com/articles/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brigitte&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stadium&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;transforming&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;into&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unstoppable&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;force&lt;/ins&gt;-in-overwatch-2.html &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch 2 Stadium Builds] &lt;/ins&gt;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;above all, everything has to be fun&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If reviews are any indication, it seems like the game lives up that philosophy &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then some, by cutting out unnecessary chores &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;leaving only the exciting core beh&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zarya's weapon, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Particle Cannon&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has two distinct firing modes that &lt;/ins&gt;both &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gain additional attack power based off her use &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her two defensive abilities&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Her main firing mode is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;short-range laser that maintains a straight line of fire &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consistent output, which &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;outstanding for doing &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great deal &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those who get within range&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The bad news about this firing mode is &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's completely ineffective once an enemy gets too far&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though Zarya's secondary allows her &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire an energy grenade &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a fairly shallow arc&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Both of her abilities allow her &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create damage absorbing energy shields&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which then directly increases &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her Particle Cannon based on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;amount of damage absorbed by said shields&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Particle Barrier allows Zarya to protect herself from oncoming fire, and it lasts significantly longer than her Projected Barrier, which can be placed on &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nearby ally&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally, her ultimate&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gravitron Surge&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pulls all nearby enemies into its aura &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;does &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;small amount of continuous damage &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everyone trapped inside&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best Zarya players charge right into battle&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;activate their Particle Barrier and then stay behind one other ally&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simultaneous use of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Projected Barrier&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Bastion is different from most of Overwatch's heroes in that his main ability alters his main weapon. His standard configuration, Recon, allows him to move freely and gives him a moderately powerful assault rifle designed for medium range encounters. His Sentry configuration is his most useful, and potentially most frustrating, setup. In this mode, Bastion is completely stationary, but has a turret that can do insane damage at close, medium and long range. Needless to say, running straight into Bastion when he's hanging out in his Sentry configuration is straight up foolish. Add this to the fact that his other ability, Self-Repair, allows him to heal himself, and it's easy to see how Bastion can be frustrating for those who just bumrush an objective without thought. Oh, and let's not forget that Bastion's ultimate, Tank Configuration, not only makes him more mobile and gives him a powerful rocket launcher, but it also decreases the size of his hitbox significantly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yeah, we realized that we didn't want to have power progression in any part of [Overwatch]. We want everyone to be even on the battlefield, and it&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not going to be about how long you've played Tracer or how long you've played on your account. The whole point is to hop in and find out how good you are.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;possible to instantly balance the game and remove these annoyances&lt;/ins&gt;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;don't allow duplicate characters on one team &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quick play&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Were players forced to choose someone else, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balance and counterbalance &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters bring would suddenly become pertinent. The ability &lt;/ins&gt;of a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team sectioning off and controlling the entire map with one character type is removed. Suddenly, players don't have to choose someone for the express purpose of knocking out one type &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hero, and can instead work as a team (read: what the game is supposed to be about).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ignoring a required Day One patch that's larger than the actual game&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seems best to acknowledge a major flaw right at the outset: Bastion. Yes, there are many ways to counteract this character. The most obvious being attacking from the rear. However, one cannot attack from the rear when &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy converts into a turret&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his back to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wall&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In turret form&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this thing can chew through &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shield and tank &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seconds, and take down most players before anything can be done&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Should the opposing team be controlling every avenue of ingress with multiple Bastions, the situation devolves into hopelessness.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With Overwatch, the charming hero shooter from Blizzard, launching &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;week&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we want to &lt;/ins&gt;make &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sure that you&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re as prepared as possible to help your team dominate&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main focus is clearly on the interplay between its dynamic characters&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so in order to become competent&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you'll need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;understand how every character works. Throughout &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;week, we'll be publishing guides on each &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;twenty-one launch heroes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three at &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the hopes that you&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ll be able to recognize certain patterns &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;It's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tough to make maps during development. Now it's easy to make maps, since we have all of our heroes. The first map &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we built was Temple &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Anubis, and it was built while we were designing our first hero, which was Tracer. We were probably four or five maps into the game by &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time we went &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our first BlizzCon and had twelve heroes. It can &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really tricky designing maps for heroes that are unknown&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>161.115.226.36</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2058636&amp;oldid=prev</id>
		<title>2025年12月4日 (木) 10:08に192.186.191.250による</title>
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		<updated>2025-12-04T10:08:29Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月4日 (木) 10:08時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;It cannot be overstated how vibrant, unique, and full of life Overwatch’s roster feels, nor how much its diversity and broadness helps encourage both veteran gamers and those new to shooters to pick up the game. In a genre dominated by gritty, sci-fi realism, and populated mostly by angry white guys shooting at other angry white guys with assault rifles, Overwatch’s multi-ethnic, female-heavy, colorful, and unapologetically fun roster absolutely stands out from the pack. Each character’s animations, visual design, and dialogue all come together to bring them to life, and in the waiting room before games, they’ll engage in dialogue with each other to further emphasize the world that connects t&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The 21 characters are grouped together in 1 of 4 classes: Offense, Defense, Tank &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Support&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Though characters may share &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;class, each plays completely different from one another. For example, Soldier 76 and Tracer are &lt;/del&gt;both &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;part of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Offense class&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each has its own unique strengths and weaknesses. Soldier 76 players like a traditional Assault character from a Battlefield game. He deals good damage at mid-range and can even drop a healing beacon, but he doesn’t &lt;/del&gt;have a lot of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;health&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tracer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other hand, has small clip&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sizes &lt;/del&gt;and low &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;health but is fast &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rewind time to pull herself to safety. There aren’t two &lt;/del&gt;characters &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that are similar, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there isn’t &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single character &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perfect &amp;quot;all-around&amp;quot; &lt;/del&gt;character&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Everyone has their own strengths and weaknesses&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;learning how &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play to those strengths and exploit enemy weaknesses is all part of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s meta&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Still&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defeating Bastion &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actually pretty simple. When he&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his Sentry Configuration&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he actually gets &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second critical hit zone on his back&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so any character that &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sneak behind him &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going &lt;/del&gt;to be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able to make short work of him&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Needless to say, Tracer and Reaper, with their Blink and Shadow Step abilities, respectively, &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;awesome against Bastion&lt;/del&gt;. In &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;addition&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters like Junkrat and Pharah are really awesome at causing massive amounts &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;explosive damage to Sentry Bastion&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if you have a coordinated team&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you can certainly use Reinhardt's massive shield to absorb Bastion's gunfire while other teammates unleash chaos on him from safety&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Bastion is different from most of Overwatch's heroes in that his main ability alters his main weapon. His standard configuration, Recon, allows him to move freely and gives him a moderately powerful assault rifle designed for medium range encounters. His Sentry configuration is his most useful, and potentially most frustrating, setup. In this mode, Bastion is completely stationary, but has a turret that can do insane damage at close, medium and long range. Needless to say, running straight into Bastion when he's hanging out in his Sentry configuration is straight up foolish. Add this to the fact that his other ability, Self-Repair, allows him to heal himself, and it's easy to see how Bastion can be frustrating for those who just bumrush an objective without thought. Oh, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://overwatchtactics.com/articles/marvel-rivals-redefining-hero-shooter-generosity-in-2025.html weblink] &lt;/del&gt;let's not forget that Bastion's ultimate, Tank Configuration, not only makes him more mobile and gives him a powerful rocket launcher, but it also decreases the size of his hitbox significantly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When you&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re new to Overwatch&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bastion &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the absolute bane of your existence. Inexperienced players far and wide complain that &lt;/del&gt;he's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overpowered, but thanks to Overwatch's mechanic of enabling in-match hero swaps, savvy players &lt;/del&gt;can get &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some really simple kills off &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everyone's favorite bird-loving robot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This level &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inclusion might not mean that much to gamers&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but after showcasing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game to &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few close friends&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;including female and minority gamers&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we were all &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;agreeance that Blizzard’s design decisions made the game resonate with us more so than other games have, even if they aren’t an integral part of the experience&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Still, as much as I am a fan of the diverse &lt;/del&gt;characters &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of Overwatch&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the diversity within the game’s playable heroes is only one facet of the game’s dedication to inclusivity&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While there are plenty of diverse characters&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are a few traditional&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;archetypal ones as well&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though these are used &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great effect.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Take Soldier 76, for example. On &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surface, he is the most recognizable &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bunch. To be honest&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he looks like he was plucked from any semi&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;futuristic shooter&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but his inclusion and design is an important one. Overwatch is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game that awards team &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based play, and Soldier 76 serves the important role of acclimating less experienced players into the game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;His moveset &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simple, with an ultimate ability that essentially allows you to hold down &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trigger and rack up kills without aiming, and he also has a healing item, which helps to minimize &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;importance of avoiding enemy fire&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He also has the benefit of handling like a traditional first person shooter, which &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bound to resonate with fans &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre. There’s also Widowmaker, a fan favorite who wields a powerful sniper rifle. While her moveset and weapons require more skill &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;successfully &lt;/del&gt;use, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her character design harkens to the femme fatale types that are instantly recognizable, which makes &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easier for newcomers to discern what her purpose is within the game&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;With Overwatch, the charming hero shooter from Blizzard, launching this week, we want to make sure that you’re as prepared as possible to help your team dominate. Overwatch’s main focus is clearly on the interplay between its dynamic characters, so in order to become competent, you’ll need to understand how every character works. Throughout the week, we’ll be publishing guides on each of the twenty-one launch heroes, three at a time, with the hopes that you’ll be able to recognize certain patterns on the battlefield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;/ins&gt;&amp;lt;br&amp;gt;It cannot be overstated how vibrant, unique, and full of life Overwatch’s roster feels, nor how much its diversity and broadness helps encourage both veteran gamers and those new to shooters to pick up the game. In a genre dominated by gritty, sci-fi realism, and populated mostly by angry white guys shooting at other angry white guys with assault rifles, Overwatch’s multi-ethnic, female-heavy, colorful, and unapologetically fun roster absolutely stands out from the pack. Each character’s animations, visual design, and dialogue all come together to bring them to life, and in the waiting room before games, they’ll engage in dialogue with each other to further emphasize the world that connects t&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Overwatch was released earlier this week to critical acclaim &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s not hard to see why&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard’s newest title is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slick online shooter that manages to be &lt;/ins&gt;both &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;incredibly deep on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strategic side&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;widely accessible for newcomers who don’t &lt;/ins&gt;have a lot of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience when playing shooters or MOBA-style games&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like most games from Blizzard&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://Www.overwatchtactics.com/articles/winston-s-evolution-&lt;/ins&gt;the-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;primate-maestro-of-stadium-warfare-in-overwatch-2.html https://Www.overwatchtactics.com/] it’s also incredibly polished and runs well on both consoles &lt;/ins&gt;and low&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-end PC systems.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Leading up to the game’s release, both Blizzard &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;critics drew attention &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game’s diverse cast of &lt;/ins&gt;characters and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s easily one of the game’s most defining traits. As &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;minority myself (and one who is on the heavier side), it’s rare &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I find &lt;/ins&gt;a character &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in any form of media that I can relate to&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from movies &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TV &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games as well. To be honest, even the ones that are included often encroach on traditional stereotypes; the doctor, the convenience store owner, or &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;timid Indian fellow complete with accent&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;possible to instantly balance the game and remove these annoyances: don&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t allow duplicate characters on one team &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quick play. Were players forced to choose someone else&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the balance and counterbalance that all of the characters bring would suddenly become pertinent. The ability of &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team sectioning off and controlling the entire map with one character type is removed. Suddenly, players don't have to choose someone for the express purpose of knocking out one type of hero&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instead work as a team (read: what the game &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;supposed &lt;/ins&gt;to be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;about)&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Disclaimer: The following opinions &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those of the author only&lt;/ins&gt;. In &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this post&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he complains about a title that most &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the staff here adores&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He might be wrong&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but we tolerate him. His milkshake does bring all the boys to the yard&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after all&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Bastion is different from most of Overwatch's heroes in that his main ability alters his main weapon. His standard configuration, Recon, allows him to move freely and gives him a moderately powerful assault rifle designed for medium range encounters. His Sentry configuration is his most useful, and potentially most frustrating, setup. In this mode, Bastion is completely stationary, but has a turret that can do insane damage at close, medium and long range. Needless to say, running straight into Bastion when he's hanging out in his Sentry configuration is straight up foolish. Add this to the fact that his other ability, Self-Repair, allows him to heal himself, and it's easy to see how Bastion can be frustrating for those who just bumrush an objective without thought. Oh, and let's not forget that Bastion's ultimate, Tank Configuration, not only makes him more mobile and gives him a powerful rocket launcher, but it also decreases the size of his hitbox significantly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;McCree&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s main ability, Combat Roll&lt;/ins&gt;, is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exactly what it sounds like: a forward tumble in whichever direction &lt;/ins&gt;he's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;facing. Aside from the fact that this &lt;/ins&gt;can get &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;McCree out of the way &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a great deal &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy fire&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it also automatically reloads &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Peacekeeper, which allows for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;particularly devastating secondary fire-Combat Roll-secondary fire combo. His other ability&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Flashbang&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is a throwable stun grenade that locks foes &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not only is this wonderful at stopping quick &lt;/ins&gt;characters &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like Tracer in their tracks&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but they also make for particularly easy kills with McCree's clip-emptying secondary fire&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;McCree's ultimate&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deadeye&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows him &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slowly lock onto &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heads &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;guaranteeing a kill during a full lock&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on (basically&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;straight up mark-&lt;/ins&gt;and-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;execute maneuver)&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best utilized from behind &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skirmish when there are multiple enemies on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;screen&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It's worth noting that McCree &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hardest characters &lt;/ins&gt;to use &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effectively&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so don't be alarmed if &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;takes you a bit of practice before you become a cowboy master&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>192.186.191.250</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2058100&amp;oldid=prev</id>
		<title>2025年12月4日 (木) 07:21にChristinaToll9による</title>
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		<updated>2025-12-04T07:21:14Z</updated>

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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Disclaimer: The following opinions are &lt;/del&gt;those &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;author only&lt;/del&gt;. In &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this post&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he complains about a title that most of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;staff here adores&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He might be wrong&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but we tolerate him. His milkshake does &lt;/del&gt;bring &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boys &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yard, after all.&lt;/del&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yesterday evening (December 1st&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at the time &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;writing this) was &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;night of the annual Game Awards show&lt;/del&gt;, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lavish live&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;streamed spectacle where the best &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brightest &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;video games industry gathered in Los Angeles &lt;/del&gt;- &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in order &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;receive awards voted on by industry peers &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;journalists&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;celebrating &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year in gaming&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It was a good night for big-name hits like Uncharted 4: A Thief&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;End &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the reboot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;DOOM &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard's mega-selling team shooter **Overwatch ** &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as well as respected independent titles &lt;/del&gt;like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That Dragon Cancer - &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it was &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chance for those in attendance &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show off all-new trailers for upcoming tit&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It isn’t just the characters &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feel unique&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s also the maps&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch ships with twelve maps&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three dedicated &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four game modes&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All twelve maps are based on real-world locations &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;match &lt;/del&gt;[https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/del&gt;overwatchtactics.com/articles/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overpowered&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adventures&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;support-main&lt;/del&gt;-in-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overwatch-2-stadium-mode&lt;/del&gt;.html &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their website&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;settings wonderfully. Route 66 is as much a desert as the real world locale&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hanamura is a beautiful Japanese castle&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the Temple of Anubis takes players to the Giza Plateau and its mighty pyramids. These are &lt;/del&gt;not only &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aesthetically pleasing maps&lt;/del&gt;, but also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very well designed maps&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy also boasts a slightly passive perk known as Angelic Decent, which allows her &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fall slowly when in the air by holding the jump prompt. This not only allows her to hide in plain sight&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it will also allow for moments of healing without being right in the thick of the action (survival &lt;/del&gt;is the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;name &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game with Mercy)&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally, Mercy&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ultimate seems simple to use&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a wonderful way to frustrate your team if you're careless. Resurrect gives Mercy the power to revive fallen teammates, which is exceptionally useful when trying to take over an objective or win &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overtime. However&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simply spamming the ultimate button whenever a teammate dies isn't the most effective use of this ability, as it &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often mean causing a swift second death. We recommend waiting for either multiple teammates to be down, or timing it for a massive push on an objective. As always, remember that Mercy is there to help, so in order to play this character effectively, you need to be committed to the success &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;others, which might not be your style if you&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re always seeking your next triple kill&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The first thing you need to know when playing as Mercy is that you're &lt;/del&gt;not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in it for the kills. It's entirely possible &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy might be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only character you have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;negative K/D ratio with&lt;/del&gt;, and that&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s actually totally fine. The name of &lt;/del&gt;the game with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy is to heal your teammates&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and as such, pulling out your Caduceus Blaster should be a last resort. Think about it: any moment you're using your relatively under-powered offensive weapon is a moment where you could be letting one &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your teammates die&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Granted&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy wouldn't have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pistol if she didn't need to use it at times&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it shouldn't be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main item that you use when picking this character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what makes Overwatch all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more frustrating &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;me&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There is a great game ready to be born out &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this mess. Blizzard tends to know what they &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doing. That is why I am confused regarding how this game has achieved such universal praise&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;despite its shortcomings. The developer can do much&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much better. In its current state, the free-&lt;/del&gt;to&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-play Gotham City Imposters offered much more in the way of depth with a similar tone and varied abilities. How Blizzard can get away with charging $40 (or $60) dollars for less than WB's beleaguered shooter, and then riddle it with microtransactions, is beyond me&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch does its best to avoid the pitfalls of other multiplayer-only games&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mainly content. Overwatch’s 21 characters provide plenty of variety and the 12 uniquely designed maps will keep players interested &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;matches on end. Where Overwatch’s content falls flat is in its game modes. There are only four and one of them is merely a hybrid of two other modes&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Assault tasks attackers with capturing two consecutive points on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Escort &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;about leading a package through a set number of checkpoints to a final delivery point and Control is King-of-&lt;/del&gt;the&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-Hill. Assault/Escort is a blend &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first two modes where attackers capture a point and then escort a payload&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game modes are perfectly fine&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they can get tiresome after a while&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Why there couldn’t be &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Team Deathmatch or Domination/Conquest mode is curious. While Blizzard has said they will be adding more heroes &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maps post&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launch&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they have no confirmed if there will be any new game modes outside of Competitive Play mode. New maps &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters are nice, but it’s &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lack &lt;/del&gt;of game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modes that &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch’s big variety problem right now.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Aside from Tracer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reaper seems &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;favorite for more casual players (AKA you'll sometimes see full teams comprised of the two). Despite his relatively low barrier of entry&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this hero-hunting mercenary &lt;/del&gt;also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boasts &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pretty high skill ceiling. Reaper's Hellfire Shotguns are absolutely devastating from short range&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though they dramatically lose effectiveness as encounter distance increases&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For this reason&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you're going &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;always want to try and attack him from mid-to-long range&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What's more&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reaper generates &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collectible health orb whenever he kills &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;foe&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he can go on some absolutely devastating runs if opposing players get too close&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It cannot be overstated how vibrant, unique, and full of life Overwatch’s roster feels, nor how much its diversity and broadness helps encourage both veteran gamers and &lt;/ins&gt;those &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new to shooters to pick up &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;. In &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a genre dominated by gritty, sci-fi realism, and populated mostly by angry white guys shooting at other angry white guys with assault rifles, Overwatch’s multi-ethnic, female-heavy, colorful&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and unapologetically fun roster absolutely stands out from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pack&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each character’s animations, visual design&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and dialogue all come together to &lt;/ins&gt;bring &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them to life, and in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;waiting room before games, they’ll engage in dialogue with each other &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;further emphasize &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world that connects t&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The 21 characters are grouped together in 1 of 4 classes: Offense, Defense, Tank and Support. Though characters may share a class, each plays completely different from one another. For example&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Soldier 76 and Tracer are both part &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Offense class&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but each has its own unique strengths and weaknesses. Soldier 76 players like &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional Assault character from a Battlefield game. He deals good damage at mid&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;range &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can even drop a healing beacon, but he doesn’t have a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;health. Tracer, on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other hand, has small clip&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sizes and low health but is fast and able to rewind time to pull herself &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;safety. There aren’t two characters that are similar, and there isn’t a single character that is a perfect &amp;quot;all-around&amp;quot; character. Everyone has their own strengths &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weaknesses&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and learning how to play to those strengths and exploit enemy weaknesses is all part of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s meta.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Still, defeating Bastion is actually pretty simple&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When he&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in his Sentry Configuration&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he actually gets a second critical hit zone on his back, so any character that can sneak behind him is going to be able to make short work &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;him. Needless to say, Tracer and Reaper, with their Blink &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shadow Step abilities, respectively, are awesome against Bastion. In addition&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters &lt;/ins&gt;like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Junkrat &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Pharah are really awesome at causing massive amounts of explosive damage to Sentry Bastion. Finally, if you have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coordinated team, you can certainly use Reinhardt's massive shield &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absorb Bastion's gunfire while other teammates unleash chaos on him from safety.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bastion is different from most of Overwatch's heroes in that his main ability alters his main weapon. His standard configuration, Recon, allows him to move freely and gives him a moderately powerful assault rifle designed for medium range encounters. His Sentry configuration is his most useful, and potentially most frustrating, setup. In this mode, Bastion is completely stationary, but has a turret &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can do insane damage at close&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;medium and long range&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Needless to say&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;running straight into Bastion when he's hanging out in his Sentry configuration is straight up foolish. Add this &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact that his other ability, Self-Repair, allows him to heal himself, and it's easy to see how Bastion can be frustrating for those who just bumrush an objective without thought&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oh, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;[https://overwatchtactics.com/articles/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;marvel&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rivals&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;redefining&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hero&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shooter&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;generosity&lt;/ins&gt;-in-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2025&lt;/ins&gt;.html &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weblink&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;let's not forget that Bastion's ultimate&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tank Configuration&lt;/ins&gt;, not only &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes him more mobile and gives him a powerful rocket launcher&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;decreases the size of his hitbox significantly&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When you're new &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bastion &lt;/ins&gt;is the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absolute bane &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your existence&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inexperienced players far and wide complain that he&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overpowered&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thanks to Overwatch&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mechanic of enabling &lt;/ins&gt;in&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-match hero swaps&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;savvy players &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get some really simple kills off &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everyone&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s favorite bird-loving robot&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This level of inclusion might &lt;/ins&gt;not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mean &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much to gamers, but after showcasing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few close friends&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;including female &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;minority gamers, we were all in agreeance &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard’s design decisions made &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resonate &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;us more so than other games have&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even if they aren’t an integral part &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the experience&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Still&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as much as I am &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fan of the diverse characters of Overwatch&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;diversity within the game’s playable heroes &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only one facet of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s dedication &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inclusivity&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While there are plenty &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;diverse characters, there &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a few traditional&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;archetypal ones as well&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though these are used &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great effect&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Take Soldier 76&lt;/ins&gt;, for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;example&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surface&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he &lt;/ins&gt;is the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most recognizable &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bunch&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To be honest, he looks like he was plucked from any semi-futuristic shooter&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his inclusion and design is an important one&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game that awards team &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based play&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Soldier 76 serves &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;important role &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;acclimating less experienced players into the &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. His moveset &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simple&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with an ultimate ability that essentially allows you &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hold down &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trigger and rack up kills without aiming&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and he &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;healing item&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which helps to minimize the importance of avoiding enemy fire&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He also has the benefit of handling like a traditional first person shooter&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is bound &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resonate with fans of the genre&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s also Widowmaker&lt;/ins&gt;, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fan favorite who wields &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;powerful sniper rifle. While her moveset and weapons require more skill to successfully use&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her character design harkens to the femme fatale types &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are instantly recognizable, which makes it easier for newcomers to discern what her purpose is within the game&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ChristinaToll9</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2057917&amp;oldid=prev</id>
		<title>2025年12月4日 (木) 06:35にBryanChadwick20による</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2057917&amp;oldid=prev"/>
		<updated>2025-12-04T06:35:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月4日 (木) 06:35時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Still, defeating Bastion is actually pretty simple&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When he's in his Sentry Configuration&lt;/del&gt;, he &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actually gets &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second critical hit zone on his back, so any character &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can sneak behind him is going to &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able to make short work of &lt;/del&gt;him. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Needless &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tracer and Reaper&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with their Blink and Shadow Step abilities&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;respectively, are awesome against Bastion. In addition, characters like Junkrat &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Pharah are really awesome at causing massive amounts &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;explosive damage &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sentry Bastion&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally, if you have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coordinated team&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you can certainly use Reinhardt&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;massive shield &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absorb Bastion's gunfire while other teammates unleash chaos on him from safety.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Perhaps &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest troll of the entire roster&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Junkrat thrives on blocking off pathways and causing straight up chaos on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;His main weapon&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Frag Launcher, allows him to lob and bounce explosives that have a short detonation delay (unless they directly impact a player)&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Because of this, Junkrat is able to utilize cover, large walls &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/del&gt;[https://www.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatchtactics&lt;/del&gt;.com/articles/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;winston&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evolution&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;primate&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maestro&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of-stadium-warfare&lt;/del&gt;-in-overwatch-2&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.html Https://Www.Overwatchtactics.Com/Articles/Winston&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;S&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Evolution-The-Primate-Maestro-Of-Stadium-Warfare-In-Overwatch-2&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Html&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;corners all while still being able to cause massive amounts of damage to opposing teams&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you're not constantly firing grenades and using projectiles to force players onto alternate paths, you're playing this character incorrectly. In addition to being able to manually launch grenades, his Total Mayhem perk automatically drops grenades upon player death, meaning that you can essentially play &lt;/del&gt;as a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;martyr if all else fails. Not only does Total Mayhem work &lt;/del&gt;as a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;method &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frustrating other &lt;/del&gt;players, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's absolutely devastating against characters who dare to get too close&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bastion is different from most of Overwatch's heroes &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that his main ability alters his main weapon&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;His standard configuration, Recon, &lt;/del&gt;allows &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;him &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;move freely and gives him a moderately powerful assault rifle designed &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;medium range encounters. His Sentry configuration &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his most useful, and potentially most frustrating, setup&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In this mode&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bastion is completely stationary&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turret that can do insane damage at close, medium and long range&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Needless &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;running straight into Bastion &lt;/del&gt;when &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he's hanging out &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his Sentry configuration is straight up foolish&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Add &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to the fact that his other &lt;/del&gt;ability, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Self-Repair, allows him &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heal himself&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s easy to see how Bastion can be frustrating &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those who just bumrush &lt;/del&gt;an objective &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;without thought&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oh&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and let's not forget &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bastion's ultimate&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tank Configuration&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not only makes him more mobile and gives him a powerful rocket launcher, but it also decreases &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;size &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his hitbox significantly&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With Overwatch, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charming hero shooter from Blizzard&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launching this week, we want to make sure &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you’re as prepared as possible to help your team dominate&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch’s main focus &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clearly on the interplay between its dynamic characters, so in order &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become competent&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you’ll need to understand how every character works. Throughout the week&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we’ll &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;publishing guides on each of the twenty&lt;/del&gt;-one &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launch heroes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a time&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hopes &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you’ll be able to recognize certain patterns on the battlefield&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are certain characters in Overwatch that lose their effectiveness when solely used for killing, and Reinhardt &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;firmly in &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;camp&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you've spent any time watching or playing Overwatch, you'll recognize this massive sheild and hammer wieldimg knight from a mile away&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reinhardt &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of the lucky few characters that &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two distinct weapons&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one offensive and one defensive&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;His Rocket Hammer does massive amounts of damage &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;anyone who falls inside &lt;/del&gt;of a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given swing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;should be noted that these swings are exceptionally slow in the grand scheme of things&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In addition &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rocket Hammer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reinhardt also utilizes &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Barrier Field, his iconic light shield that can reflect up to 2000 hitpoints before retracting&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not &lt;/del&gt;only &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;does this shield automatically retract when it runs out &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;HP&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it also recharges when it's not in use &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reinhardt &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much slower when using it&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For these reasons, it's best to save up your shield for when you're right on top &lt;/del&gt;of a payload &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;member &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the attacking team&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as this is where &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Barrier Field &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easily the most effective&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy's Caduceus Staff allows her &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attach a healing beam to a single ally in her immediate area, and this should &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;done as much as humanly possible. There isn't necessarily &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point to playing Mercy if the Caduceus Staff isn&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main focus &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your activities&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially considering that Mercy&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;secondary abilities all play into her knack for healing teammates&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Guardian Angel is both Mercy&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s most useful ability &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the skill that most players completely forget &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;By pointing your reticle at one of your teammates, you&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ll be able to rapidly fly towards them&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing you to either get right up in the action or heal &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distant enemy. The one thing to keep in mind with Guardian Angel is that you need &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clear path towards your teammate&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so you're not going to be able to warp through walls or ceilings&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Disclaimer: The following opinions are those of the author only&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In this post&lt;/ins&gt;, he &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complains about &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;title &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most of the staff here adores. He might &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wrong, but we tolerate &lt;/ins&gt;him. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;His milkshake does bring all the boys &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the yard&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after all.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yesterday evening (December 1st&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at the time of writing this) was the night of the annual Game Awards show&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lavish live-streamed spectacle where the best &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brightest &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the video games industry gathered in Los Angeles - in order &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;receive awards voted on by industry peers and journalists, celebrating the year in gaming&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It was &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good night for big-name hits like Uncharted 4: A Thief's End &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the reboot of DOOM and Blizzard&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mega-selling team shooter **Overwatch ** , as well as respected independent titles like That Dragon Cancer - and it was a chance for those in attendance &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show off all-new trailers for upcoming tit&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It isn’t just &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters that feel unique&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s also &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maps&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch ships with twelve maps&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three dedicated to each of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four game modes&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All twelve maps are based on real-world locations &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;match &lt;/ins&gt;[https://www.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overwatchtactics&lt;/ins&gt;.com/articles/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overpowered&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adventures&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;support&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main&lt;/ins&gt;-in-overwatch-2-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stadium&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mode&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;html their website&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;settings wonderfully&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Route 66 is &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;desert &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the real world locale, Hanamura is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beautiful Japanese castle, and the Temple &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Anubis takes &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to the Giza Plateau and its mighty pyramids. These are not only aesthetically pleasing maps&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also very well designed maps&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy also boasts a slightly passive perk known as Angelic Decent, which allows her to fall slowly when &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the air by holding the jump prompt&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This not only &lt;/ins&gt;allows &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hide in plain sight, but it will also allow &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moments of healing without being right in the thick of the action (survival &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the name of the game with Mercy)&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy's ultimate seems simple to use&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wonderful way to frustrate your team if you're careless&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resurrect gives Mercy the power &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revive fallen teammates&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is exceptionally useful &lt;/ins&gt;when &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trying to take over an objective or win &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overtime&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, simply spamming the ultimate button whenever a teammate dies isn't the most effective use of &lt;/ins&gt;this ability, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as it can often mean causing a swift second death. We recommend waiting for either multiple teammates &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be down&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or timing &lt;/ins&gt;it for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a massive push on &lt;/ins&gt;an objective. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As always&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remember &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy is there to help&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so in order to play this character effectively&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you need to be committed to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;others, which might not be your style if you're always seeking your next triple kill&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The first thing you need to know when playing as Mercy is that you're not in it for the kills. It's entirely possible that Mercy might be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only character you have a negative K/D ratio with&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;that&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s actually totally fine&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The name of the game with Mercy &lt;/ins&gt;is to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heal your teammates&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and as such&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pulling out your Caduceus Blaster should &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a last resort. Think about it: any moment you're using your relatively under&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;powered offensive weapon is a moment where you could be letting &lt;/ins&gt;one &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of your teammates die. Granted&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy wouldn't have a pistol if she didn't need to use it &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;times&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it shouldn't be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main item &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you use when picking this character&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is what makes Overwatch all the more frustrating to me. &lt;/ins&gt;There is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a great game ready to be born out of &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mess&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard tends to know what they are doing&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;why I am confused regarding how this game &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;achieved such universal praise, despite its shortcomings. The developer can do much&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much better&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In its current state, the free-&lt;/ins&gt;to&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-play Gotham City Imposters offered much more in the way &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depth with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;similar tone and varied abilities. How Blizzard can get away with charging $40 (or $60) dollars for less than WB's beleaguered shooter&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and then riddle &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with microtransactions, is beyond me&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Overwatch does its best &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;avoid &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pitfalls of other multiplayer-only games&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mainly content. Overwatch’s 21 characters provide plenty of variety and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;12 uniquely designed maps will keep players interested for matches on end. Where Overwatch’s content falls flat is in its game modes&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are &lt;/ins&gt;only &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four and one of them is merely a hybrid &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two other modes. Assault tasks attackers with capturing two consecutive points on the map&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Escort is about leading a package through a set number of checkpoints to a final delivery point &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Control &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;King-of-the-Hill&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Assault/Escort is a blend &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the first two modes where attackers capture a point and then escort &lt;/ins&gt;a payload&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. The game modes are perfectly fine, but they can get tiresome after a while. Why there couldn’t be &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Team Deathmatch or Domination/Conquest mode is curious. While Blizzard has said they will be adding more heroes and maps post-launch, they have no confirmed if there will be any new game modes outside &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Competitive Play mode. New maps and characters are nice&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it’s &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lack of game modes that &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch’s big variety problem right now&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aside from Tracer, Reaper seems &lt;/ins&gt;to be a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;favorite for more casual players (AKA you&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ll sometimes see full teams comprised of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two). Despite his relatively low barrier &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entry&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this hero-hunting mercenary also boasts a pretty high skill ceiling. Reaper&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hellfire Shotguns are absolutely devastating from short range, though they dramatically lose effectiveness as encounter distance increases&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For this reason, you&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re going to always want to try &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack him from mid-&lt;/ins&gt;to&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-long range&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s more&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reaper generates &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collectible health orb whenever he kills &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;foe&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning that he can go on some absolutely devastating runs if opposing players get too close&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BryanChadwick20</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2055385&amp;oldid=prev</id>
		<title>2025年12月3日 (水) 20:04に152.232.13.192による</title>
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		<updated>2025-12-03T20:04:28Z</updated>

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				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;With Overwatch, the charming hero shooter from Blizzard, launching this week, we want to make sure that you’re as prepared as possible to help your team dominate. Overwatch’s main focus is clearly on the interplay between its dynamic characters, so in order to become competent, you’ll need to understand how every character works. Throughout the week, we’ll be publishing guides on each of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;21 &lt;/del&gt;launch heroes, three at a time, with the hopes that you’ll be able to recognize certain patterns on the battlefield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When it comes to &lt;/del&gt;characters &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with a high skill-ceiling, Zenyatta resides near the top of the list. A glass cannon with the ability to heal teammates, a good Zenyatta has the opportunity to completely shift a match &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his team's favor&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certainly a strong case for giving him a shot&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Let&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s get his downsides out of the way right off of the bat: everyone's favorite robotic monk sports a mere 150 hitpoints and doesn't have &lt;/del&gt;any &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movement-based abilities &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perks&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making him an easy target when in the thick &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battle. Still, his main weapon, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Orbs of Destruction&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do a great deal &lt;/del&gt;of damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Support hero&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as they can either &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fired one-by-one with extreme accuracy, or charged up and fired (with the amount of orbs &lt;/del&gt;that are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fired based upon how long &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;secondary fire button is held for). If you're the type &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player that is really good at aiming your shots, consider giving Zenyatta a shot, as he is an absolute blast when played proficiently&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Speaking of positioning, Widowmaker's two core abilities allow her &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;either get to a new position quickly&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or protect &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one she's currently holding down. The first of these abilities, her Grappling Hook&lt;/del&gt;, can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be aimed using the reticle, and will quickly propel her towards the surface it's fired at&lt;/del&gt;. Not only &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;awesome for quickly reaching positions above the playing field&lt;/del&gt;, but it also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;works wonders &lt;/del&gt;when &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you're looking to get out of a jam. Widowmaker&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second ability, the Venom Mine can be fired with an arc, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deals damage over time &lt;/del&gt;when &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;triggered&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This toxic gas mine isn&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t just great &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crowd control, though. If &lt;/del&gt;you'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ve ever played &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;military shooter that allowed you to place claymores behind you while you snipe, you'll be happy to know that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Venom Mine can have a similar effect. Finally, her ultimate, Infra-Sight, allows your entire &lt;/del&gt;team &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to track the positions of all enemies in real-time&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instantly countering any flankers and generally setting you up for success.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Well our goal &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to have all of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heroes viable, especially in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;competitive scene; we want to see each of them played. I think that when this happens, the matches obviously get more dynamic, but you also feel as though there are more available counters for you to pick from at any moment. That's our value, and we're working towards that&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When it comes to defense heroes, no one has the potential &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rack up kills quite like Torbjörn, the bearded Scottish turret-builder. Armed with the Rivet Gun and the Forge Hammer, Torbjörn is the type of character that requires &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;small amount of practice to master, but once you understand his mechanics, you really understand his mechanics, so &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;speak. His main weapon, the Rivet Gun, sports two distinct firing methods. The first is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;medium-to-long range &lt;/del&gt;single &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;projectile that has a slight arc to it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though it still is highly accurate considering its relatively strong damage output&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Torbjörn&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s secondary firing method functions similarly to a shotgun, firing shrapnel over a short distance with a moderate spread. As you can probably guess, using the primary firing method at &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distance and the secondary firing method at close range is going &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;net you &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most damage and kills.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[Aaron Keller] I don&lt;/del&gt;'t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;know &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exact headcount &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the team&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;under one-hundred people, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it probably started closer to thirty or forty people before we ramped up to where we are now. The cool thing about &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team is &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everyone on it is such a high performer and so great at what they do&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We have a core value &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard called &amp;quot;Every Voice Matters,&amp;quot; and a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people on the team are really passionate and outspoken&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not just about [Overwatch] itself, but about things they'd like to see in the game. I think we have a really good collaborative environment where people feel like they can throw ideas out there and they&lt;/del&gt;'ll be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;listened &lt;/del&gt;to&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. That's how we get a lot of personality into the game; our heroes have come from all over the place.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It cannot be overstated how vibrant&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique, and full of life Overwatch’s roster feels, nor how much its diversity and broadness helps encourage both veteran gamers and those new &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shooters to pick &lt;/del&gt;up the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game. In &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre dominated by gritty, sci-fi realism, and populated mostly by angry white guys shooting at other angry white guys with assault rifles, [https://www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatchtactics.com/articles/ramattra-the-dual-faced-harbinger-of-overwatch-2-s-evolution.html Overwatch 2 Ramattra]’s multi-ethnic, female-heavy, colorful, and unapologetically fun roster absolutely stands out from the pack. Each character’s animations, visual design, and dialogue all come together &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bring them to life, and &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the waiting room before games&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they’ll engage in dialogue with each other &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;further emphasize the world that connects t&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Still, defeating Bastion is actually pretty simple. When he's in his Sentry Configuration, he actually gets a second critical hit zone on his back, so any character that can sneak behind him is going to be able to make short work of him. Needless to say, Tracer and Reaper, with their Blink and Shadow Step abilities, respectively, are awesome against Bastion. In addition, characters like Junkrat and Pharah are really awesome at causing massive amounts of explosive damage to Sentry Bastion. Finally, if you have a coordinated team, you can certainly use Reinhardt's massive shield to absorb Bastion's gunfire while other teammates unleash chaos on him from safety.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Perhaps the biggest troll of the entire roster, Junkrat thrives on blocking off pathways and causing straight up chaos on the battlefield. His main weapon, the Frag Launcher, allows him to lob and bounce explosives that have a short detonation delay (unless they directly impact a player). Because of this, Junkrat is able to utilize cover, large walls and  [https://www.Overwatchtactics.com/articles/winston-s-evolution-the-primate-maestro-of-stadium-warfare-in-overwatch-2.html Https://Www.Overwatchtactics.Com/Articles/Winston-S-Evolution-The-Primate-Maestro-Of-Stadium-Warfare-In-Overwatch-2.Html] corners all while still being able to cause massive amounts of damage to opposing teams. If you're not constantly firing grenades and using projectiles to force players onto alternate paths, you're playing this character incorrectly. In addition to being able to manually launch grenades, his Total Mayhem perk automatically drops grenades upon player death, meaning that you can essentially play as a martyr if all else fails. Not only does Total Mayhem work as a method of frustrating other players, but it's absolutely devastating against characters who dare to get too close.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Bastion is different from most of Overwatch's heroes in that his main ability alters his main weapon. His standard configuration, Recon, allows him to move freely and gives him a moderately powerful assault rifle designed for medium range encounters. His Sentry configuration is his most useful, and potentially most frustrating, setup. In this mode, Bastion is completely stationary, but has a turret that can do insane damage at close, medium and long range. Needless to say, running straight into Bastion when he's hanging out in his Sentry configuration is straight up foolish. Add this to the fact that his other ability, Self-Repair, allows him to heal himself, and it's easy to see how Bastion can be frustrating for those who just bumrush an objective without thought. Oh, and let's not forget that Bastion's ultimate, Tank Configuration, not only makes him more mobile and gives him a powerful rocket launcher, but it also decreases the size of his hitbox significantly.&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt;With Overwatch, the charming hero shooter from Blizzard, launching this week, we want to make sure that you’re as prepared as possible to help your team dominate. Overwatch’s main focus is clearly on the interplay between its dynamic characters, so in order to become competent, you’ll need to understand how every character works. Throughout the week, we’ll be publishing guides on each of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;twenty-one &lt;/ins&gt;launch heroes, three at a time, with the hopes that you’ll be able to recognize certain patterns on the battlefield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are certain &lt;/ins&gt;characters in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch that lose their effectiveness when solely used for killing&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Reinhardt &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;firmly in this camp&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ve spent &lt;/ins&gt;any &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time watching &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing Overwatch&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you'll recognize this massive sheild and hammer wieldimg knight from a mile away. Reinhardt is one &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lucky few characters that has two distinct weapons&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one offensive and one defensive. His Rocket Hammer does massive amounts &lt;/ins&gt;of damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to anyone who falls inside of &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given swing&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though it should &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;noted &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these swings &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exceptionally slow in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grand scheme &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;things&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In addition &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Rocket Hammer&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reinhardt also utilizes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Barrier Field&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his iconic light shield that &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reflect up to 2000 hitpoints before retracting&lt;/ins&gt;. Not only &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;does &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shield automatically retract when it runs out of HP&lt;/ins&gt;, but it also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recharges &lt;/ins&gt;when &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not in use &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reinhardt is much slower &lt;/ins&gt;when &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;using it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For these reasons, it&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s best to save up your shield &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when &lt;/ins&gt;you'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re right on top of a payload as &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;member of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attacking &lt;/ins&gt;team, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as this &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Barrier Field is easily &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most effective&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mercy's Caduceus Staff allows her &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attach &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;healing beam &lt;/ins&gt;to a single &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ally in her immediate area&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and this should be done as much as humanly possible&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There isn&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t necessarily &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing Mercy if &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Caduceus Staff isn&lt;/ins&gt;'t the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main focus &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your activities, especially considering that Mercy's secondary abilities all play into her knack for healing teammates&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Guardian Angel is both Mercy&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most useful ability &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most players completely forget to use&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;By pointing your reticle &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your teammates&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you&lt;/ins&gt;'ll be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rapidly fly towards them&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing you &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;either get right &lt;/ins&gt;up &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action or heal &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distant enemy&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The one thing &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mind with Guardian Angel is that you need a clear path towards your teammate&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so you're not going to be able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;warp through walls or ceilings.&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>152.232.13.192</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2055214&amp;oldid=prev</id>
		<title>2025年12月3日 (水) 19:22にNannettePounds1による</title>
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		<updated>2025-12-03T19:22:02Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年12月3日 (水) 19:22時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ignoring a required Day One patch &lt;/del&gt;that&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s larger than &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actual game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it seems best &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;acknowledge a major flaw right at the outset: Bastion. Yes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are many ways &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;counteract this &lt;/del&gt;character. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The most obvious being attacking from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rear. However&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one cannot attack from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rear when the enemy converts into a turret&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his back to &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wall. In turret form&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this thing can chew through a shield and tank in seconds, and take down most players before anything can be done. Should &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opposing team &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controlling every avenue of ingress with multiple Bastions, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;situation devolves into hopelessness&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch doesn’t have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plot&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it does have a ton &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch’s cast of quirky characters are interesting and diverse &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique personalities. Junkrat &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;limping psychopath who wants to blow things up&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Winston is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scholarly gorilla who&lt;/del&gt;, when &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;provoked&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dips into &lt;/del&gt;his &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rage-filled primal instincts. Tracer&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spunky Brit who serves as the game’s mascot&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is full &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;little quips &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;she zips around the battlefield. Players who take the extra time to stop &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;admire &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different map’s scenery will learn even more about &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different character’s backstories&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cues&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;D&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Va poster&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;provide clues into a character&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;history prior &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s an interesting way to convey lore&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it’s never quite enough. Blizzard clearly wants Overwatch to &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a big franchise with an interesting lore &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they do provide that outside of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Much like Destiny’s Grimoire Cards&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players will need &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn to sources outside the main game to learn about the lore&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;without &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;animated shorts&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I never would have known Hanzo &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Genji were brothers&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blizzard also plans &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release digital comics and graphic novels &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;further flesh out &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lore&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch may not need a campaign&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it would have been nice &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have some access to story content &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the main game&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aside from Tracer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reaper seems &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be a favorite for more casual players (AKA you'll sometimes &lt;/del&gt;see &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full teams comprised &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two). Despite his relatively low barrier of entry&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this hero-hunting mercenary &lt;/del&gt;also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boasts a pretty high skill ceiling&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reaper&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hellfire Shotguns are absolutely devastating from short range&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though they dramatically lose effectiveness as encounter distance increases. For this reason, you&lt;/del&gt;'re &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;always want &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;try &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack him from mid&lt;/del&gt;-to-long range. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reaper generates &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collectible health orb whenever he kills &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;foe&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning that he can go on some absolutely devastating runs if opposing players get too &lt;/del&gt;close.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Yesterday evening (December 1st, at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;writing this) was &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;night of the annual Game Awards show&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lavish live-streamed spectacle &lt;/del&gt;where the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brightest &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;video games industry gathered in Los Angeles - in order to receive awards voted on by industry peers &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;journalists&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;celebrating &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year in gaming&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It was &lt;/del&gt;a good &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;night for big-name hits &lt;/del&gt;like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Uncharted 4: A Thief&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s End , the reboot of DOOM and Blizzard&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mega-selling team shooter **Overwatch ** , as well as respected independent titles like That Dragon Cancer - and it was &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chance for those in attendance to show off &lt;/del&gt;all&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-new trailers for upcoming tit&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each map was designed specifically for the game mode it's paired with&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning nothing &lt;/del&gt;feels &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wrong about the design. An Escort map is designed with one straight path &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a few off-shoot areas &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accommodate different playstyles. A control map features one central point and multiple paths players can take &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;try and flank &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy team and take the spot&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These maps also play into the game’s meta. For example&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a close&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quarters Escort map will benefit Reinhardt whose shield would &lt;/del&gt;[https://www.Overwatchtactics.com/articles/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doomfist&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2025&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evolution&lt;/del&gt;-of-overwatch-2-s-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;punchiest-tank&lt;/del&gt;.html &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Doomfist Power Block Tips&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything straight in front of him&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but an open control map would leave him vulnerable from many different directions. Being able to control the map with the right hero&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;managing choke points &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;figuring &lt;/del&gt;out the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;path that works best with your &lt;/del&gt;character’s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;range is imperative.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's really that feeling of working as part of a team&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mastering the characters and controlling the map that makes Overwatch such a joy to play, even without getting the content you want for your favorite character. In one match&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my team &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I made a last defense on a capture map. Our Bastion entered turret mode &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spray one entry point, and Reinhardt held up his shield at another with Zarya close behind, supplying him with a personal shield. Soldier 76 sprinted to the front &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deal heavy damage with Mercy flying behind providing a damage boose. All the while, a Widowmaker hid at the very back, ready to snipe enemies that somehow made it past our defenses. In a world filled with so many &amp;quot;go-it-alone&amp;quot; multiplayer shooters&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having a game like Overwatch that offers so many unique ways to play as a team is refreshing &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With Overwatch, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charming hero shooter from Blizzard, launching this week, we want to make sure that you’re as prepared as possible to help your team dominate. Overwatch’s main focus is clearly on the interplay between its dynamic characters&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;order &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become competent, you’ll need to understand how every character works. Throughout &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;week, we’ll be publishing guides on each of the twenty-one launch heroes, three at a time, with the hopes &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you’ll be able to recognize certain patterns on the battlefield.&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With Overwatch, the charming hero shooter from Blizzard, launching this week, we want to make sure &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you’re as prepared as possible to help your team dominate. Overwatch’s main focus is clearly on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interplay between its dynamic characters&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so in order &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become competent&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you’ll need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;understand how every &lt;/ins&gt;character &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;works&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Throughout &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;week&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we’ll be publishing guides on each of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;21 launch heroes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three at &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hopes that you’ll &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able to recognize certain patterns on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When it comes to characters with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high skill-ceiling&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zenyatta resides near the top &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the list&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A glass cannon &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the ability to heal teammates, a good Zenyatta has the opportunity to completely shift a match in his team's favor, which &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certainly &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strong case for giving him a shot&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Let's get his downsides out of the way right off of the bat: everyone's favorite robotic monk sports &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mere 150 hitpoints and doesn't have any movement-based abilities or perks&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making him an easy target &lt;/ins&gt;when &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in the thick of battle. Still&lt;/ins&gt;, his &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main weapon&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Orbs of Destruction&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do a great deal &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage for a Support hero, &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they can either be fired one-by-one with extreme accuracy, or charged up &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fired (with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;amount of orbs that are fired based upon how long &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;secondary fire button is held for)&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you're the type of player that is really good at aiming your shots&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consider giving Zenyatta &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shot, as he is an absolute blast when played proficiently&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Speaking of positioning&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Widowmaker&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two core abilities allow her to either get &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new position quickly, or protect &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one she's currently holding down&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The first of these abilities, her Grappling Hook&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aimed using the reticle, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will quickly propel her towards &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surface it's fired at&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not only is this awesome for quickly reaching positions above the playing field&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it also works wonders when you're looking &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get out of a jam&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Widowmaker's second ability&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Venom Mine can be fired with an arc&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deals damage over time when triggered&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This toxic gas mine isn't just great for crowd control, though. If you've ever played a military shooter that allowed you &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place claymores behind you while you snipe, you'll be happy &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;know that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Venom Mine can have a similar effect&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally, her ultimate&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Infra-Sight&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows your entire team &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;track the positions of all enemies &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;real-time, instantly countering any flankers and generally setting you up for success&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Well our goal is to have all of the heroes viable&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially in the competitive scene; we want &lt;/ins&gt;to see &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them played. I think that when this happens, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;matches obviously get more dynamic&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but you &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feel as though there are more available counters for you to pick from at any moment&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our value&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and we&lt;/ins&gt;'re &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;working towards that.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When it comes &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defense heroes, no one has the potential &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rack up kills quite like Torbjörn, the bearded Scottish turret-builder. Armed with the Rivet Gun &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Forge Hammer, Torbjörn is the type of character that requires a small amount of practice to master, but once you understand his mechanics, you really understand his mechanics, so to speak. His main weapon, the Rivet Gun, sports two distinct firing methods. The first is a medium&lt;/ins&gt;-to-long range &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single projectile that has a slight arc to it, though it still is highly accurate considering its relatively strong damage output&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Torbjörn&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;secondary firing method functions similarly to a shotgun&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;firing shrapnel over &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;short distance with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moderate spread. As you can probably guess&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;using the primary firing method at a distance and the secondary firing method at &lt;/ins&gt;close &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;range is going to net you the most damage and kills&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[Aaron Keller] I don't know &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exact headcount &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team. It's under one-hundred people&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it probably started closer to thirty or forty people before we ramped up to &lt;/ins&gt;where &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we are now. The cool thing about &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team is that everyone on it is such a high performer &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so great at what they do. We have a core value at Blizzard called &amp;quot;Every Voice Matters,&amp;quot; and a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team are really passionate &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;outspoken&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not just about [Overwatch] itself, but about things they'd like to see in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I think we have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really &lt;/ins&gt;good &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collaborative environment where people feel &lt;/ins&gt;like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they can throw ideas out there and they&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ll be listened to. That&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how we get &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of personality into the game; our heroes have come from &lt;/ins&gt;all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;over the place.&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It cannot be overstated how vibrant, unique&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and full of life Overwatch’s roster &lt;/ins&gt;feels&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, nor how much its diversity and broadness helps encourage both veteran gamers &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those new &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shooters &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pick up &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In a genre dominated by gritty&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sci&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fi realism, and populated mostly by angry white guys shooting at other angry white guys with assault rifles, &lt;/ins&gt;[https://www.Overwatchtactics.com/articles/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ramattra&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dual&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;faced&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;harbinger&lt;/ins&gt;-of-overwatch-2-s-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evolution&lt;/ins&gt;.html &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overwatch 2 Ramattra&lt;/ins&gt;]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;’s multi-ethnic, female-heavy&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;colorful&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unapologetically fun roster absolutely stands &lt;/ins&gt;out &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pack. Each &lt;/ins&gt;character’s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;animations&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual design&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dialogue all come together &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bring them &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;life&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;waiting room before games&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they’ll engage &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dialogue with each other &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;further emphasize &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;connects t&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>NannettePounds1</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Overwatch_Character_Guide:_Reaper_Bastion_And_Mercy&amp;diff=2054305&amp;oldid=prev</id>
		<title>181.177.96.170: ページの作成:「&lt;br&gt;Ignoring a required Day One patch that's larger than the actual game, it seems best to acknowledge a major flaw right at the outset: Bastion. Yes, there are many ways…」</title>
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		<updated>2025-12-03T14:55:48Z</updated>

		<summary type="html">&lt;p&gt;ページの作成:「&amp;lt;br&amp;gt;Ignoring a required Day One patch that&amp;#039;s larger than the actual game, it seems best to acknowledge a major flaw right at the outset: Bastion. Yes, there are many ways…」&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;Ignoring a required Day One patch that's larger than the actual game, it seems best to acknowledge a major flaw right at the outset: Bastion. Yes, there are many ways to counteract this character. The most obvious being attacking from the rear. However, one cannot attack from the rear when the enemy converts into a turret, his back to a wall. In turret form, this thing can chew through a shield and tank in seconds, and take down most players before anything can be done. Should the opposing team be controlling every avenue of ingress with multiple Bastions, the situation devolves into hopelessness.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Overwatch doesn’t have a plot, but it does have a ton of character. Overwatch’s cast of quirky characters are interesting and diverse with unique personalities. Junkrat is a limping psychopath who wants to blow things up. Winston is a scholarly gorilla who, when provoked, dips into his rage-filled primal instincts. Tracer, the spunky Brit who serves as the game’s mascot, is full of little quips as she zips around the battlefield. Players who take the extra time to stop and admire the different map’s scenery will learn even more about the different character’s backstories. Cues, like a D.Va poster, provide clues into a character's history prior to the game. It’s an interesting way to convey lore, but it’s never quite enough. Blizzard clearly wants Overwatch to be a big franchise with an interesting lore and they do provide that outside of the game. Much like Destiny’s Grimoire Cards, players will need to turn to sources outside the main game to learn about the lore. For example, without the animated shorts, I never would have known Hanzo and Genji were brothers. Blizzard also plans to release digital comics and graphic novels to further flesh out the lore. Now, Overwatch may not need a campaign, but it would have been nice to have some access to story content in the main game.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Aside from Tracer, Reaper seems to be a favorite for more casual players (AKA you'll sometimes see full teams comprised of the two). Despite his relatively low barrier of entry, this hero-hunting mercenary also boasts a pretty high skill ceiling. Reaper's Hellfire Shotguns are absolutely devastating from short range, though they dramatically lose effectiveness as encounter distance increases. For this reason, you're going to always want to try and attack him from mid-to-long range. What's more, Reaper generates a collectible health orb whenever he kills a foe, meaning that he can go on some absolutely devastating runs if opposing players get too close.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yesterday evening (December 1st, at the time of writing this) was the night of the annual Game Awards show, a lavish live-streamed spectacle where the best and brightest of the video games industry gathered in Los Angeles - in order to receive awards voted on by industry peers and journalists, celebrating the year in gaming. It was a good night for big-name hits like Uncharted 4: A Thief's End , the reboot of DOOM and Blizzard's mega-selling team shooter **Overwatch ** , as well as respected independent titles like That Dragon Cancer - and it was a chance for those in attendance to show off all-new trailers for upcoming tit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each map was designed specifically for the game mode it's paired with, meaning nothing feels wrong about the design. An Escort map is designed with one straight path and a few off-shoot areas to accommodate different playstyles. A control map features one central point and multiple paths players can take to try and flank the enemy team and take the spot. These maps also play into the game’s meta. For example, a close-quarters Escort map will benefit Reinhardt whose shield would [https://www.Overwatchtactics.com/articles/doomfist-in-2025-the-evolution-of-overwatch-2-s-punchiest-tank.html Doomfist Power Block Tips] everything straight in front of him, but an open control map would leave him vulnerable from many different directions. Being able to control the map with the right hero, managing choke points and figuring out the path that works best with your character’s range is imperative.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's really that feeling of working as part of a team, mastering the characters and controlling the map that makes Overwatch such a joy to play, even without getting the content you want for your favorite character. In one match, my team and I made a last defense on a capture map. Our Bastion entered turret mode to spray one entry point, and Reinhardt held up his shield at another with Zarya close behind, supplying him with a personal shield. Soldier 76 sprinted to the front to deal heavy damage with Mercy flying behind providing a damage boose. All the while, a Widowmaker hid at the very back, ready to snipe enemies that somehow made it past our defenses. In a world filled with so many &amp;quot;go-it-alone&amp;quot; multiplayer shooters, having a game like Overwatch that offers so many unique ways to play as a team is refreshing and fun.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With Overwatch, the charming hero shooter from Blizzard, launching this week, we want to make sure that you’re as prepared as possible to help your team dominate. Overwatch’s main focus is clearly on the interplay between its dynamic characters, so in order to become competent, you’ll need to understand how every character works. Throughout the week, we’ll be publishing guides on each of the twenty-one launch heroes, three at a time, with the hopes that you’ll be able to recognize certain patterns on the battlefield.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>181.177.96.170</name></author>
	</entry>
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