Los Angeles Valiant trade multiple players and staff ahead of Overwatch League Season Two - Dexerto

Los Angeles Valiant trade multiple players and staff ahead of Overwatch League Season Two

Published: 18/Oct/2018 20:00 Updated: 18/Oct/2018 20:20

by Bill Cooney


Come next Overwatch League season, Terence “Soon” Tarlier and two assistant Los Angeles Valiant coaches will be taking their talents to other rosters.

The Valiant announced the trades, which also include assistant coaches Julien “Daemon” Ducros and Jordan “Gunba” Graham, on Thursday, October 18.


The team didn’t say where Daemon and Soon are headed, but confirmed they would be going to an OWL team for next season, while they revealed that Gunba will be going to the Boston Uprising.

Soon, who has been with the Valiant since the very beginning of the Overwatch League, is currently representing his home nation of France in the Overwatch World Cup, along with Daemon, who joined the Valiant to help them take the Stage 4 championship.


Gunba is currently the head coach for Australia’s Overwatch World Cup team, so all three will be in attendance at the finals this November at BlizzCon.

With Overwatch League’s second season coming up fast, these roster changes are going to be even more fast and furious as time goes on.

Hopefully the Valiant got something good in return for Soon, wherever they sent him because DPS talents like that can be pretty hard to find.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.