Miro Proves He's Still Got It With Epic Winston Play in Ranked Overwatch - Dexerto
Overwatch

Miro Proves He’s Still Got It With Epic Winston Play in Ranked Overwatch

Published: 11/Aug/2018 1:49

by Joe O'Brien

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Seoul Dynasty’s Gong ‘Miro’ Jin-hyuk showed off his insane Winston skills with an epic play while streaming.

Winston has been a staple of the elite tier of competition for so long that it’s hard to remember a time before he was played consistently. Early in the game’s life-cycle, however, even the world’s best players hadn’t figured out how to get enough out of him to sacrifice the barrier that Reinhardt offers.

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One player almost single-handedly changed the game by proving just how impactful a great Winston could be. Miro’s use of the hero was for a time uniquely exceptional, and a big part of the reason that Lunatic-Hai became the best team in the world.

In the Overwatch League era Miro has long since been dropped from conversations about the best main tank in the world, and even the best Winston player. However, he still has an instinctive grasp of the hero that only the greatest players will ever match.

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During a recent stream, Miro showed off the skills that made his Winston play so innovative, the precision use of a hero that was once considered blunt and mechanically limited. After using his Primal Rage to help repel a push on Nepal, Miro turned to a flanking Pharah, diving her with perfectly calculated use of his abilities and solo-killing her in mid air despite the use of her ultimate.

Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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

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

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

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

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

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

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

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

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

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

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

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

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

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