OGE makes the ultimate Wrecking Ball play in competitive Overwatch match - Dexerto
Overwatch

OGE makes the ultimate Wrecking Ball play in competitive Overwatch match

Published: 19/Nov/2018 14:40 Updated: 19/Nov/2018 14:44

by Joe O'Brien

Share


Dallas Fuel main tank Son ‘OGE’ Min-seok showed off his Wrecking Ball skills during an Overwatch scrim.

OGE pulled off an epic play that lived up to the hero’s name in a competitive match on Lijiang Tower.

Advertisement

At the start of Lijiang’s Night Market point, the two teams got into a six-vs-six fight on the point to claim initial control.

As the fight progressed, Jeff ’Emongg’ Anderson, playing on OGE’s team as D.Va, was able to help get the enemy team positioned by one of the side doors.

Advertisement

The positioning set up OGE perfectly, who came in swinging to knock the enemy tank line off the map, before finishing the combo with a pile-driver and helping clean up the rest of the team.

The play came in a custom-settings match organized by Dallas Fuel coach Justin ‘Jayne’ Conroy.

In the aftermath of Brandon ‘Seagull’ Larned’s video on the state of Overwatch, which prompted much community debate on the topic as well as an extensive discussion between Seagull, Jayne, Lane ‘Surefour’ Roberts and Félix ‘xQc’ Lengyel.

Advertisement

Jayne organized a set of custom matches among Overwatch League pros and other high-skill players to test a variety of rules for competitive Overwatch, including allowing each team to ban one hero, and varying the active and passive generation speed of ultimate ability charge.

Wrecking Ball has yet to see play in the Overwatch League, only having been released towards the end of the Season One playoffs. Although he’s been seen in the likes of the Overwatch World Cup and Contenders, he won’t make his debut on Overwatch’s biggest stage until OWL Season Two kicks off on February 14.

Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

Share


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. 

Advertisement

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. 

Advertisement
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.

Advertisement

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.”

Advertisement

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.

Advertisement