Overwatch League caster roasts DJ Khaled for his OWL Finals performance - Dexerto

Overwatch League caster roasts DJ Khaled for his OWL Finals performance

Published: 13/Nov/2018 0:11 Updated: 13/Nov/2018 0:20

by Bill Cooney


OWL caster Christopher ‘MonteCristo’ Mykles used his acceptance speech for Esports Live Event of the Year as a chance to poke some fun at DJ Khaled’s memorable performance at the Overwatch League Grand Finals back in July.

Monte told the audience it was “a little awkward” for him to be up there accepting the award for Esports Live Event of the Year when so many people put in a ton of hard work to make the event happen.


“Frankly I think I had the easiest job in the Overwatch League Finals,” he admitted to the audience. “Because after DJ Khaled’s performance, anybody could have looked good.”

Khaled’s performance during the Finals might be the most memorable thing about the event, for those who aren’t London Spitfire fans.


There are countless clips showcasing the regrettable performance, but the one featuring a young fan who seems very unimpressed with the halftime show takes the cake.

Overwatch cleaned up at the 2018 Esports Awards, taking home awards for Esports Live Event of the Year, Esports Game of the Year and Blizzard took home Esports Publisher of the Year.

Based on the reaction to DJ Khaled’s performance, it will certainly be interesting to see who Blizzard picks for musical entertainment in Season 2, if they choose anyone at all.


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.