Overwatch pro gets destroyed after insisting he can't lose to former team-mate - Dexerto

Overwatch pro gets destroyed after insisting he can’t lose to former team-mate

Published: 23/Jan/2019 14:56 Updated: 23/Jan/2019 15:01

by Joe O'Brien


Overwatch pro Phillip ‘Kragie’ Krag felt some instant karma after running into his former team-mate in a ranked game.

Kragie encountered Cameron ‘Fusions’ Bosworth, who he’d played with on British Hurricane, on the opposite team in a game on Volskaya Industries.


After being unable to hold on defense, Kragie prepared for the offensive round by stating “we can’t lose to Fusions.”

“I agree,” said fellow former British Hurricane player Daniel ‘FunnyAstro’ Hathaway “fuck this Fusions guy.”


Though he couldn’t possibly have heard the remarks, Fusions seemed to have a point to prove at the start of the round. The first push by the attacking team was devastated by Fusions’ Reinhardt, who somehow managed to build up his Earthshatter ultimate a mere 18 seconds into the round.

Fusions also captured his own perspective of the incredible opening play.

Kragie and FunnyAstro’s team was ultimately unable to even capture the first point, with the game ending in a 2-0 victory for Fusions and co.


Fusions’ first real experience under the international spotlight was at the 2018 World Cup, when Team UK upset the United States – who many had picked as favorites for the tournament – to reach the semi-finals.

Despite having not been the original starting main tank, with Christopher ‘ChrisTFer’ Graham filling the position for the Paris Qualifier, Fusions stood out in the UK’s playoff performance, praised both for his mechanical skills and the shot-calling he reportedly brought to the team.

In the wake of his break-out performance, Fusions has been signed to a two-way contract with Boston Uprising and Uprising Academy, meaning Boston will have the option of fielding him in Season Two of the Overwatch League, which kicks off on February 14.


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.