Overwatch streamer Emongg isn't optimistic about the future of ranked play - Dexerto

Overwatch streamer Emongg isn’t optimistic about the future of ranked play

Published: 16/Nov/2018 12:22 Updated: 16/Nov/2018 12:26

by Joe O'Brien


Overwatch streamer Emongg has weighed in on the recent debate about ranked play.

The topic of ranked play and its issues is one that comes up every so often in the Overwatch community.


This time around, it’s been sparked by a video from Seagull, popular streamer and former pro player, who laid out his own perspective on the problems with the current system and the game more broadly.

Seagull highlighted the issues with competitive play often feeling like a “coinflip”, with a possibility for very good games or very bad games but little consistency, while also highlighting game issues like certain heroes being hard-countered, and too much reliance on ultimate abilities.


During a recent stream, Emongg offered his own perspective on the problems with ranked play specifically, and it wasn’t an optimistic one.

Robert Paul for Blizzard EntertainmentAfter stepping down from professional play, Seagull has spent more time experiencing the ranked Overwatch ladder.

Emongg explains that he doesn’t expect the ranked experience to improve because he doesn’t think Blizzard is interested in delivering a proper competitive experience.#

He sees Overwatch’s ranked queue as being more of a concession to the competitively-minded than a primary goal for the developers to optimize, and highlights that Blizzard themselves have stated that their aim for competitive play is that players should average a 50% win rate.


Emongg also highlighted that the “coinflip” nature of ranked is often explained by whether or not each team is playing a viable composition, but that ranked play doesn’t take into account player roles because Blizzard doesn’t want to limit how individual players can play.


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.