Overwatch Streamer Emongg Raises Nearly $40K for Blizzard’s Charity Push - Dexerto

Overwatch Streamer Emongg Raises Nearly $40K for Blizzard’s Charity Push

Published: 22/May/2018 21:19 Updated: 11/Mar/2019 12:57

by Joe O'Brien


Overwatch streamer ‘Emongg’ raised nearly $40,000 for charity as part of Blizzard’s efforts to raise money for the Breast Cancer Research Foundation.

Emongg was the last in a series of streamers who hosted scheduled streams as part of the fundraising campaign.


The most significant aspect of Blizzard’s charity efforts is the Pink Mercy skin, which was released on May 8th and sold directly for $15, the full proceeds from which will be donated to BCRF. Blizzard reported that sales of the skin had raised nearly $10 million, although the final figure after the skin became unavailable on May 21st has not yet been announced.

The charity efforts included a variety of other fundraisers, however, including partnering up with a collection of streamers to put on charity streams throughout the period. The last of these was Emongg, a streamer who formerly played competitively for Selfless Gaming during the pre-OWL era.


Emongg has now revealed that his charity stream raised an enormous $38,026.52 to add to the overall donation. While it may not seem much compared to the millions raised by the Pink Mercy skin, it’s still a significant donation off the back of a single stream.

Overall, Emongg streamed for more than eleven hours for the fundraiser, during which he even got a visit from Overwatch game director Jeff Kaplan, who dropped in to talk about the charity drive.

The full stream can be watched below, with Kaplan joining shortly after the 7:26:00 mark:


Watch BCRF Charity Stream starting at 11 AM EST from Emongg on www.twitch.tv

The full total raised by the Overwatch community for the Breast Cancer Research Foundation has yet to be announced.


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.