Overwatch streamer shocked after insane Payload match ends in draw - Dexerto
Overwatch

Overwatch streamer shocked after insane Payload match ends in draw

Published: 1/Apr/2020 17:31

by Michael Gwilliam

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Anyone who has played Overwatch knows what Assault and Hybrid game modes have the possibility to end in a tie, but what most people don’t know is that you can actually tie on Payload too.

Twitch streamer Halley0n was partaking in a wild match on Junkertown. Both teams had already completed the map and were on their second attack run. The enemy team was the first to try and ended up pushing the payload all the way to the second checkpoint.

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On Junkertown, when the payload reaches the first and second checkpoints, players need to wait for a door to open, so for a good few seconds, the cart will stall. Halley0n’s team decided to take a team fight at that spot and started fragging out, despite the opposing spawn being so close.

Blizzard Entertainment
Drawing on Payload is extremely rare.

Thanks to the streamer’s Wholehog and Ashe’s B.O.B Ulimates, the defenders managed to stop the payload with no additional progress being made towards the third and final objective.

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When it was Halley0n’s team’s turn to attack, they cruised past Point A and were headed for B. Despite a rocky penultimate fight, they managed to snag Point B and tie the game at 5-5. Literally, any movement on the payload would have guaranteed them victory.

However, the enemy team came speed-boosting in with a Lucio and wiped them, not allowing any additional progress to be made.

The match then came to a surprising end when Halley0n was unable to get back to the payload on the Wrecking Ball, prompting the result screen to pop up. While he probably expected either a defeat, the “draw” screen appeared, confusing the streamer and everyone in the game.

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“Wait, what?!” he gasped.

“WTF?” a couple players typed in match chat. “How is it a draw?”

Drawing on payload is incredibly difficult and rare. While most may assume that both teams would need to completely full-hold the enemy at the very beginning of the map, matches that go extra rounds are actually more likely to result in a tie.

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It all comes down to the time remaining when reaching those checkpoints where the payload needs to stop for a bit. In the first attacking phase, reaching a checkpoint puts more time on the clock for the attackers, but that doesn’t happen in overtime rounds.

There’s a reason why Overwatch League tie-breakers are always played on Control – it’s the only game mode where a tie is impossible.

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Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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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. 

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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. 

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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.

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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.”

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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.

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