Philadelphia Fusion's Carpe Makes Insane Widowmaker Play to Clutch Map Against Boston Uprising - Dexerto
Overwatch

Philadelphia Fusion’s Carpe Makes Insane Widowmaker Play to Clutch Map Against Boston Uprising

Published: 18/May/2018 15:21 Updated: 11/Mar/2019 12:55

by Joe O'Brien

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Philadelphia Fusion’s Lee ‘Carpe’ Jae-hyeok made an insane play with Widowmaker to help secure a win on Lijiang Tower against Boston Uprising.

Every match this stage will be crucial for the Philadelphia Fusion. At the end of Stage 4, the top-six teams in the overall standings will qualify for the $1.7million playoffs, and the Fusion entered the stage in sixth place.

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With only two match wins separating them from both the Houston Outlaws and Los Angeles Gladiators, who themselves will be desperately chasing a playoff spot, every single match could ultimately be the difference between qualifying and missing out.

The Fusion’s first test would be a tough one as well, as they faced off against Boston Uprising to kick off their stage run. The Uprising went undefeated in the regular season of Stage 3, only losing in the finals of the stage playoffs to New York Excelsior.

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Boston drew first blood on King’s Row, but Philadelphia hit back with a win on Hanamura. Lijiang Tower was the control map, and the two teams traded points to go to a deciding third on the Night Market point.

The Fusion captured first and were able to hold to 99%, but a strong push from Boston looked to claim control in overtime. Carpe found a flank, however, and made a huge play to steal it back from the brink and secure the map.

As it happened originally on broadcast:

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Carpe’s point-of-view:

Philadelphia Fusion ultimately won the series 3-1, marking the first regular-season defeat for the Uprising since week three of Stage 2. The Fusion’s next match will be against Florida Mayhem on Saturday May 19th.

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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