Profit Pulls Off Insane Play to Win Overwatch Grand Finals Series Against Philadelphia Fusion - Dexerto
Overwatch

Profit Pulls Off Insane Play to Win Overwatch Grand Finals Series Against Philadelphia Fusion

Published: 28/Jul/2018 2:29 Updated: 28/Jul/2018 2:30

by Joe O'Brien

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London Spitfire’s Park ‘Profit’ Joon-yeong pulled off an unbelievable play to close out the opening series of the Overwatch League grand finals.

The Spitfire DPS player came in with a massive five kills in the final seconds of the last map to secure the victory for London.

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Philadelphia Fusion had drawn first blood in the opening series of the grand finals with a win on Dorado, but a swift response from the Spitfire on Oasis and Eichenwalde put them on series point for Volskaya Industries.

The Spitfire were primed to close out the series after a solid defensive hold, preventing the Philadelphia Fusion from even claiming the second tick of point B.

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The Fusion’s own defence proved just as stalwart, however, and after almost holding on point A they were able to whittle down the time on point B, leaving London to make a desperate last-second push in order to close out the map.

With less than thirty seconds to go, a deadly flank from Profit opened up the game for London, picking off Philadelphia’s Mercy. He didn’t stop there, however, proceeding to assassinate his opposite number in Lee ‘Carpe’ Jae-hyeok, before eliminating three Fusion tanks to clear the point.

When the dust settled, Profit had won the point almost single-handedly, claiming the game and the series for the Spitfire.

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With that win, London Spitfire only needs to win one more best-of-five series to become the very first Overwatch League champions. Philadelphia Fusion will require back-to-back wins on Saturday July 28 if they are to claim the trophy for themselves.

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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