Shanghai Dragons DPS Chon ‘Ado’ Gi-hyeon pulled off an insane ultimate with Genji while streaming ranked play.
Ado showed off the skill that isn’t often given a chance to shine in the Overwatch League with an incredible five-kill dragon-blade.
To say Shanghai Dragons has been the weakest team in the Overwatch League is something of an understatement – as the regular season approaches its conclusion, the team is still without a single series win across the entire league.
Ado was one of five players brought in during the mid-season signing window in an attempt to reinvigorate the squad. While the team has arguably looked better in-game, the new additions haven’t been able to deliver a win yet, with only six chances remaining in the season.
Even amid such terrible results, however, it’s hard to argue that there aren’t bright spots on the Dragons roster in terms of individual skill. The team’s performance hasn’t given many opportunities for its players to shine, but that doesn’t mean they’re without talent.
Ado showed off what he’s capable of against lesser players in a ranked game during a recent stream. A flawless dragon-blade on Anubis point B allowed him to clean up five enemies, dashing perfectly between each.
Eagle-eyed viewers will also note Ado’s stats in the game – over 10,000 damage and a massive 42 kills show that this wasn’t just a moment of isolated brilliance.
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.
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.