The Groups for the Overwatch World Cup 2018 Have Been Decided - Dexerto

The Groups for the Overwatch World Cup 2018 Have Been Decided

Published: 2/May/2018 4:32 Updated: 14/Mar/2019 13:07

by Joe O'Brien


The qualifying countries and the groups for the first stage of the Overwatch World Cup 2018 have been decided.

The Overwatch World Cup returns for its third iteration in 2018. The World Cup pits national teams against each other, offering fans a chance to see unique all-star squads from different countries face off against each other.


Countries qualified based on the collective ranking of the top players on the ladder in season nine. The average rank of the top 150 players from each country was taken at the end of the season, with the top 20 countries by average ranking qualifying for the World Cup.

The four host nations of the group stage qualified by default, making for 24 total teams. Those 24 teams will be narrowed down to 16 over the course of four six-team groups, from which the bottom two of each will be eliminated.


The rosters representing each country have yet to be determined. This year, they will be selected by a three-man committee made up of a General Manager, Coach, and Community Lead. The General Manager will be selected by Blizzard, while the Coach and Community Lead will be voted on by players from their country.

The 24 qualifying countries have been divided into the following groups, the dates for which have yet to be announced:

South Korea

  • Russia
  • Japan
  • Finland
  • Chinese Taipei
  • South Korea
  • Hong Kong


United States

  • Canada
  • Brazil
  • Austria
  • Switzerland
  • USA
  • Norway



  • China
  • Thailand
  • Australia
  • Spain
  • Sweden
  • Denmark



  • United Kingdom
  • Germany
  • Poland
  • Netherlands
  • Italy
  • France



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.