xQc Sums Up Overwatch Players' Fury After Patch Causes Competitive Disconnects - Dexerto
Overwatch

xQc Sums Up Overwatch Players’ Fury After Patch Causes Competitive Disconnects

Published: 29/Aug/2018 13:07 Updated: 29/Aug/2018 13:42

by Joe O'Brien

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Competitive Overwatch players aren’t happy about the game’s most recent patch, and for once it has nothing to do with the content.

While competitive players have been known to take issue with some of Blizzard’s balance decisions for Overwatch in the past, the latest update seems innocuous enough: a relatively minor patch introducing new cosmetics for the Nano Cola Challenge and a few bug fixes.

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Though the content of the patch might not have been an issue, the implementation and timing of it was. Players who were in competitive matches when the compulsory update landed found themselves kicked out of games, taking significant hits to their SR as a result.

While this would be frustrating enough at the best of times, what made it worse in this instance was that the patch arrived mere hours before the end of competitive season 11, a time at which many players were grinding out matches in an effort to end the season with as high a rating as possible.

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The issue was only compounded by the subsequent difficulty some players experienced while trying to return to competitive play, as the servers struggled under the weight of all of the active players coming back at the same time. 

One of the players affected by the update was Félix ‘xQc’ Lengyel, and he expressed his feelings on the matter in typical fashion.

The sentiment was undoubtedly shared by a lot of the affected players, many of whom took to Reddit to complain about consequences of the patch in a thread with more than 17,000 upvotes and over 1000 comments. Blizzard has yet to respond on the matter.

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In the past, Blizzard has sometimes disabled competitive play briefly before an update to prevent players being kicked out of games when it arrives. In this instance, however, there were players in competitive games when the patch hit that suffered as a result.

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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