Despite the hate and controversy over her… Brig is not seen for not only the average plaver, but even her supposed area of expertise of lower tiers. In the views of the forums, Brig- somehow- is bad despite being so OP that she defines an entire meta. She is so strong, she has the lowest pickrate among healers. She is so easy for OP value, that even Ana has a higher pickrate in lower tiers.
Despite being hated, each meta in general, seems to have a fall off of Diamond. Be it Dive, GOATS, Quad tank, or any other meta. But why? And moreover, why do we even care? Why favor a meta at all?
Let’s discuss.
Starting with the basic- Metas on Balance
There is the matter of metas regarding balance. And it’s the most obvious fix. Clearly, a mini trans on cooldown with Ana nade and lucio Amp will be incredibly strong. A fast hitscan with mid and sniping range would make Mccree not only outperform Widow but also soldier. It comes with the leeway of power in burst succession.
Balance, defining a meta is not often a hard complaint. Here, even basic Mercy players on launch Valk can get value because Mercy herself is so strong.
And the problem isn’t in wins or losses. But a confinement to the restricted hero that must be played. Valk Mercy had a 50 ish win rate, because you are forced to have both sides use her. It’s not an “unfair advantage” to have lucio and ana on your team wasn’t an unfair advantage when the enemy team also had a lucio and ana. What was unfair, was restricting the use of heroes due to the imbalance of power to other heroes. Why have a zen over Ana, when Ana gave you trans faster, did as much damage, and was less vulnerable?
The Meta of Structural Problems- GOATs by any other Name
Something I like to point out is that we have had other incarnations of GOATs before Brig even was a blip on the radar. The matter with GOATS isn’t a balance issue, for we see that outside of it, Brig herself is fairly lackluster. Rein, has been fairly unchanged since the launch of the game. And Lucio has gone through multiple changes since the idea of GOATs was even a thing. No, Goats isn’t a power issue, or else it would have spawned when Brig was released. And it wasn’t.
GOATS is the stacking of abilities to cover what roles lack. In this case, DPS.
And we have seen this before.
Way back in the way back, there was a particularly stunning meta of pure Winstons and Lucio. Not Winston and Lucio on a team… the whole team would be either Winston or lucio. And This was before Lucio’s power rework, and when Winston himself, was significantly weaker with a much larger crit box, and a much longer cooldown on his shield. Despite these less powerful versions of Winston or Lucio, the meta was to have them.
And that wasn’t fixed with minor balance changes. Lucio stacking AOEs didn’t eliminate the problem that existed with simply stacking lucios. And that’s because the problem was in stacking abilities and not simple numbers.
Winston and Lucio was the original version of GOATs.
And we see this kind of thing extend even to the short lived metas of old like Quad Tanks. Here, Hog was required because of his ability to stack his own healing and eliminate both the dps and support slot needed in traditional GOATS.
GOATS by some other names was Quad Tank, and Winston Lucio.
But these metas don’t really acknowledge the more disjointed aspect of a meta. That is, what pros “know” and what ranked experiences.
Safe, Secure Bets= The Pros aren’t Paid to Play but to Win
There has been the argument presented that Ranked experiences the game differently largely due to the simple aspect of teamwork. Players in ranked are forced into trying to find what works and doesn’t on the fly and pros can pre-set their roles and plays beforehand. Streamers such as Seagull have expressed their dismay when returning to ranked to realize the completely different manner in which balance affects the normal casual player.
I do not think this is wrong. But I do think this focus tends to exclude a large aspect of the two versions of play and that is: motivation.
There is a large difference between what motivates a pro versus the casual player. What might be a fun risky play with casual players, is a risk that has monetary value to a pro.
This is seen in other aspects of sports or art. Where the common person is freer to do as they please. It might be unconventional to allow your Center to shoot a 3 point shot, but it is fine in your high school game. It might be risky to put on a play about the LGBT experience in the Bible Belt, but it could be allowed in the safety of your local school production. This, isn’t the same for professionals where money is the object of desire.
For professional athletes, to allow a center guard shoot a far shot when his point guard was available was unnecessary. And if he misses, that’s actual money being lost. For a large film company, social controversy can lead to a decrease in sales. The product of the play isn’t the focus. The loss of potential revenue and effort is.
Pros are not here to play the game as they see fit. They play it safely and securely. GOATs has been seen to have holes should your team have a good enough Sombra or Reaper. But it isn’t secure. It is not guaranteed. And even then, metas are established slowly and over time. Brig, was out for a while with no one noticing her presence, and even thinking she was underpowered because the meta she was released in was Mercy’s. Brig, and therefore, GOATS, was irrelevant to even mention.
What does it matter that she had a strong armor ult when Mercy could rez her team so effortlessly?
Exploring Brig, was a welcome addition upon creation because it stopped the moth that was Mercy.
Metas, by pros, will never equate to what the ranked player experiences because the casual player is looking to win however optimal in that moment with the tools available. The Pros, are looking to what’s optimal in the most general of sense, with less risk, and more reward. A win for a pro is a win flat. A win for a ranked player can reward more or less depending on how the match goes.
Pros, take the structural or balance issues of the game, and exploit it to the fullest extent that they can to the point of being unrecognizable to the average player.
For example, say you had a class in which editing a simple aspect of code in your submitted document, could change how the online editor read your paper and glitched it to default to “A” no matter what. Well, this kind of exploit only is available to those who can- edit code, are in the applicable class, and have the ability to complete such tasks.
So someone with an A, and perfect marks via this exploit, would not have the same experiences as someone who had to study in order to achieve similar marks. Even if getting this glitch to work was difficult, and demonstrates a level of skill that might even be applicable to the class (say if it were computer science, or programming), the experiences aren’t equal.
In the case of Overwatch, the experience given to pros are far distant to the average player on even the basic level of what is being premised. What is the goal? To Get an A or to learn? To win and get better with the heroes, or to win and earn money?
The fact that there are metas by any measure or reason shows the flaws in the game. There is no “Quarterback meta” or “Rook/Pawn Meta” or “Restrained pacing no Sprint meta” for other fields of gaming. While conservative play is to be expected for pros, there being an “optimal way to play 100% of the time” is not only unheard of, but it is ridiculous in even the foundational concept. You cannot line up your entire set to be full of Hitters. You cannot line up your set with only Bishops and exclude pawns.
Structural, and Balance issues are rigid and secure in these games. You play with optimal teamwork, but the foundational aspect of the game is the same. This, doesn’t translate with the metas as defined in overwatch. The fact that there is an optimal level of play, is an indication of a problem that should demand inherent fixes.