Q: You talk a lot about the benefits of pro PUGs. What makes pro PUGs better than the ranked play experience?
So to begin with, it's actually quite funny because I've almost always been against pro pugs, because of the reason where you split the community, basically. You split the pro players, they go do their own thing, and then you have the pub-ers, whose practice is the only way, because they don't really have contact with the pro players unless they're like best friends or whatever from before. There's this split in the community, and that is something that I've always been very loud about, and I very voice my opinion that something that we need to bridge this gap somehow, in order to make pro pugs a success, and if that's not possible, then we should completely forget about pro pugs, because then we can't get the new talent in, w e can't basically make sure that we practice with new talent and make sure that they learn something new, maybe, hopefully, just because we are pro players and this is what we do for a living, and probably have the aspiring guy who goes to school but plays quite a lot—maybe a little bit more than he should—and just basically from that point, I've always been against pro pugs, but it is also something—it creates a more competitive environment than what ranked currently has, and I don't think you can really go away from that. When you play a pro pug, it just instantly feels more serious, because you gather people and this is the only thing you do. You're going to play, and you're going to compete against the best of the best because they're so-called pro pugs and pro players playing them. And compared to rank, where you go in and queue and maybe you want to practice a new character, or practice some new role for whatever reason, it's always a little bit less serious in a sense, but always wishing both of them are just equally taken as serious in a competitive environment or sense. Just from that, if you can just make both—if you can make ranked work better, or just as good as pro pugs, I think pro pugs should never exist.
Q: Why do you think so many players in ranked are unwilling to communicate in ranked?
I think the biggest reason for it is because they don't know how to. I don't think there's enough guides, or something similar, or people just straight out simply just do not want to because they don't think it's that important. And that is what I've been stressing about for a very long time actually, because in this game, it almost doesn't matter how good you are individually. As long as you can communicate, you just have good. You can make it really far, because communication is key in this game, and without communication, you fall apart. There's no way to get around it, and the best way to practice it is when you play with new people all the time ,and you are always consistently thinking about the same rotations when it comes to ultimates, when it comes to positioning, they are playing, x/y compositions, I gotta do X/Y to counter them and whatnot. And communication is so incredibly important that I'm a little—I'm very surprised that more people don't actually take it more serious when it comes to ranked, because it makes such a huge difference in comparison to other games, where in League of Legends or DotA or whatever, you don't really communicate so much, when you play ranked, that is, or you play the public ladder, you don't really communicate so much, like almost at all. But that is also because you have so much information somewhere else, rather. Or you play Counter Strike, you also have information somewhere else, you don't necessarily need it, where in Overwatch, you don't really have that. And the game is so fast, so without communication, you miss everything.
So if you can go into the mind of every single ranked player out there and be like, "Alright, fix this one thing, or learn how to do this one thing when it comes to comms." What would you drill into their heads?
The biggest thing that I would address, it would be, for every single one, not just when you go into a ranked game and there's just one guy, it does never fall one guy, everybody needs to make sure that they all got what they got to do, they have to make that sure. And they if they want to do some play, if they want to make some sort of bigger play with someone else, you've got to communicate it and address that person. You don't necessarily have to address the nickname, you just need to say whatever hero they're playing, because they know what they're playing, and they automatically react to whatever hero's name is being addressed. And I think this name addressing is the biggest thing that everybody really needs to be focusing the most on, and especially the tone of the voice is like—there's so many ranked players that just go monotone, and they just keep talking as if nothing important is happening, and nobody's ever going to react to that. And just from that, addressing the name and the tone of your voice is the two biggest factors in communicating efficiently with your team.
Q: Is there anything Blizzard can do on their end to improve the ranked experience?
I think the biggest thing is, I think it's probably the role queue is what I think is going to potentially help the most. I don't think it's going to fix everything. It's that definitely not gonna fix everything, but I think it's going to help quite a lot. But at the same time there's also other problems with that, so to say, when it comes to how do you go against a team when you've got a—when you only want to play one tank, because that happens to be meta for whatever reason. Like how do you go about it with the role queue then? Or how, if you're having one of the DPS playing the defensive role or the defensive category, how do you make sure that this guy can actually queue up against them? But are you able to queue as only defense role? Something has to change, I think, in order to make role queue a really big success. But other than that, it really just falls down to the players themselves to make sure that things like this actually gets fixed. It's not on Blizzard's end. They can make some some changes still, like role queue definitely can be changed, but the biggest change is just the mentality of the players, mindset and mentality.
Q: Why do so many people use the excuse "It's just a game?"
It means that they can slack. Everybody's lazy, and some people like to put words and then just follow those words blindly, whatever it takes. As long as they don't have to do work, it means that they are doing what they think is the most. But contrary, if you want to be a pro player, if you want to make anything in life, like if you want to get anywhere, you have to work your ass off every single day. It does not matter. You just gotta, as much as you possibly can, just always have this positive mentality and mindset. When things are going wrong, that doesn't mean that it's the end of the world. It just means that either you just to have to try harder, or you've got to make sure that you don't make the same mistake again. It's really simple, but it's the hardest thing to do and, you've got to keep doing it consistently.
Q: Tell us a bit about your personal self-improvement process.
Generally, when I think there's something that I really like, I always try to imagine myself what I can be doing better. I never really watch my own VOD's, because whenever I play, I kind of like—I always kind of remember everything that I do. It's like an automatic replay, I guess you can say. I remember everything that I do, and I keep track of it all the time, and you've just got to make sure that if there's something that I think is just slightly wrong, even if by just 1 percent I think there's something I need to fix. There's a lot of things like that. But I think the biggest thing, when it comes to just improving, is actually realizing mistakes can happen, and the only thing to learn from them is analyzing why it went wrong. If it's out of your hands, then it's out of your hands. There's no reason to tilt, there's no reason to be negative about it. You've just got to keep making sure that that positive mental attitude is always there, making sure that if it's something that you can't really quite grasp, there's someone else that has. There's always someone else that is better than you are at something, and there's always something new to learn. Every single time.
Q: Can you think of an example in the Overwatch community where people didn't know what they wanted until it was shown to them?
It's called third person spectator, where a lot of people were extremely negative when it came to just having the camera right over someone's shoulders, like a Genji blade basically. And there was so much negativity about it, and everybody was basically hating on it for almost no reason. There's a lot of things that—ot did not look pretty. It didn't look all that great as one might think. But I think that Overwatch League has really—they've really gotten so much better at it than what it used to be. And the biggest reason why so many people were so much hating on it, because they don't see anything that's happening. They don't necessarily see, we will see so much more of it was in first person, but you see even less. You don't actually see anything, even the Genji player doesn't see anything. He just reacts on instinct basically, because he sees small pixels, small colors, and he just instantly reacts, or sounds cues for example, very important sound cues. And that is one of the reasons I guess you can say for the Tweet. Like going off that, there's so many things that people don't actually realize they want until it's properly shown to them, and I think third person over-the-shoulder view when it comes to Genji blading, because I think right now you can actually see so much more than Genji first person, where he just dashes around and you don't really see anything, everything goes too fast to actually see what's going on.
Q: Anything else you'd like to address? Floor is yours.
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