Overwatch Gameplay

Overwatch Gameplay



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Overwatch Gameplay
A screenshot from Overwatch while in-match. The player (playing Tracer) and their allies are indicated in blue, while the opposing team is in red. The character's health bar is shown on the bottom left, their main abilities are shown on the bottom right, and their progress towards their ultimate ability is shown in the bottom center.

^ a b Prior to the June 2018 Patch 1.25, there were four classes that included Offense and Defense roles; the patch merged these into the single "Damage" class. [2]



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^ Pereira, Chris (August 29, 2017). "Overwatch Patch Makes Character Balance Changes, Shows Roadhog Some Love" . GameSpot . Retrieved August 29, 2017 .

^ a b Frank, Allegra (January 24, 2017). "Overwatch's capture the flag mode took years to figure out, but it may be here to stay" . Polygon . Archived from the original on January 25, 2017 . Retrieved January 24, 2017 .

^ Chalk, Andy (November 1, 2019). " ' I have no idea' when Overwatch 2 will be out, Jeff Kaplan says" . PC Gamer . Retrieved November 1, 2019 .

^ Risedale, Jack (May 24, 2018). "Competitive Overwatch is getting more fluid with mid-season updates" . PCGamesN . Retrieved May 24, 2018 .

^ "Overwatch is Blizzard's new team-based multiplayer shooter" . Polygon . Archived from the original on November 8, 2014 . Retrieved November 7, 2014 .

^ McWhertor, Michael (October 10, 2017). "Here are Overwatch's Halloween Terror 2017 skins" . Polygon . Retrieved May 24, 2018 .

^ McKeand, Kirk (November 2, 2019). "A map catalogue is coming to Overwatch Competitive next week – Horizon and Paris are going away" . VG247 . Retrieved November 2, 2019 .

^ a b c d e f g h i j k l Marks, Tom (June 1, 2016). "The hidden lore of Overwatch's maps" . PC Gamer . Retrieved May 24, 2018 .

^ "Overwatch includes pieces of Blizzard's canceled MMO Titan" . Polygon . Retrieved November 7, 2014 .

^ Ramos, Jeff (June 13, 2017). "Overwatch's Horizon Lunar Colony map launches next week" . Polygon . Retrieved May 24, 2018 .

^ McWhertor, Michael (January 30, 2019). "Blizzard unveils new Overwatch map, Paris" . Polygon . Retrieved January 30, 2019 .

^ Devore, Jordan (February 19, 2019). "Overwatch update adds another Assault map, Paris" . Destructoid . Retrieved February 19, 2019 .

^ a b c Reiner, Andrew (February 22, 2017). "Jeff Kaplan Talks Overwatch's World, Shows Spider-Like Character" . Game Informer . Retrieved May 25, 2018 .

^ McWhertor, Michael (August 21, 2017). "Overwatch's new map, Junkertown, revealed" . Polygon . Retrieved May 24, 2018 .

^ Lumb, David (May 3, 2018). "New 'Overwatch' map brings the battle to Italy's canals" . Engadget . Retrieved May 24, 2018 .

^ Devore, Jordan (April 18, 2019). "Overwatch PTR patch welcomes new Escort map Havana" . Destructoid . Retrieved April 18, 2019 .

^ Chalk, Andy (May 7, 2019). "Overwatch's Havana map is now live" . PC Gamer . Retrieved May 8, 2019 .

^ Purchase, Robert (March 3, 2017). "Here we go: Numbani map trashed and Doomfist gauntlet stolen on Overwatch PTR" . Eurogamer . Retrieved May 24, 2018 .

^ McWhertor, Michael (August 16, 2016). "Overwatch's first new map is Eichenwalde, a German castle" . Polygon . Retrieved May 24, 2018 .

^ McWhertor, Michael; Frank, Allegra (November 3, 2017). "New Overwatch map is a Blizzard theme park: Blizzard World" . Polygon . Retrieved May 24, 2018 .

^ Gartenberg, Chaim (January 3, 2017). "Overwatch's new Oasis map is out now, and it features dangerously reckless cars" . The Verge . Retrieved May 24, 2018 .

^ Goslin, Austen (August 22, 2018). "Overwatch heads to Busan, South Korea in brand-new control map" . Heroes Never Die . Retrieved August 22, 2018 .

^ Purchase, Robert (August 22, 2018). "Overwatch D. Va animated short and Korean Busan map revealed" . Eurogamer . Retrieved August 22, 2018 .

^ Knezevic, Kevin (September 11, 2018). "Overwatch's New Busan Map Now Live On PC, PS4, And Xbox One" . GameSpot . Retrieved September 11, 2018 .

^ Nunneley, Stephany (November 5, 2016). "Overwatch Arcade replaces Weekly Brawls, new modes, Ecopoint and Oasis maps detailed" . VG247 . Retrieved May 24, 2018 .

^ Marshall, Cass (June 8, 2017). "Castillo, Sombra's hideout and new Overwatch map, reveals the hacker's secrets" . Heroes Never Die . Retrieved May 24, 2018 .

^ a b Cryer, Hirun (June 12, 2017). "Overwatch Anniversary Event - (Update: Ending Today!) Double XP Weekend, New Legendary Skins, Emotes - Everything We Know" . USGamer . Retrieved May 24, 2018 .

^ Marshall, Cass (August 10, 2017). "Explore Chateau Guillard, Widowmaker's home and Overwatch's new map" . Heroes Never Die . Retrieved May 24, 2018 .

^ Marshall, Cass (February 8, 2018). "Year of the Dog launches with these six new legendary skins (and more)" . Heroes Never Die . Retrieved May 24, 2018 .

^ Blake, Vikki (May 20, 2018). "Overwatch's upcoming Deathmatch map, Petra, has a breakable floor and a lethal pit" . PC Gamer . Retrieved May 24, 2018 .

^ McWhertor, Michael (January 12, 2021). "Overwatch's new map, Kanezaka, goes live with a Hanzo in-game challenge" . Polygon . Retrieved January 12, 2021 .

^ Peckham, Matt (May 23, 2016). " ' Overwatch' Wants To Appeal To Every Kind of Gamer" . Time . Archived from the original on June 8, 2016 . Retrieved June 9, 2016 .

^ a b Bratt, Chris (June 7, 2016). "Overwatch: Blizzard answers the big questions" . Eurogamer . Archived from the original on June 7, 2016 . Retrieved June 7, 2016 .

^ Matulef, Jeffrey (June 21, 2016). "Overwatch will remove the "avoid this player" feature" . Eurogamer . Archived from the original on June 22, 2016 . Retrieved June 21, 2016 .

^ a b McWhertor, Michael (March 23, 2016). "Overwatch gets Hearthstone-style 'weekly brawls' in latest update" . Polygon . Archived from the original on May 29, 2016 . Retrieved May 31, 2016 .

^ Frank, Allegra (November 4, 2016). "Try Overwatch's new Arcade mode and map next week" . Polygon . Archived from the original on November 5, 2016 . Retrieved November 4, 2016 .

^ Nunneley, Stephany (November 5, 2016). "Overwatch Arcade replaces Weekly Brawls, new modes, Ecopoint and Oasis maps detailed" . VG247 . Archived from the original on November 6, 2016 . Retrieved November 5, 2016 .

^ Grayson, Nathan (November 15, 2016). "Overwatch's Big Sombra Update Is Now Live" . Kotaku . Archived from the original on November 15, 2016 . Retrieved November 15, 2016 .

^ McWhertor, Michael (August 2, 2016). "Overwatch getting new soccer-style game mode called LĂșcioball" . Polygon . Archived from the original on August 3, 2016 . Retrieved August 2, 2016 .

^ Machkovech, Sam (October 11, 2016). "Overwatch continues its Team Fortress-ization with first PvE brawl" . Ars Technica . Archived from the original on October 11, 2016 . Retrieved October 11, 2016 .

^ Webster, Andrew (April 24, 2019). "Overwatch's new Workshop lets players build their own custom games" . The Verge . Retrieved April 24, 2019 .

^ Walker, Alex (February 11, 2016). "Overwatch's Custom Games Shows How Much Blizzard Is Building For Esports" . Kotaku . Archived from the original on June 4, 2016 . Retrieved June 14, 2016 .

^ Hillier, Brenna (March 1, 2017). "Overwatch 2.05 update patch notes: new Game Browser, Bastion, Roadhog, CTF changes detailed" . VG247 . Retrieved May 10, 2017 .

^ Pereira, Chris (February 28, 2017). "New Overwatch Patch Overhauls Bastion, Adds Server Browser" . GameSpot . Retrieved February 28, 2017 .

^ Porter, Matt (March 9, 2017). "Blizzard to Begin Banning Overwatch XP Farmers" . IGN . Archived from the original on March 9, 2017 . Retrieved March 9, 2017 .

^ Grayson, Nathan (June 29, 2016). "How Overwatch's Competitive Mode Works" . Kotaku . Archived from the original on June 29, 2016 . Retrieved June 29, 2016 .

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Over­watch is a team-based first-per­son shooter game de­vel­oped by Bliz­zard En­ter­tain­ment and re­leased in May 2016 for sev­eral plat­forms. The game fea­tures a num­ber of game­play modes that sup­port ca­sual play, ranked play, and com­pet­i­tive modes used for pro­fes­sional es­ports events, such as the Over­watch League . A se­quel, Over­watch 2 , was an­nounced in 2019 and will in­clude new player ver­sus en­vi­ron­ment (PvE) co-op­er­a­tive mul­ti­player modes, in ad­di­tion to player ver­sus player (PvP) modes avail­able from the orig­i­nal game.

Over­watch fea­tures squad-based com­bat with two op­pos­ing teams of six play­ers each. [1] Play­ers choose one of sev­eral hero char­ac­ters, each with their own unique abil­i­ties and role classes. The three char­ac­ter roles in­clude: dam­age char­ac­ters that have pow­er­ful at­tacks to lead at­tacks or de­fend con­trol points and choke points , sup­port char­ac­ters that pro­vide buffs and de­buffs for their al­lies and en­e­mies re­spec­tively (such as heal­ing or speed al­ter­ations), and tank char­ac­ters that have a large amount of armor and hit points to with­stand enemy at­tacks and draw fire away from teammates. [a] Dur­ing the pre-match setup, play­ers on a team will be given ad­vice from the game if their team is un­bal­anced, such as if they are lack­ing de­fen­sive he­roes, en­cour­ag­ing play­ers to switch to other he­roes pre-match and bal­ance the start­ing team. [3] Within a match, play­ers can switch be­tween char­ac­ters in-game fol­low­ing deaths or by re­turn­ing to their home base. The game is de­signed to en­cour­age play­ers to adapt to the op­pos­ing team dur­ing a match by switch­ing to char­ac­ters that bet­ter "counter" their abilities. [4] [5] As part of a major up­date across both reg­u­lar play­ers of Over­watch and Over­watch ' es­ports leagues to launch in Sep­tem­ber 2019, Bliz­zard in­tro­duced a "Role Queue" for quick play and com­pet­i­tive modes, re­quir­ing the player to se­lect one of dam­age, sup­port, or tank roles for the du­ra­tion of a game, though freely able to switch be­tween he­roes in that role, so that in match­mak­ing, teams will be made up of two of each roles. [6] [7] From Feb­ru­ary through June 2020, Bliz­zard ran its com­pet­i­tive sea­sons using a "hero pool" me­chanic, where only a se­lec­tion of he­roes will be avail­able to play each week sim­i­lar to League of Leg­ends , to eval­u­ate using it in the long term. [8] How­ever, after this point, Bliz­zard found that the hero pool ap­proach was not nec­es­sary to main­tain bal­ance for char­ac­ters, in­stead being able to use other modes, such as an ex­per­i­men­tal card mode, to test bal­ance ad­just­ments that were later brought to the main game, and dropped the hero pool ap­proach save for the Over­watch League. [9]

Each hero has a pri­mary abil­ity and at least two ad­di­tional abil­i­ties that can be in­voked at any time, some re­quir­ing a brief cooldown pe­riod be­fore they can be used again. Fur­ther­more, each player slowly builds up a meter to­wards their char­ac­ter's "ul­ti­mate" abil­ity; this meter builds up over time but can build up faster for de­feat­ing op­po­nents or per­form­ing other ben­e­fi­cial tasks for their team such as heal­ing other team mem­bers. Once ready, the player can use this abil­ity at any time which may last for a few sec­onds (such as in­creased at­tack strength or im­mu­nity to at­tacks) or be a sin­gle pow­er­ful ac­tion (such as throw­ing a small ex­plo­sive), after which they then must wait for the meter to fill up again. Op­pos­ing play­ers will be alerted to the use of this ul­ti­mate abil­ity by an ex­cla­ma­tion from the char­ac­ter, often in the char­ac­ter's na­tive lan­guage; for ex­am­ple, when using his "Dead­eye" abil­ity gun­slinger Mc­Cree will call out "It's high noon" as the player en­gages the ul­ti­mate abil­ity to tar­get mul­ti­ple vis­i­ble en­e­mies and deal lethal dam­age to those still in sight. This gives op­pos­ing play­ers a brief mo­ment to try to take cover or re­spond appropriately. [10]

A sec­ond meter tracks how many in-round points a player has scored over time, which are re­warded for killing or as­sist­ing in killing, pro­vid­ing team de­fense or heal­ing, and scor­ing ob­jec­tive points. When a cer­tain thresh­old is reached, the player char­ac­ter's icon will be "on fire," rep­re­sent­ing that that char­ac­ter is a threat, but oth­er­wise does not di­rectly af­fect gameplay. [11] This meter will slowly drop if the player does not con­tinue to score points.

Over­watch em­ploys an au­to­mated in­stant re­play sys­tem, de­signed to high­light im­por­tant mo­ments of the game. After the game's end, the server se­lects a frag­ment of the match which had a large im­pact on the game's pro­gres­sion, such as a rapid suc­ces­sion of kills or an ef­fec­tive use of team heal­ing, and then broad­casts it to all play­ers from the point of view of the player re­spon­si­ble for it. This is called a "Play of the Game" (often ab­bre­vi­ated to "PotG"), [12] or "Play of the Match" ("PotM") in com­pet­i­tive games that have longer matches. Af­ter­wards, a re­sult screen is shown, high­light­ing up to four in­di­vid­ual play­ers from both teams for their achieve­ments dur­ing the match (such as dam­age dealt, healed or shielded, or time spent on the ob­jec­tive), and all play­ers are given the op­tion to com­mend one of them. Fol­low­ing a June 2018 patch, play­ers can also give out up to three en­dorse­ments to any other player in the match based on lead­er­ship, team­work, or sports­man­ship. Such en­dorse­ments boost ex­pe­ri­ence gained by the re­ceiv­ing play­ers, and fac­tors into match­mak­ing, fa­vor­ing play­ers that con­tinue to get endorsements. [2] A cus­tom re­play sys­tem, au­to­mat­i­cally stor­ing a player's last ten games in each game mode and with nu­mer­ous cam­era and po­si­tion­ing fea­tures, was in­tro­duced into the "Pub­lic Test Re­gion" (PTR), a spe­cial set of servers where up­com­ing patches can be tested by any player, in May 2019, [13] and re­leased for all servers in June 2019. [14]

Play­ers gain ex­pe­ri­ence points fol­low­ing a match to­wards a metagame level based on sev­eral fac­tors such as whether they won or lost, how ef­fec­tively they used their char­ac­ter's pow­ers, being awarded gold, sil­ver, or bronze medals for their team across six cat­e­gories such as most time spent on the ob­jec­tives; and beat­ing past per­sonal records in these cat­e­gories. Ini­tially, ex­pe­ri­ence was only awarded when play­ing the game's match­mak­ing modes and not cus­tom games, but the cus­tom server browser up­date, re­leased in Feb­ru­ary 2017, en­abled ex­pe­ri­ence gains for cus­tom games. Each ex­pe­ri­ence level earns a player a loot box , which con­tain four ran­dom cos­metic items for in­di­vid­ual he­roes, in­clud­ing vic­tory poses, paint sprays, al­ter­nate skins (cos­tumes), emotes and voice lines. Items are given out based on their rar­ity level, with "Com­mon", "Epic", and "Leg­endary" tiers. Loot boxes may con­tain in-game cur­rency called "cred­its", which can be used to pur­chase spe­cific cos­metic items di­rectly, with their cost based on the item's rarity. [15] Du­pli­cate items are re­warded with in-game cur­rency. Other items can only be ac­quired by com­plet­ing in-game achieve­ments . Play­ers have the op­tion to buy loot boxes with real-world money through mi­cro­trans­ac­tions .

Char­ac­ters in Over­watch come in three va­ri­eties: Dam­age, Tank, and Support. [a] These roles serve to cat­e­go­rize the he­roes by sim­i­lar char­ac­ter­is­tics that can be used to de­scribe them and their play style. The game shows tips to the play­ers de­pend­ing on which he­roes have been se­lected; e.g., the team will rec­om­mend that a player se­lects a Sup­port hero if there are none on the team.

In stan­dard and com­pet­i­tive play, and in some of the spe­cial Ar­cade modes, maps are ran­domly se­lected for the match. Each Over­watch map has a spe­cific game mode that it sup­ports, which include: [19]

Each mode in­cludes an "over­time" pe­riod that gives the at­tack­ing team ad­di­tional time to com­plete an ob­jec­tive once nor­mal time ex­pires, as long as at least one mem­ber of the at­tack­ing team is ac­tively on or near the ob­jec­tive through­out the over­time pe­riod. The at­tack­ing team has a brief pe­riod of time to re­turn to the ob­jec­tive if they leave or are knocked away from it, with that grace time di­min­ish­ing as over­time pro­ceeds.

Other game maps exist in the game's Ar­cade modes or can be cre­ated through cus­tom games. These in­clude:

The cus­tom server op­tions en­able play­ers to cre­ate ad­di­tional game modes not read­ily clas­si­fied under the ex­ist­ing modes; for ex­am­ple, play­ers can cre­ate 6 ver­sus 1 set­tings, where one team must try to de­feat a sin­gle player who is sig­nif­i­cantly over­pow­ered com­pared to stan­dard char­ac­ters.

Over­watch 2 will in­tro­duce co­op­er­a­tive player-ver­sus-en­vi­ron­men­tal mis­sions where four play­ers work against com­puter-con­trolled op­po­nents. There are two main types of these missions: [20] [26]

Over­watch was re­leased with 12 maps, but new maps have been added over time. Like new he­roes, these maps are usu­ally in­tro­duced first within the Pub­lic Test Re­gion (PTR), al­low­ing play­ers to opt-in to help test and pro­vide feed­back on the maps. Once Bliz­zard feels the map is ready, it is then added to all game­play re­gions, en­ter­ing into nor­mal ca­sual map ro­ta­tion and often fea­tured in a spe­cial Ar­cade mode for a week or so. New maps are not in­tro­duced im­me­di­ately into com­pet­i­tive mode; though Bliz­zard had pre­vi­ously waited until the com­ple­tion of a com­pet­i­tive mode sea­son to in­tro­duce a map, as of May 2018 they now plan to add new maps into the com­pet­i­tive mode ro­ta­tion two weeks fol­low­ing their global in­tro­duc­tion into ca­sual play. [27]

The maps are typ­i­cally de­signed to sup­port por­tions of the Over­watch nar­ra­tive, which fol­lows from thirty years after a ro­botic up­ris­ing, the Omnic Cri­sis, oc­curred in Earth's near fu­ture. The cri­sis was re­solved by the Over­watch agency, which af­ter­ward was dis­banded. In the game's pre­sent, with a threat of an­other Omnic Cri­sis and ap­pear­ance of sev­eral shad­owy groups, the mem­bers of Over­watch have re­joined forces. Most of the game's maps are in­spired by real-world locations. [28] The first four maps, "King's Row", "Hana­mura", "Tem­ple of Anu­bis", and "Ilios" are in­spired by Lon­don , Japan , the ruins of An­cient Egypt , and Greece re­spec­tively. [5] Dur­ing sea­sonal events, cer­tain maps may be re­dec­o­rated for the event's theme, but oth­er­wise re­tain the fun­da­men­tal lay­outs, such as Hal­loween up­dates for the Hol­ly­wood and Eichen­wald maps dur­ing the "Hal­loween Ter­ror" events. [29]

Start­ing in No­vem­ber 2019, Bliz­zard im­ple­mented a map pool that lim­its the num­ber of avail­able maps in each mode for com­pet­i­tive play (and which also ap­plied to the pro­fes­sional com­pe­ti­tions like Over­watch League). This al­lows Bliz­zard to cu­rate maps that are not presently in the pool based on player feed­back and other ob­ser­va­tions with­out dis­rupt­ing the com­pet­i­tive sea­sons. These maps oth­er­wise re­main avail­able for the var­i­ous Quick­play and Ar­cade options. [30]

Over­watch shipped with three As­sault maps, with two ad­di­tional As­sault map added since re­lease.

Over­watch shipped with three Es­cort maps and since added three ad­di­tional ones.

Over­watch shipped with three Hy­brid maps and has added two since.

Three con­trol maps were shipped with Over­watch and two have been added since.

Arena maps were added to Over­watch to sup­port var­i­ous causal game modes, in par­tic­u­lar matches fea­tur­ing three-ver­sus-three play­ers but can be re-pur­posed for other modes. These maps are much smaller in ef­fec­tive area than other game­play modes.

These are maps that have been added to sup­port spe­cific game­play modes not oth­er­wise iden­ti­fied above.

Over­watch fea­tures sev­eral means of game­play, in­clud­ing tu­to­ri­als and prac­tice modes against com­puter-con­trolled op­po­nents, ca­sual match­mak­ing, weekly brawls, cus­tom games, and com­pet­i­tive play. [55] Over­watch al­lows play­ers to group up prior to start­ing most of the team modes with friends, or can join a group after fin­ish­ing a match. With a June 2018 patch, Over­watch also al­lows play­ers cre­ate open groups based on cer­tain re­quire­ments, such as fixed char­ac­ter roles or de­sired game­play type, with other play­ers able to find such groups via the same criteria. [2]

Ca­sual match­mak­ing al­lows play­ers, alone, or in a party with in­vited friends, to be ran­domly matched against oth­ers in Quick­play mode. The game servers will at­tempt to match the gath­ered play­ers in party via a dy­namic queue with oth­ers based on gen­eral skill level, only broad­en­ing out­side this search range if it takes a long time to find match­ing players. [56] With the "Role Queue" up­date in Sep­tem­ber 2019, play­ers will need to queue up in one of the three roles or form groups that do not ex­ceed these roles be­fore start­ing a match, while a new "Quick­play Clas­sic" Ar­cade mode will be added with­out the role lock­ing requirements. [6] Bliz­zard works to ad­just this match­mak­ing ap­proach to mak­ing sure play­ers will find matches of peo­ple with roughly equiv­a­lent skill level. For ex­am­ple, in June 2016, Bliz­zard re­moved the op­tion for play­ers to avoid spe­cific op­po­nents; the op­tion was meant for play­ers to be able ig­nore trolls , but in­stead found that highly skilled play­ers were being put on these avoid­ance lists and were hav­ing dif­fi­culty find­ing games or would be matched with new and less-skilled players. [57]

Over­watch was launched with a ro­tat­ing Weekly Brawl mode, in­spired by Hearth­stone ' s Tav­ern Brawls. [58] These matches fea­tured unique rules, such as play­ers forced to play a spe­cific hero or a spe­cific class of hero, or may force a ran­dom hero on the player each time they respawn; as the mode's name sug­gests, these Brawls would change weekly. [58] The Weekly Brawl was merged into an Ar­cade mode on No­vem­ber 15, 2016. Ar­cade mode fea­tures a ro­tat­ing va­ri­ety of games based on all game modes, and from which play­ers can earn unique in-game items or loot boxes. [59] [60] [61] Dur­ing sea­sonal events , these Ar­cade modes may fea­ture unique game modes for that event, such as a three-on-three soc­cer -type game dur­ing the 2016 Sum­mer Olympics , [62] a co-op­er­a­tive player-ver­sus-en­vi­ron­ment de­fense mode dur­ing the game's first Hal­loween event, [63] and a Cap­ture the Flag mode as part of the 2017 Chi­nese New Year event. [25]

Cus­tom games en­able play­ers to have open or pri­vate games with sev­eral pos­si­ble op­tions that can be ad­justed, such as match length, which maps to play, lim­i­ta­tions on char­ac­ter se­lec­tion, and sim­i­lar op­tions that are used to cre­ate the Weekly Brawl or Ar­cade matches. An up­date first re­leased in April 2019 in­tro­duced the Work­shop, a means to use sim­i­lar script­ing tools that Bliz­zard has avail­able to fur­ther cus­tomize game op­tions or mod­ify how he­roes work in cus­tom games. [64] When ini­tially re­leased, cus­tom games did not allow play­ers to gain ex­pe­ri­ence points. Bliz­zard has since al­lowed ex­pe­ri­ence to be earned in cus­tom games with safe­guards to pre­vent play­ers idling for ex­pe­ri­ence points . [65] [66] [67] [68]

Com­pet­i­tive mode al­lows play­ers seg­re­gated by both re­gion and plat­form to play in ranked matches to try to ad­vance in their skill rank­ing (SR) as high as pos­si­ble dur­ing 2-to-3 month long com­pet­i­tive sea­sons. Com­pet­i­tive matches uses the same rules as the pro­fes­sional Over­watch League . Prior to the Sep­tem­ber 2019 "Role Queue" up­date, play­ers must play 10 matches at the start of a new sea­son to de­ter­mine their skill rank­ing, a com­bi­na­tion of their win/loss/draw record, their pre­vi­ous sea­son's per­for­mance, and their own per­for­mance with the var­i­ous he­roes over the 10 matches. Fol­low­ing the "Role Queue" up­date, play­ers get three sep­a­rate skill rank­ing for each of the three roles, and only re­quire 5 games in that role at the start of the sea­son to quan­tify the skill rat­ing for that role. [6]

Once a player has a skill rank­ing, all com­pet­i­tive matches are played using match­mak­ing with play­ers near sim­i­lar skill lev­els, and one's skill rank­ing will rise or fall upon win­ning or los­ing a match, re­spec­tively; draws do not af­fect the skill rank­ing. One's skill rank­ing de­ter­mines which of six tiers they are in, with end-of-sea­son re­wards given out based on the high­est tier that one achieved that sea­son. Those in the high­est tiers, Mas­ter and Grand­mas­ter, must con­tinue to play matches to main­tain their po­si­tion within those tiers or will have their skill rank drop if they are in­ac­tive. Win­ning or draw­ing a match earns play­ers "com­pet­i­tive points", a sep­a­rate form of in-game cur­rency that can be used to buy "golden weapons" for a se­lected hero. Bliz­zard con­tin­ues to mon­i­tor how com­pet­i­tive play works out and has tweaked var­i­ous as­pects of the sys­tem through­out sea­sons in re­sponse to player feedback. [69] [56] [70]

Over­watch ' s nor­mal com­pet­i­tive mode is lim­ited to the map types of Con­trol, As­sault, Es­cort, and Hy­brid. Con­trol maps are played in a best-of-three matchup, with teams vying to take a cen­tral con­trol point. Once a team takes con­trol of a point, by clear­ing all op­po­nents from the point for a short pe­riod of time, they must de­fend the point as their per­cent­age of con­trol of the point slowly in­creases to­wards 100%. If the op­pos­ing team can clear the de­fend­ers and keep the point clear, they then take con­trol, though the orig­i­nal team re­tains its per­cent­age of con­trol it had. Once a team reaches 99% of the con­trol needed, they must clear the op­pos­ing team from the point to com­plete 100% cap­ture and take the round.

The other three map types, As­sault, Es­cort, and Hy­brid, are based on one team at­tack­ing to take con­trol points and/or move a pay­load through check­points within a lim­ited amount of time, while the other team de­fends against these. Games on these maps are played in at least two rounds, with teams switch­ing roles be­tween the at­tack­ing and de­fend­ing teams be­tween these rounds. One team is ran­domly se­lected to start as the at­tack­ing team, and is scored based on how many check­points they have cap­tured/passed and if they can­not com­pletely cap­ture the next check­point or es­cort the pay­load, how close they were to their next ob­jec­tive. This lat­ter is based on the max­i­mum per­cent­age of con­trol they had of the con­trol point or the far­thest the pay­load was moved; how­ever, teams must take at least one-third of a con­trol point to get credit for that, oth­er­wise their score is treated as if they had not taken any of it. If the team suc­cess­fully com­pletes all ob­jec­tives, then the time re­main­ing (the "time bank") is recorded.

In the sec­ond round, the at­tack­ing and de­fend­ing teams' roles are switched. If the first at­tack­ing team com­pleted all ob­jec­tives, the sec­ond team must do so as well to at least tie up the match. Oth­er­wise, the new at­tack­ing team is shown the score they must beat via the game's in­ter­face and on the map. If they suc­ceed, they win the match, and fail­ure to at least match that score is a loss. If both teams end up with the same score but with no time re­main­ing in their time banks, the match is con­sid­ered a draw. Oth­er­wise, ad­di­tional sud­den death matches are played to try to break the tie. The tiebreaker rules de­pend on the map type, but gen­er­ally, these have each team have an op­por­tu­nity to play as the at­tack­ing team, start­ing with what time re­mains in their time bank, to at­tempt to get the best score pos­si­ble; in these sud­den death rounds, no time bonus is granted when reach­ing any check­point. Mul­ti­ple se­ries of sud­den death rounds may be needed if both teams suc­ceed in com­plet­ing all ob­jec­tives while still hav­ing time re­main­ing.

Over­watch has run short-term com­pet­i­tive sea­sons for other game modes typ­i­cally as part of the sea­sonal events. This has in­cluded Lu­cioball, Cap­ture the Flag, Death­match, Team Death­match, and Elim­i­na­tion. The ap­proach to these are sim­i­lar as with nor­mal com­pet­i­tive modes, re­quir­ing play­ers to com­plete ten matches to gain a rank­ing, which is then used for fu­ture match­mak­ing and can be in­creased or de­creased based on the out­come of a match.

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