Overwatch Patch

Overwatch Patch



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Overwatch Patch
©2021 Blizzard Entertainment, Inc. All rights reserved.
All trademarks referenced herein are the properties of their respective owners.
A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.
To share your feedback, please post in the General Discussion 136 forum.
For a list of known issues, visit our Bug Report 34 forum.
For troubleshooting assistance, visit our Technical Support 18 forum.
Open Queue Added to Competitive Play
Starting with Season 23, Competitive Play will support both Role Queue and Open Queue. These will be separate queues, so you won’t see Role Queue teams playing against Open Queue teams. Open Queue will have its own SR and leaderboard, separate from the role-specific Role Queue SRs and leaderboards.
Adjustments to Seasonal Placements for High SR Players
Beginning with Season 23, the maximum Skill Rating (SR) earned after a player completes each season’s placements has been capped at 3900 SR. Players are still matched with other players of similar skill, as we want to keep matches as fair and fun as possible. As each player participates in more games during the current season, their SR will slowly rise to reach a value that fully reflects their current skill.
This change is intended to address many of the issues that SR Decay tried to fix, but in a more positive manner that rewards staying active and playing more games instead of penalizing players for not playing enough. Achieving a very high SR at the end of a season can no longer be achieved by completing a mere five placement matches. This does mean you may see larger SR differences between all the players in a very high SR match than in previous seasons, as two similar and highly skilled players might have different SRs based on how many games they’ve played during the season.
Developer Comment: With recent improvements to Ashe’s weapon her overall damage output has increased significantly. Toning Dynamite down will lower her overall damage while keeping her damage output focused on her rifle.
Developer Comment: Granting additional maximum health is a powerful ability and has proven too effective when combined with the additional healing of Repair Pack. Brigitte’s barrier will now provide more protection up front, enabling her to withstand more directed fire, but will also have a longer downtime if it is destroyed.
Developer Comment: These buffs are aimed at making D.Va feel more fluid and responsive to play.
Developer Comment: These are a couple quality of life changes for Junkrat. This makes it possible to do some Concussion Mine jumps that were no longer possible after a previous increase to its projectile speed.

List of Patches | Overwatch Wiki | Fandom
Overwatch Retail Patch Notes – June 30, 2020... - Overwatch Forums
Overwatch Patch Notes JANUARY 12, 2021 : Overwatch
Patch Notes - Overwatch Wiki
All Overwatch Live Client Patch Notes - 2020 | Esports Tales
Overwatch Patch Notes JANUARY 12, 2021
Overwatch Patch Notes JANUARY 12, 2021
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Why are these never pinned. These seem more important then the weekly clash or whatever
There should be a bot or something for this
I think I was the first to post too, never thought I would be so fast to post it.
These are literally why I’m subbed. Sorting by new sucks. Mods, do better.
Same shit in the Heathstone reddit. Oh was there a new Tavern Brawl and you want to read the main thread on it? Better hope you scroll down far enough, bitch. Fucking stupid.
Stickies definitely have sticky blindness from users. Many users skip right over stickies and ignore them. Pinning them immediately can be harmful as posts that are stickied can't reach r/all (not sure if it affects people's hot pages).
But I do think after it drops down it'd be good to be stickied for a few days for those who miss it so they can see it later.
Edit: So, I'm getting downvoted. But sticky blindness is in fact a thing. I'm not saying don't sticky it, just wait for the natural rise and flow of the thread so more people see it. The sticky will have the opposite effect if done right when the post is made. Here's more on it from a thread from 7 years ago. Just think to yourself how often you look at a sticky in subs and how much your eyes push right past it. Now think how much you rely on things hitting your hot page to be seen.
By all means sticky the post, just after its lost upvote traction so people can see it in the coming days. Right now this post is sitting at #4 #3 because of upvotes.
There's a reason reddit inline "post" paid ads went from being above stickied posts to being placed between post #2-#4 in your actual feed. No one sees the ads when they're up with the stickies, but users definitely see the ads in your actual feed. Stickying posts early means less people will see it and upvote it if it's immediately stickied.
Yeah I see people talking about new shit all the time and have to leave the sub to find out what happened
We get yelled at if we pin these too early, so we typically wait a few hours prior to doing anything with it.
As someone from the r/2007scape sub, I wonder the same thing. Its a PITA to find update/ptr posts in this sub usually that I just go to the OW website.....
Overwatch Retail Patch Notes – January 12, 2021
Kanezaka, nestled beside Hanamura, is our newest Free-For-All Map!
Fight for your life in a thrilling battlefield of alleyways, ancient stone, towering steel, and cat cafes. Shatter your enemy's dreams in the pottery shop, deliver beatdowns in the Tora no Sumika nightclub, or rise above the competition in the tower at the center of the city.
Celebrate the release of Overwatch’s newest map with the Kanezaka Challenge! Through January 25, earn limited-time rewards, including the new Kyōgisha Hanzo skin, by winning games and watching Overwatch on Twitch.
Learn more about the Kanezaka Challenge on the Overwatch website.
Feature Update: Replay Viewer Custom Spectator Options
Added Detached Timecode UI option to Replay Viewer
Ashe being able to eliminate 200 health enemy heroes with one headshot while assisted by 30% damage boost became too dominant, especially when combined with the other improvements to her weapon. We are lowering the maximum damage but also the shot recovery time to keep her overall damage output relatively the same
Aim-down-sights damage reduced from 80 to 75
Aim-down-sights recovery time reduced from 0.7 to 0.65 seconds
This rate of fire change improves the feel and effectiveness of the Storm Arrows ability and though small, adds up over the course of firing 5 arrows.
Shot recovery time reduced from 0.3 to 0.25 seconds
We're increasing the cooldown of Sigma's barrier to require a higher commitment to its placement and open up additional opportunities for counterplay
Redeploy cooldown increased from 1 to 2.5 seconds
Wrecking Ball's high mobility and potential for massive shield health have left him a bit too survivable after the overall damage and crowd control in the game have been tuned down. We are reducing the amount of additional shields he generates per target though the base 100 shields from the ability remains unchanged.
Shield per target reduced from 100 to 75
arrow-spam should get a higher cd too
Why the storm arrow changes? Don’t see why that was necessary...
Forreal, I don't know much about balance, but I'm surprised they went from 1s straight to 2.5. Was it even that big of a problem? seems like a flat 2.0s would be a more moderate step.
Hanzos were not getting enough random kills
Jeff Kaplan is a hanzo main, said it himself multiple times
because they dont want tanks to be able to play the game, kaplan said main tanks dont have a place in overwatch so they do this

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