Overwatch Patch Notes

Overwatch Patch Notes




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Overwatch Patch Notes

Minimum damage mitigated required to empower Rocket Punch reduced from 100 to 90 damage
Movement speed penalty while blocking reduced from 50 to 35%



Now deals damage to all enemies knocked back instead of only the first target impacted



Radius reduced from 20 to 15 meters
Allied bonus health now decays over its duration
Maximum duration increased from 4 to 5 seconds



Bonus movement speed increased from 40 to 50%



Fire rate reduced from 15 to 14 shots per second



Projectile radius now scales with energy level from 0 up to the previous 0.1 meters

The higher the energy level, the bigger the projectile radius





Charge time reduced from 1.2 seconds to 1 second
Projectile radius increased from 0.4 to 0.5 meters



Cooldown reduced from 16 to 12 seconds



Shield health reduced from 175 to 150 (225 to 200 total max HP)



Fixed a crash affecting some Xbox consoles
Fixed a crash affecting players launching the "Portuguese (Brazil)" language on PS5



Added support for HDR displays when supported hardware is detected
Screenshot Quality now properly respects resolutions above 1x
Improved reflections on water surfaces for Xbox Series X|S and PS5 consoles
Realtime cloud rendering enabled on Xbox Series X|S and PS5 consoles



The final hit that would deplete a Hero’s Armor Pool is now dynamically reduced

For example: Previously if a hero had 1 armor remaining and took 100 incoming damage, that would instead be reduced to 70 damage due to armor. Now, in the same scenario, that hero will take 99 damage





Mercy is no longer automatically launched upward when she reaches her destination
The ability now has a meter that charges up while Guardian Angel is active
Canceling the ability with Jump now launches Mercy in the direction she is facing

The more charge she has, the more launch speed she’ll have when canceling Guardian Angel with Jump


Holding the backward directional input and canceling Guardian Angel launches Mercy in the opposite direction



New ability, temporarily named “Enfeebling Orb” in-game
Replaces Damage Biotic Orb, with a separate cooldown of 16 seconds
Fires a straight moving projectile that explodes in a 3-meter radius on impact of an enemy or environment
Deals 40 impact damage and 10 explosion damage
Enemies affected by Necrotic Orb’s explosion receive the “Weakened” effect, reducing all damage dealt by 75% for 4 seconds



Damage Orb has been replaced by a new ability “Necrotic Orb”

Each orb has its own separate cooldown


Healing Orb capacity decreased from 300 to 250
Cooldown increased from 8 to 10 seconds



Self-healing decreased from 24 to 20 per second



Cooldown increased from 6 to 7 seconds



Fixed a bug where “Leave as Group” was not working as intended
Fixed a bug where using the “Fall back” option in the communication wheel wasn’t functional
Fixed a bug where slider values could not be adjusted quickly when holding down a direction
Fixed a bug where the “Joined Chat Channel” sound would play whenever there was a change in the chat box
Fixed TE-10413 error code at startup when the user has their PlayStation set to a language that OW2 doesn't support


The previous iteration of Guardian Angel led to less control for the player overall, often launching Mercy into danger or out of Resurrect range. This version keeps player intent at the forefront while still allowing for vertical mobility without sacrificing control input simplicity.
Moira’s strengths lie in her extreme survivability, high healing throughput, and consistent damage output, but other supports have at least one utility option or play-making ability. To remedy this, Biotic Orb has been split into two abilities on separate cooldowns: Biotic Orb and Necrotic Orb. Due to Necrotic Orb’s potential to shut down many Ultimates and heavily swing duels in her favor, Moira has also received some compensation nerfs to her overall power.
These patch notes represent general changes made to the Beta version of Overwatch 2. The changes listed impact Quick Play and Custom Games.


Fixed some crashes
Fixed a bug where the hero info screen could get locked over the in-game screen


Welcome to the Overwatch 2 PvP Beta!

New weapon fire audio for all heroes



New “Convolution Reverb” System – more realistic environments
3D Reverb – can hear the environment your enemies are shooting in, giving more
gameplay information
Weapon and Explosion Tails –decaying of weapons and explosions now reflect the
environment in which they occur
Debris Updates – a more complete pass to have weapon impacts and explosions react to the surface that they impact
Whiz-by Updates - new bullet pass by audio for ballistic weapons
Speed of sound adjustments for very long-range impacts and explosions



Added a "Kill Stinger” sound for final blows
Added a “Teammate Down” sound to help you know when you lose a teammate in
battle



Performed a consistency pass across all damage sounds
Added different impact sound for different types of health (regular, armor, shields,
overhealth)



Enhanced use of the subwoofer/LFE channel
Enhanced multi-channel panning



Teammate and Enemy Eliminated optional sounds
There are two new settings in the sound options to turn on sound when a teammate or an enemy are eliminated



Visual updates to some Hero HUD items and in-game HUD elements
Some elements of the HUD have not been addressed yet



Temporary Shield and Armor health pools have been combined into Overhealth, with no special attributes
Overhealth no longer provides Ultimate charge when damaged
Base Armor health pools reduce incoming damage by 30%
Base Armor no longer mitigates damage by the previous flat amount of –5 damage per hit
Armor damage reduction now applies equally to all sources including damage over time effects and beams



Phase effects no longer clear the Zarya Graviton Surge or Sigma Gravitic Flux movement restriction effects

E.g., Reaper can still use Wraith Form while in Graviton Surge to prevent damage but can’t walk out of it


Mei Cryo-Freeze no longer removes Sigma’s Gravitic Flux effect
Sombra Hack effect is now removed by phase effects



Damage reduced from 6 to 5 per pellet
Ammo regeneration rate increased from once every 0.65 seconds to 0.4 seconds



Impact damage range reduced from 50 - 100 to 15 - 30 damage
Wall slam damage range reduced from 50 - 150 to 20 - 40 damage
Maximum charge up time reduced from 1.4 to 1.0 seconds
Impacting a target now causes a secondary larger cone area check to grab extra targets to potentially knock them back as well



New Ability 2
Enter a blocking stance, reducing damage taken from the front by 90%
Blocking at least 100 damage causes Doomfist’s gauntlet to become supercharged, empowering the next Rocket Punch in the following ways:

Increases damage by 50%
Travels 50% faster and further
The area-of-effect blast that knocks back additional targets is twice as large
Targets impacting a wall will be stunned for an additional 0.5 to 1.0 seconds, depending on charge amount





Moved from Ability 2 to Ability 1
Now launches Doomfist into the air in the direction the player is aiming
Creates a wide arc shockwave upon landing, dealing 50 damage and slowing enemy movement speed by 30%
No longer has different behavior between being activated in the air or on the ground
No longer pulls in enemies
Can be canceled by pressing the ability key again



Damage range reduced from 15 - 200 to 15 - 100
Impact damage at the center 1 meter radius unchanged from 300 damage
Knockback removed
Now additionally slows the movement speed of all enemies hit by 50% for 2 seconds
Cast time reduced from 1.0 to 0.5 seconds



Base Health increased from 300 to 450
Base Armor reduced from 300 to 200



Primary Fire movement penalty reduced from 50% to 40%
Weapon spread reduced from 4 to 3.5



Base armor increased from 200 to 250
Base health increased from 200 to 250



New Primary Fire
Now rapidly fires 10 plasma projectiles per second
Projectiles start out large and shrink as they travel
Damage starts at 10.5 and scales down to 4 damage over 35 meters
Uses a heat mechanic instead of ammo

Firing the weapon increases heat, and it cools down while not firing
If the weapon overheats, a forced release of heat prevents the weapon from being fired for 3 seconds





New Secondary Fire
Orisa throws a spear forward, impacting the first enemy in its path
Deals 80 damage
Stuns enemies for 0.2 seconds and knocks them back 6 meters
If the enemy collides with a wall while being knocked back, they take 40 more damage and are stunned an additional 0.3 seconds



Now slows Orisa’s movement speed by 20% while active
Now provides 125 extra health while active
Reduces heat generation from Orisa’s weapon by 50% while active
Duration increased from 4 to 4.5 seconds



New Ability 2
Orisa rapidly spins a spear for 1.75 seconds, destroying incoming projectiles
Increases forward movement speed by 60% while active and by 20% for 2 seconds after the spinning ends
Rapidly damages enemies in her path, dealing up to 90 damage and constantly knocking them back



New Ultimate Ability
Orisa pulls in nearby enemies and becomes fortified, charging up an area-of-effect attack over 4 seconds. Releasing the charge deals up to 225 damage based on how long it was channeled
While charging, deals minor damage over time and slows nearby enemy movement speed by 30%



Health reduced from 1600 to 1200
Regeneration rate reduced from 200 to 144 health per second



Steering turn rate increased by 50%
Can now be manually cancelled
Charge Pin wall impact damage reduced from 300 to 225
Cooldown from 10 to 8 seconds



Now has 2 ability charges
Damage reduced from 100 to 90



Base health increased from 600 to 700



Total healing increased from 300 to 350 health



Base shields increased from 100 to 200



Barrier regeneration rate reduced from 120 to 100



Base armor increased from 150 to 200



New Secondary Fire
Hold Secondary Fire to charge, release to fire a 30-meter range jolt of electricity
Deals up to 50 damage
Costs up to 20 ammo



Barrier Projector health increased from 650 to 800
Barrier Projector duration reduced from 9 to 8 seconds
Cooldown reduced from 13 to 12 seconds



Base armor increased from 100 to 150
Base health increased from 500 to 550



Radius increased from 8 to 10 meters
Health gained per target increased from 75 to 100 health



Base health increased from 200 to 250
Base shields increased from 200 to 225



Particle Barrier now has a 10 second cooldown on a shared 2 charge system with Projected Barrier
Cooldown now begins immediately on ability use instead of when the barrier has expired
Barrier's duration increased from 2 to 2.5 seconds



Projected Barrier now has a 10 second cooldown on a shared 2 charge system with Particle Barrier
Cooldown now begins immediately on ability use instead of when the barrier has expired
Barrier's duration increased from 2 to 2.5 seconds
Barrier targets cannot be targeted again by the ability for 2 seconds



Energy degeneration increased from 1.8 to 2.2 per second



BOB base health reduced from 1200 to 1000



Weapon damage increased from 20 to 25
Fire rate reduced from 8 to 5 shots per second
Weapon spread removed
Ammo reduced from 35 to 25



Renamed from Configuration: Sentry
Bastion is now able to move in this form at 35% reduced movement speed
Now has a 6-second duration and 12-second cooldown
Now has infinite ammo for its duration
Weapon spread is now a constant 2 degrees and no longer becomes more accurate as you fire
Damage reduced from 15 to 12



New Secondary Fire
Launches a grenade that can bounce off walls but sticks to players or the ground. It explodes after a short delay, dealing up to 130 damage



Locks Bastion into place to fire up to 3 long range artillery shells
These shells deal high damage in a large area, but the damage falloff is significant
The projectiles come straight down from the air at the targeted locations, but they are projectiles in every other sense and can be blocked or destroyed by abilities



Secondary fire “Fan the Hammer” fire rate increased by around 7.5%



Throws a grenade that can stick to enemies
Automatically homes in on an enemy close to the reticle when thrown within 10 meters of the target and can chase up to 13 meters
Deals 131 damage split between: 1 impact damage, 65 explosion damage, and an additional 65 damage to the stuck target at the time of detonation



Now grants 40% damage reduction while channeling the Ultimate
Damage now builds at 130 damage-per-second for the first 2 seconds and then at 260 damage-per-second for the remaining duration
Maximum duration increased from 6 to 7 seconds
Ultimate cost increased by 10%



Maximum damage-per-second reduced from 200 to 175



Echo copies the target’s combined health value including health, armor, and shields up to total of 300 health

E.g., A duplicated Tracer will have 150 health and a Reinhardt will have 300 health





No longer prevents all movement for its target
Now slows its target by 65% until they reach its max chain length, then it breaks
Still prevents movement abilities from being activated
Damage increased from 80 to 100
Projectile speed increased from 10 to 17



Freeze stun removed
Immediately slows targets by a constant 50% instead of building up over time
Slow duration reduced from 1.0 to 0.5 seconds
Damage-per-second increased from 55 to 100
Ammo increased from 120 to 150



No longer removes Sigma Gravitic Flux effect



Pillar health reduced from 400 to 250
Range reduced from 35 to 20 meters



Damage per pellet reduced from 6 to 5.4
Spread increased from 6 to 8



Rapid firing projectiles that generate energy on hit



High impact shot that consumes stored energy



Launch an energy burst that snares and deals damage to enemies within it



Ground slide that can cancel into a high jump



Ultimate Ability
Railgun energy auto-charges for a short duration and shots pierce enemies



Damage reduced from 8 to 7
Spread reduced by 10%



Cooldown reduced from 8 to 4 seconds
Cooldown is no longer reduced when hacking health packs
Cast time increased from 0.65 to 0.85 seconds
Health pack hack duration reduced from 60 to 30 seconds
Ability lock duration reduced from 5 to 1 second
Reveals hacked enemies through walls to Sombra's team for 8 seconds
Interrupting Hack during the channel time now incurs the full cooldown
Stun duration on Bob reduced from 5 to 2 seconds
Now destroys Baptiste’s Immortality Field when it is hacked



Fade-in time reduced by 50%
Enemy detection radius increased from 2 to 4 meters
Can now use Hack during Stealth without ending the Stealth ability, but is revealed to enemies while hacking and for 0.75 seconds after hacking



Damage dealt to hacked targets is now increased by 40%



In addition to hacking them, now also deals 40% of current health as damage to enemies
No longer deals additional damage to base shield health pools

EMP still deals massive damage to barriers





Base health increased from 175 to 200



Cooldown increased from 12 to 15 seconds



Primary fire minimum falloff range reduced from 25 to 20 meters



Total healing increased from 75 to 100 health



No longer stuns enemies
Cooldown reduced from 7 to 5 seconds
Distance travelled increased from 7 to 12 meters
Movement is no longer stopped when impacting barriers
Damage increased from 1 to 50



Now also triggers from Shield Bash damage



Now increased the Support passive healing by 50%


Welcome to the Overwatch 2 PvP Beta! We have a fresh lineup of heroes, new maps and game modes, 5v5 multiplayer, and more! Please keep in mind that everything you see in the beta is a work in progress. It's important for us to gather valuable feedback and insight from our players, so things are likely going to evolve throughout the beta phases. You may notice some features from Overwatch are absent in the beta. This reflects the game's current work in progress state, and it will change throughout testing! We appreciate everyone's interest, and we can't wait to share more.
To share general beta feedback, please post in the General Beta Feedback forum.
If you encounter any bugs or issues, please share in the Beta Bug Report forum.
You can also share feedback on specific forum topics such as 5v5 , Push , Hero Reworks , New Maps , and Sojourn .
Push is a new game mode available on two brand-new maps: Toronto and Rome. Gameplay unfolds with two opposing teams fighting over control of a single shared objective, the Treadweather TS-1 Large Utility Robot, that starts in the middle of the map.
Each team fights to take control of TS-1 as they would a payload: by having teammates located next to TS-1 with no enemies nearby. When a team takes control of TS-1, it slowly pushes their team’s barricade towards the opposing team’s start location along the predetermined path. If TS-1 and the barricade reach the goal at the end of the path, then the team controlling TS-1 wins the game.
When the opposing team takes control of TS-1, it leaves the first team’s barricade in place and reverses its direction. TS-1 then quickly moves back along the path until it reaches the opposing team’s barricade, which then pushes towards the first team’s spawn.
Midway between TS-1’s starting location and each team’s end goal, there is a forward checkpoint objective along the path. When TS-1 pushes a team’s barricade to their forward checkpoint, that team activates a closer respawn location. This respawn location deactivates if the other team retakes control of TS-1, then moves TS-1 to a point on the path before the forward checkpoint.
Players have 8 minutes to push their team’s barricade to the end goal and win. If neither team’s barricade reaches its end goal after 8 minutes, then the team who pushed their barricade the farthest distance AND has control of TS-1 wins. The game enters overtime if control of TS-1 is contested, or the team who currently has control of TS-1 does not have the farthest distance pushed. Overtime ends when the team with TS-1 loses control of it, or when the team with control of TS-1 pushes their barricade to a distance exceeding the opposition’s.
With the addition of the Push game mode and its new maps to Overwatch, we’ve decided to remove all the maps using the Assault game mode from both the Quick Play and Competitive map rotations.
After examining all our maps and game modes, we noted that the Assault game mode has always been a source of discontent for many members of our community. We believe many of the issues for the Assault maps could only be solved by making major changes to the game mode and major reworks to the maps, resulting in complete level rebuilds. We’ve shifted our focus to create maps in exciting new locations across the world such as Toronto and Rome.
Although Assault maps will no longer be in stand
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