July 6, 2016 Patch

Note: Many of the changes marked as [PC Only] were added for PlayStation 4 and Xbox One in a later patch.

General

 * Competitive Play
 * [PC Only] The duration of Sudden Death has been adjusted across all maps from 1m45s to the following values:
 * Assault:
 * Hanamura – 1m35s
 * Temple of Anubis – 1m30s
 * Volskaya Industries – 1m35s
 * Escort:
 * Dorado – 1m30s
 * Route 66 – 1m35s
 * Watchpoint: Gibraltar – 1m35s
 * Hybrid:
 * King's Row – 1m30s
 * Numbani – 1m50s
 * Note: Sudden Death duration is unchanged for Hollywood and remains at 1m45s

Bug Fixes

 * General
 * [PC Only] Fixed a bug that prevented Overtime music from playing on Escort and Assault/Escort maps, if the payload was nearing the final checkpoint
 * [PC Only] Fixed a bug where display settings weren’t always saved after restarting the client
 * [PC Only] Fixed an issue that sometimes caused the in-game UI to display incorrectly at 4k resolutions
 * [PC Only] Fixed a bug where sometimes the wrong player level would appear in the Social menu


 * Maps
 * [PC Only] Fixed an issue with collision not blocking line of sight on certain areas of Nepal


 * Heroes
 * [PC Only] Fixed a bug that caused Mercy’s Caduceus Staff beam to disconnect from its target if the player a) quickly switched between healing and damage beams by holding down both mouse buttons and/or b) was facing away from the target at the time of the switch
 * [PC Only] Fixed even more bugs that allowed Reaper to Shadow Step to unintended locations on certain maps
 * [PC Only] Fixed a bug that caused Winston’s melee attack during Primal Rage to inconsistently hit targets in range
 * [PC Only] Fixed a bug that sometimes caused Zarya’s alternate fire to scale incorrectly with her damage boost modifier


 * Competitive Play
 * [PC Only] Fixed a bug that caused the “Top 500” icon to incorrectly display for certain players in various places throughout the game UI
 * Fixed an issue where if you left and rejoined an in-progress Competitive Play match, the game would still track the match as a loss in your placement match history and when determining the amount of Skill Rating you receive for completing a match even if your team won
 * Note: You must be present for the conclusion of the match to be eligible for the win. If you leave a match and do not rejoin again before it’s over, it will count as a loss both in placement match history and when calculating your Skill Rating adjustment.
 * Fixed an issue where you would still receive a Competitive Play “leave” penalty even if you rejoined a match and completed it
 * Note: If you leave a single Competitive Play match more than 3 times, you will receive a Competitive Play “leave” penalty even if you complete the match.