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December 10, 2024 Patch
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December 10, 2024 Patch
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== Hero updates == === Damage Role Passive === * Debuff duration increased from 2 to 3 seconds. * Healing reduction increased from 20% to 25%. === Global Projectile Size Bonus === * Hitscan radius large reduced from 0.08 to 0.07 meters. * Hitscan radius small reduced from 0.05 to 0.04 meters. * Projectile radius large reduced from 0.15 to 0.12 meters. {{DevComment|Developer Comment: We're increasing the potency of the damage role passive in order to make the threat of sustained damage more meaningful by slowing down health recovery while in combat. At the same time, we're slightly decreasing how reliable hitscan and large travel time projectiles are to hit.}} === Tank === {{ps|Doomfist}} {{DevComment|Developer Comment: The recent increase to Rocket Punch wall slam angle has added a lot of consistency and made Doomfist significantly more threatening. To help account for this we're pulling out some of the survivability from Seismic Slam.}} {{al|Seismic Slam}} * Shockwave range reduced from 18 to 15 meters. * Cooldown increased from 6 to 6.5 seconds. {{ps|Hazard}} {{DevComment|Developer Comment: The community feedback from Hazardβs trial has been largely positive, despite underperforming slightly. Weβre adjusting his kit to increase the damage of his primary fire, making Bonespur more consistent and a reliable tool for finishing off enemies. Spike Guard protection sometimes felt inconsistent due to being used from a third-person perspective. To address this, weβve widened the forward blocking angle, providing Hazard with more reliable protection. Additionally, the damage of Spike Guard has been slightly reduced to balance the increased Bonespur damage and protection radius. Weβre also strengthening the Jagged Wall to make it more impactful, while increasing the time required to retrigger the knockback effect to minimize frustration from frequent knockbacks.}} {{al|Bonespur}} * Damage per spike increased from 6.75 to 7.5. * Each volleyβs center projectile no longer has a random launch spread and now always launches straight. {{al|Spike Guard}} * The angle of protection provided by Spike Guard increased from 104 degrees to 180 degrees. * Damage per second reduced from 75 to 70. {{al|Violent Leap}} * Post-slash recovery time for Primary Fire and Quick Melee increased from .3 seconds to .5 seconds. {{al|Jagged Wall}} * Health increased from 350 to 400. * Knockback damage increased from 40 to 50. * Damage interval increased from 1.5 seconds per target to 1.75 seconds per target. {{al|Downpour}} * Airborne momentum lost by casting Downpour reduced from 90% to 50%. {{al|Vault}} * Minimum obstacle height to trigger Vault reduced from 1.75 meters to 1.25 meters, which should allow Hazard to scale short obstacles more consistently. {{ps|Mauga}} {{DevComment|Developer Comment: The Overrun changes from the last patch have been great for enabling more active Mauga playstyles. We're converting some of his armor back to normal health to balance out some of the added survivability gained from the Overrun changes.}} * Base armor reduced from 200 to 150. * Base health increased from 375 to 425. {{ps|Orisa}} {{DevComment|Developer Comment: Although Orisa's effectiveness dropped off further than expected, the removal of the Fortify heat reduction mechanic has had positive effects on gameplay by making her ammo resource more meaningful. We're keeping that change while walking back some of the armor health loss. We also think her Terra Surge ultimate ability could be more effective so it now pulls enemies in from a further distance but the damage range hasn't changed so it won't be harder to get out of the area.}} * Armor increased from 300 to 325. * Base health reduced from 175 to 150. {{al|Terra Surge}} * Pull radius increased from 8.5 to 10.5 meters {{ps|Ramattra}} {{DevComment|Developer Comment: Ravenous Vortex will now be more effective at dealing with bursts of high speed momentum, though this change does not have much effect on abilities that continuously move you for a duration like Reinhardt Charge or D.Va Boosters.}} {{al|Ravenous Vortex}} * Now briefly interrupts horizontal momentum when first affecting a target. * Slowing field now ignores barriers for line of sight. {{ps|Winston}} {{DevComment|Developer Comment: Winston's leap now has a higher maximum damage to better reward accuracy when landing directly next to a target, though it still has damage falloff when landing further away.}} {{al|Jump Pack}} * Damage increased from 50 to 60. === Damage === {{ps|Ashe}} {{DevComment|Developer Comment: There were some inconsistencies for when Coach Gun was disabled by mobility lock abilities. Now Ashe will be able to activate Coach Gun while mobility is locked out (such as Junkrat's Steel Trap) to knockback enemies but won't move herself.}} {{al|Coach Gun}} * Can now be activated while affected by mobility locking abilities but won't move Ashe. {{ps|Pharah}} {{DevComment|Developer Comment: Pharah is a difficult hero to deal with for many due to her high flying mobility and burst damage. We're reducing how often her horizontal movement cooldown is available to make it slightly more of a positioning commitment when used.}} {{al|Jet Dash}} * Cooldown increased from 8 to 9 seconds. {{ps|Sojourn}} {{DevComment|Developer Comment: Sojourn has received adjustments to increase the rate of her energy gain and shifted some power into her Disruptor Shot ability recently, though the secondary fire lacking in impact undermines her core gameplay fantasy as "the Railgun hero". We're adding some damage back to it and will keep a close eye on how powerful she ends up being.}} {{al|Railgun}} * Secondary fire damage scaling increased from 1-100 damage to 20-120 damage. {{ps|Soldier: 76}} {{DevComment|Developer Comment: Soldier could use a small increase to his effectiveness and with changes to the damage role passive it's a good time to make his Biotic Field more available.}} {{al|Biotic Field}} * Cooldown reduced from 18 to 15 seconds. {{ps|Symmetra}} {{DevComment|Developer Comment: Symmetra is performing quite well but we'd like to further enable teamplay around an interesting ability like the Teleporter by making it more difficult to destroy.}} {{al|Teleporter}} * Base shield health increased from 200 to 250. {{ps|TorbjΓΆrn}} {{DevComment|Developer Comment: We'd like to make the turret more effective without increasing its damage. It now builds more quickly to better enable repositioning it for a faster pace of gameplay. We've also fixed a grievous oversight from moving to larger health pools and TorbjΓΆrn's Forge Hammer will strike fear into his enemies once again.}} {{al|Forge Hammer}} * Damage increased from 55 to 70. {{al|Deploy Turret}} * Build time reduced from 3 to 2.5 seconds. * Base health increased from 225 to 250. {{ps|Venture}} {{DevComment|Developer Comment: This is mostly a quality-of-life change that makes Venture's cooldown cycle more consistent, as they tend to activate Burrow while soaring through the air quite often.}} {{al|Drill Dash}} * Cooldown rate is now faster anytime Burrow is active, rather than requiring the player to be underground. === Support === {{ps|Baptiste}} {{DevComment|Developer Comment: Adjusting the values of Regenerative Burst will increase Baptisteβs self-survivability while also providing greater support to his teammates.}} {{al|Regenerative Burst}} * Cooldown decreased from 15 to 14 seconds. * Radius increased from 10 to 12 meters. {{ps|Brigitte}} {{DevComment|Developer Comment: The duration has been reduced to limit Brigitte's Inspire uptime, while the healing per second remains unchanged, ensuring that healing output is unaffected when Inspire is triggered consistently.}} {{al|Inspire}} * Duration reduced from 5 to 4 seconds. {{ps|Illari}} {{DevComment|Developer Comment: Illari's Captive Sun can be difficult to use effectively due to enemies' ability to dodge its effects. Increasing the radius will improve the consistency and overall value of the ultimate.}} {{al|Captive Sun}} * Explosion radius increased from 8 to 10 meters. {{ps|LΓΊcio}} {{DevComment|Developer Comment: The adjustment to LΓΊcio's health pool has impacted his survivability in fights, this change will increase his durability in combat by improving his self-healing capabilities. Additionally, Sound Barrier now falls faster while in mid-air, enabling more reactive and safer usage from higher positions.}} {{al|Crossfade}} * Self-healing penalty decreased from 60% to 40%. {{al|Sound Barrier}} * Now falls faster when used in mid-air.
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