October 4, 2022 Patch | |
---|---|
Platform(s) |
PC Switch PS4 Xbox One |
Previous patch |
September 6, 2022 Patch (live)
August 11, 2022 Patch (beta) |
Next patch |
October 13, 2022 Patch |
https://overwatch.blizzard.com/en-us/news/patch-notes/live/2022/10 (general)
https://overwatch.blizzard.com/en-us/news/23824005/ (balance) | |
All Patch Notes |
WELCOME TO OVERWATCH 2[ | ]
We've created Overwatch 2 as a new, free to play experience for our players. Pick from our cast of 35 incredible heroes and team up in epic 5v5 action on 22 global maps across 6 distinct modes. Whether you like to lead the charge, ambush enemies, or aid your allies, there’s a hero for you.
We're excited to share a list of updated features and new experiences you can expect in-game!
HERO UPDATES[ | ]
- Added Sojourn, Kiriko, and Junker Queen – Check out our heroes, new and old on the heroes page
- Added Role Passives for Tank, Damage, and Support heroes
- 1000s of new voice lines and improved narrative reactivity across all heroes
- With over 44,000 lines of dialog, you'll always be hearing something new
- Revamped combat sound design for all heroes
- Updated skins and VFX for all heroes
FEATURE UPDATES[ | ]
- Accessibility Features
- Battle Pass starting with Season One
- Updated Competitive mode
- Cross-Progression
- First Time User Experience
- New 5v5 core game mode format
- New Challenge System
- New Cosmetic Types: Charms, Name Cards, Souvenirs, Titles, New Skin Tier - Mythic - Cyber Genji
- New History tab in Profile including Game Reports
- New in-game currency - Overwatch Coins
- New Push core game mode
- Ping System
- Shop 2.0
- Six New Maps - New Queen Street, Circuit Royal, Midtown, Colosseo, Esperança, Paraíso, and many existing maps received new daytime and nighttime variants
- SMS Protect
- Updated Endorsement System
- If you want to check out more information on some of these features visit the news page
DELAYED FEATURES[ | ]
- OWL Hub will not be ready at launch
- Workshop creation and editing will not be ready at launch
MOVED FEATURES[ | ]
- Highlights can now be found in the History tab of your Career Profile
- Role Queue is removed for all game modes except for Quick Play - Role Queue
- Patch Notes moved from the Main Menu to the Pause Menu
RETIRED FEATURES[ | ]
- Assault maps have been removed from rotation in all playlists (can be found in Custom Game)
- General Chat has been removed
- Looking For Group has been removed
- Loot Boxes have been removed
- Player Levels are retired (can view your prior level in your Profile)
ENGINEERING CHANGES AND UPDATES[ | ]
- 3D audio systems across all platforms
- Dynamic render-scale support for PC
- HDR added for PC, Xbox Series X, and PS5
- Raised max frames to 600 fps
HERO BALANCE[ | ]
General[ | ]
- Temporary health now grants 50% reduced ultimate charge instead of zero ultimate charge
Temporary health not giving ultimate charge added a lot of hidden strength to its effect, reducing consequences for riskier decisions and playstyles. This is particularly effective in instances where you can grant temporary health to other players. For the players doling out the damage, doing significant damage but gaining no ultimate charge can be particularly frustrating and unrewarding. With this change, our goal is to preserve some of the advantages granted by temporary health while adding a reward for players who contribute to their teams through damage dealt.
- Damage Role Passive - New Passive: Eliminations grant 25% increased reload and movement speed for 2.5 seconds. Does not stack with itself but will refresh the duration
- All heroes now refund up to 30% ultimate power on hero swap
Upon announcing the change for up to 30% ultimate power to transfer when swapping DPS heroes, we saw a lot of feedback asking why that wasn't a broader change for all heroes. After continued testing, we agree, and are making a change so the entire roster should have access to as we launch.
Of course, that means the DPS role once again finds itself without a role passive. So along with this change, we're introducing a new passive to DPS that increases their movement speed and reload speed by 25% for a brief window after getting an elimination. We believe that this change is the right balance of rewarding players who perform well in the Damage role without being overpowered. However, in future seasons, we may continue to experiment with what these passives do as we look to shake up the meta regularly.
Junker Queen
- Allied health bonus reduced from 100 to 50 HP
- Allied duration reduced from 5 to 3 seconds
- Temporary health no longer decays over its duration
- Cooldown increased from 11 to 15 seconds
Based on data and feedback received from beta testing and (more recently) from observing professional play, we believe the temporary health granted by Junker Queen’s Shout ability has proven too strong overall and enabled a dominating team composition at the very upper ranks of play. Reducing the health gain and duration while increasing the ability’s cooldown are intended to reduce the overall power of this ability and make its use more deliberate and less forgiving.
We’ll continue to monitor Junker Queen’s performance and win-rate, as well as broader player sentiment in the weeks following launch.
Orisa
- Base health increased from 250 to 275
- Base armor increased from 250 to 275
- Cooldown reduced from 8 to 6 seconds
For a hero rework that has been lauded as fun to play, hard to kill, and particularly potent for an in-your-face Tank playstyle, Orisa continues to be a challenging hero to balance, with one of the lowest win-rates in the game. Giving a hero more health is a reliable solution and increasing the frequency of her Energy Javelin should keep her feeling active and more effective as she charges down the front line.
D.Va
- Impact damage increased from 10 to 25
- Cooldown reduced from 8 to 7 seconds
- Ultimate cost reduced by 12%
D.Va has been slightly underperforming in comparison to other tanks in 5v5. Increasing the damage on Boosters impact will add more weight to that “rush-in” moment for her, leaning into her strengths as a fast-moving engager who can push deep into the enemy lines.
Brigitte
- Duration reduced from 6 to 5 seconds
Even with the removal of stun from her Shield Bash, Brigitte continues to be very strong in 5v5, especially in team compositions that take full advantage of the passive healing provided by Inspire. This change doesn’t affect Brigitte’s raw healing per second, however it should make her overall effectiveness less generous in situations where she’s unable to reapply Inspire.
Baptiste
- Primary fire damage increased from 24 to 25
- Primary fire minimum falloff range increased from 20 to 25 meters
Mercy
- Pressing Crouch during Guardian Angel now launches you straight up
- Angelic Descent can now be activated by holding Crouch while airborne
Mercy’s beta change allowing her to Guardian Angel cancel and boost where she is looking added a substantial amount of flexibility to her movement. However, boosting upward was difficult for many players, given that they needed to quickly look up before activating and then look down again to survey the battlefield. To address this, the Crouch input will now launch her upwards regardless of her facing direction. In addition, Crouch will also activate Angelic Descent while in the air, similar to jump. This adds a much-needed quality of life improvement when performing the vertical boost with Crouch.
Bastion
- Ironclad passive is enabled again (20% damage reduction while transformed)
Since introducing the newly upgraded Bastion, we’ve tracked a general sentiment about his new kit being a bit too potent, particularly when in Sentry form. To address this previous concern, we removed the Ironclad passive with a goal of reigning in that perceived power. Now that we’ve had more time and game data to evaluate, we believe that returning the Ironclad passive will not push him over the edge.
Reaper
- Hellfire Shotguns spread reduced from 8 to 7 degrees
Sojourn
- Railgun energy gain from non-player targets (barriers, turrets, etc.) reduced by an additional 50%
Sombra
- Hack ability lockout duration increased from 1 to 1.75 seconds
The duration of Hack’s ability lockout often goes unnoticed, unless it’s being used as an active interrupt. While we’re not looking to go back to previous lockout numbers, we do want Sombra to have slightly more time to feel as though the ability is effective. This change stays in line with our goals for less crowd control abilities in Overwatch 2, and we’ll continue to closely monitor performance data and player feedback to ensure that this remains the case.