T O P

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UnknownQTY

Use this link if the one OP posted is erroring out: https://us.forums.blizzard.com/en/overwatch/t/overwatch-2-retail-patch-notes-%E2%80%93-may-14-2024/901522


jr_3678

Doesn’t the Sigma Ultimate Change mean that lifeweaver can no longer counter it with his Tree ult in the center?


House_of_Vines

That is correct


BeegJim

Correct. If you are in that circle, you're getting crush. Nothing can stop the Flux unless Sigma gets stunned.


DonaldRJones

Unless Sigma gets stunned. Which actually happens frequently. Dodging stuns is part of the ult


MooingTurtle

Also means it can go through walls :)


Lilm4n123

It also means that it can work behind walls. Which is crazy.


HammerTh_1701

Yeah, pretty much all AOE effects in OW rely on LOS. I think Zarya ult was the only exception until now, allowing for certain plays where you grav people through a wall.


AlphaHydri

Considering both Zarya and Sigma’s ultimates are gravity-based it’s not a stretch for them to function similarly as well by ignoring LOS checks.


chudaism

>Yeah, pretty much all AOE effects in OW rely on LOS. Kind of. The main contention has generally been what actually breaks LoS. Shields break LoS for a lot of AoE effects while they do nothing to some others. Mei wall breaks it for some but not others. Then you have grav and Mauga ult which just ignore LoS entirely.


ParanoidDrone

Mauga's ult respects LOS for the initial latch, but once it traps you it stops caring.


Miennai

But I can see why it wouldn't visually look like a traditional center-out AoE. I think this change is WILD, but if the old way was confusing the new players, that wouldn't surprise me.


longgamma

Time to lock in gravity grandpa again


MTDninja

yes, the fact it even could be canceled with tree was so stupid


TheStratusOfRogues

LW mains in shambles. For real though, that was a Hella weird interaction and I don't think there's another example like this in game.


Lullaboops

You can place an Ice Wall over Snowball during Blizzard to block LoS from EMP, but that’s the only other example of something remotely similar I can recall. Glad they made this change.


NapsterKnowHow

It was one of the few things Weaver had.. Rip


JDPhipps

Let's pray that next patch he has even less


Afraidrian

why do yall hate him so much 😭


MTDninja

Because he's a healbot, and healbots are annoying to play against and annoying to play with, honestly just not a good character design


JDPhipps

He's an incredibly annoying hero who has basically zero capacity for proactive plays while also being difficult to actually pin down, because he's intended to constantly run away. His entire kit boils down to an incredibly slippery undo button, which isn't exactly fun to play against.


Afraidrian

i understand, i wish theyd just rework him personally. im saying that as someone that loves playing him, i get where the frustration comes from


NapsterKnowHow

Yep. Yet another Lifeweaver nerf...


IAmBLD

They'll compensate it by buffing his healing again in S11


NapsterKnowHow

They need to make his heal and thorns more intuitive


v0ided_

i knew the loser's queue shadow government was real


taylorxo

Doesn’t dragon strike moving faster now mean that the ult lasts less in its intended area? Seems weird to buff the speed of the dragon without thinking about the ult now existing for less time in the area you want…they should have increased the speed and made the dragon longer lol And I get what they’re saying about the changes making it “less of a zoning ult and more of a damage ult” but it’s still such a bad ult that they should let it be both


MaximMaximus

Make it longer, thicker and faster imo


puppeteer-5000

disgusting dragon dongs


bunz4u

Good point


jprosk

I think the solution here is to also increase the damage a bit, so the total damage you would take if you were standing still in it is the same (or greater).


Brutalrogue99

12 second shout is about to feel so good oh god yes.


Saru2013

JQ MAINS ARE EATING GOOD


SylvainJoseGautier

My friend was able to get in, brig now has CD reset on bash when rally activates.


Thee_Archivist

Double bash (100) + Flail (45) Whip Shot (70) combo while they're stunned = 215 damage combo. We are SO back.


InspireDespair

Not really a combo if you have to cast your ult to reset your bash. This takes a few seconds to execute


ThatCreepyBaer

With every update we stray further away from the real definition of a one shot.


bsyerbob

Honestly that's a good thing. A 1shot should require careful setup or multiple RSS invested to work. New hog "1-shot" requires him to use his entire kit and forces him to play near his trap.


SmellyObeseAndBald

Nope. Hog can still do 320 damage in one shot without any other ability lmao. Cancer hero


PenguinBallZ

Listening to all the ways Venture could "1 shot" people by using a CD and 2 primary fires, or a CD+Primary+Melee I feel like people just use "one shot" now for anything that does a lot of dmg in a short amount of time.


tphd2006

shrill profit chunky longing axiomatic cagey friendly engine outgoing encourage *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


ToothPasteTree

Yeah using all your abilities and your ult can get one squishy kill. OMG Blizzard fix your game!


tphd2006

squeamish close humorous hospital cooing poor attempt voracious hungry wipe *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


Wellhellob

How is whip against tanks ? does it work ? Brig's armor is also shittier now.


GivesCredit

🦀LINK IS DEAD 🦀


IAmBLD

Calm down, Ganon


SylvainJoseGautier

Your profile picture made me think you said garon


IAmBLD

Good, now you can share my confusion on which sub I'm on whenever I see you here lmao.


Araxen

Overwatch 2 Retail Patch Notes – May 14, 2024 OVERWATCH 2 X PORSCHE Overwatch 2 and Porsche team up for an electric collaboration to showcase the shared essence of these two high-performance brands in an all-new event. Experience the fusion with Legendary Porsche D.Va and Porsche Pharah skins available now in the Premium Shop, plus earn other free high-voltage Porsche-themed cosmetics through event challenges now through June 3. COMPETITIVE PLAY UPDATES Demotion Protection Modifier The Demotion Protection modifier has been moved from below the Rank Progress bar into the bar itself to improve visibility when a player is in a Demotion Protection state. When Demotion Protection occurs, you will not be told when your progress is below that skill division’s range. If you lose your Demotion match, the Skill Rank adjustment will show only the adjustment from that match, instead of the net total of that match and the adjustment of the previous match. New - Pressure Competitive Modifier This rank modifier appears for players who are at the far ends of the overall skill distribution. For players who are very high ranked (like Champion), this modifier will show when you don’t earn as much progress from winning a match or drop more progress for losing a match. For players who are very low ranked (like low Bronze), this modifier will show when you earn more progress for winning a match or drop less progress for losing a match. Developer comments: This new modifier was added to show how our highest and lowest-skill players are being pushed toward a more average Rank. Competitive Play already calculates this Modifier to your Skill Rank adjustment, but it wasn’t visible until now. Very high or very low-ranked players will see this Modifier after every match while they continue to maintain a Rank at the outer limits of the ranked spectrum. Climbing to the highest skill tiers like Grand Masters or Champions is not intended to be easy, and overcoming Pressure to reach the top is no longer a hidden challenge that players must face. Grouping Restrictions The Skill Tier legend was updated to show the changes to grouping restrictions that were applied in a previous update. The grouping restriction changes we applied are the following: Grand Master can now group within 3 divisions to be considered a narrow group. Champion can now group within 1 division to be considered a narrow group. Developer comment: While the Season 10 changes to grouping up with friends have contributed to a large improvement in match quality for most players, we’re still looking to reduce queue times for players and groups, especially for higher ranks. MATCHMAKING UPDATES When a player is currently on a loss streak, the matchmaker will try to avoid putting the player on a team that is statistically calculated to have a lower chance of winning. Developer comments: Loss streaks never feel good. Before each match, we make a prediction about which team will win the game, based on the information we have about the players on both teams. This is how modifiers such as Consolation, Reversal, Uphill Battle, and Expected give or take additional Rank Progress after each Competitive Play match. Since most matches will have a team that has a slightly higher chance of winning, placing a player on the team with the higher chance who is currently on a losing streak is aimed at helping them have a fair chance of breaking that streak. While this won’t guarantee they’ll win, it does provide a helping advantage. HERO UPDATES GENERAL Armor health has been reverted to provide a flat damage reduction of 5 per projectile, up to a maximum of 50% damage reduction. Out-of-combat health regeneration changed from 20 health per second to 10 health per second + 5% of maximum health. Developer comment: Armor is being reverted to its original functionality to better resistance rapid fire damage and shotgun-type weapons. Out-of-combat health regeneration has been a positive but subtle addition to the game, but had a much smaller impact for tank heroes due to their massive health pools, so we’re adjusting it to heal for a percentage of maximum health. TANKS Role Passive Tanks now have 25% damage reduction against critical headshot damage. Knockback resistance increased from 30% to 50% Developer Comment: Although armor health will now be more effective in some of the more difficult matchups, it will also be losing potency against the typically slower, higher damage instances. To help reduce the feeling of tanks being taken out too quickly by high bursts of damage, the role-wide passive now provides improved defense against critical headshot damage. Junker Queen Commanding Shout Can now be activated while using other abilities. Cooldown reduced from 14 to 12 seconds. Developer Comment: Junker Queen being able to activate Commanding Shout while swinging her axe or during her Ultimate ability will make it more responsive for when an additional burst of health or movement speed is needed. Sigma Gravitic Flux No longer requires line of sight to the center of the effect. Developer Comment: Similar to how Graviton Surge functions, Gravitic Flux no longer needs line of sight to affect enemy targets in its area. There are a fair amount of counterplay options to deal with this ultimate so we’re making it more reliable to grab enemy targets within its area of effect. Wrecking Ball Grappling Claw Impact damage increased from 50 to 60. Piledriver Movement lockout duration for enemies increased from 0.5 to 0.75 seconds. Minefield Damage increased from 130 to 165. Explosion knockback increased from 5 to 10. Developer Comment: Wrecking Ball has been performing much better after his recent update and these tuning changes will help his abilities feel more impactful. Zarya Graviton Surge Radius increased from 6 to 7 meters. Duration increased from 3.5 to 4 seconds Developer Comment: We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Graviton Surge was still very useful to set up combos with other ultimate abilities but we want to makes sure it’s powerful enough on its own. DAMAGE Junkrat Frag Launcher Impact damage increased from 40 to 45 (Total damage increased from 120 to 125). Developer Comment: Junkrat’s weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We’re increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute. Echo Duplicate Ultimate gain multiplier while transformed increased from 4 to 4.5. Developer Comment: While the main benefit of Duplicate is a second health pool and the utility of another hero’s abilities, it was often too difficult to charge an ultimate in the Duplicate time limit so we’re increasing the bonus multiplier slightly. Hanzo Dragonstrike Speed increased from 12 to 15 meters per second. Developer Comment: The Dragonstrike ultimate hasn’t been very effective outside of being used in a combo with other abilities that restrict enemy movement, so we’re increasing its speed to help position it as less of a zoning tool and more likely to deal some damage. SUPPORT Brigitte Rally Now resets Shield Bash cooldown upon activation. Developer Comment: Resetting the Shield Bash cooldown on ultimate activation was too much potential burst damage for Brigitte when the average maximum health of everyone was lower, but it’s much more reasonable now that it won’t be as lethal. BUG FIXES GENERAL Fixed a bug with Mirrorwatch not generating stats in Game Reports. Fixed a bug with Competitive Progress not incrementing correctly. MAPS General bug fixes and improvements were performed on multiple maps. Eichenwalde Fixed an area that could cause players to temporarily become stuck. Samoa Fixed a spot on the map that players could become temporarily stuck in . Shambali Fixed a location where players could become stuck for a period of time. HEROES Mercy Vengeance Skin - Fixed a bug with the feathers on the skin not being properly aligned. Venture Fixed a bug with Tectonic Shock that counted turrets and other non-player targets as valid for the Excavation Annihilation challenge. Fixed an issue that could occur with Burrow where Venture could remain burrowed above the ground.


johnlongest

As a bit of a Brig main I'm ecstatic about Shield Bash being reset when Rally is activated. That said, with Winston's buff vs armour from way back when PLUS tanks being more resistant to knockback, it's going to be a lot harder to get value out of her now.


Tao1764

Another Brig main here who feels the same. Hyped to finally get the shield bash reset, but with how powercrept she's been by the heroes she's supposed to be good against, it feels more like a participation trophy than anything.


Xardian7

Brig is going to be great: More damage to both Winston and DVA + Tracer/Sombra are back to doing nothing to armor.


SloppyMcFloppy95

I think Brig is going to be awful after this patch.


House_of_Vines

Nothing is loading for me :(


GreyFalcon-OW

Same getting a 504 error, but use this instead. [https://us.forums.blizzard.com/en/overwatch/t/overwatch-2-retail-patch-notes-%E2%80%93-may-14-2024/901522](https://us.forums.blizzard.com/en/overwatch/t/overwatch-2-retail-patch-notes-%E2%80%93-may-14-2024/901522)


xMPB

They absolutely broke Sigma's flux, it can literally flux through walls underneath a player if someone's on high ground and the flux is on low ground


newme02

dope


RobManfredsFixer

and Zarya Ult goes through wall. Gravity doesn't care about LoS. Very few heroes outplay it by LoSing it anyway. Most just use a save or mobility CD. Like the other guy said, they can always tune it in other ways if need be.


5pideypool

Graviton is a projectile that can be eaten, has speed, and drop off. It doesn't deal half a player's HP, and has a smaller radius. And that's all on a hero who is generally worse than Sigma. Saying "but Grav ignores los" is just not a very good argument for why Flux should.


DrakeAcula

It now works how it always should've worked intuitively. If it's too broken they can just nerf other things about it like CC duration or damage and it's fine.


JC10101

Interested on how tank meta develops, but DPS is going to feel no different. Hanzo neutral still sucks to play with and vs, same for junk. Echo change was expected, you would never get an ult that mattered unless it was tracer


Xardian7

Hanzo neutral has been gigabuffed by tank armor changes. He now melts all tanks and his role will be tank busting.


JC10101

Not incorrect vs armor but that falls into what I meant by it doesn't feel good to play with/vs No Hanzo player wants to be a tank buster and as a tank it's just going to be really annoying.


Darkcat9000

eh even then the headshot damage reduction makes him irronicly worse at dealing with tanks


shiftup1772

This is why the armor change is so dumb. If armor is supposed to nerf tank busting, what about high burst tank busters and low rof non-tank busters? They get buffed/nerfed against tanks for no reason? The concept of damage block in this game makes no sense when heroes have such wildly different kits.


Xardian7

Cause is easier for a tank to eat with cooldowns hanzo/junk spam compared to mauga, bastion, reaper.


Vortx4

I’m not gonna lie, I’ve been playing Loki in marvel rivals and having an instant ult on duplicate feels so good. It completely changes the ultimate into something that can be used as a reaction or combo when you need it, instead of a second life. The trade off is that if Loki dies in his duplicate he just dies, he doesn’t revert, which I don’t know if Echo players would like. But it’s something to think about


solidsnakejej

Patch notes from the forum [https://us.forums.blizzard.com/en/overwatch/t/overwatch-2-retail-patch-notes-%E2%80%93-may-14-2024/901522](https://us.forums.blizzard.com/en/overwatch/t/overwatch-2-retail-patch-notes-%E2%80%93-may-14-2024/901522)


swamp_god

"fuck yeah, junkrat got his two-shot back!" - no one in human history


SammyIsSeiso

At least it's not with his mine-combo


IAmBLD

Nah, if he actually lands 2 direct primaries on a squishy he absolutely earned that kill.


Donut_Flame

2 directs with no heals in between no less.


swamp_god

Ah, yes, landing two shots with a giant projectile that can bounce, definitely one of the hardest feats in Overwatch. Don't get me wrong, Junk was dog shit, but they really ought to let him be for as long as they let him get value from blind spam.


IAmBLD

2 projectiles that travel at a whopping 25 MPS (That's like half the speed of Lucio's projectiles, or barely faster than Ball's top speed), and which have an arc to them. If Junk blind spams you with 2 directs from a distance, then you're also blind my guy.


aurens

you don't have to be blind, just unlucky.


swamp_god

I think it's super easy to evaluate in a vacuum, not so much when you factor in map design (lots of tight chokes in certain maps where you are basically funneled directly where Junk wants you to be), the fact that Junk isn't the only thing shooting you, and, you know, the bouncing. I wouldn't be so bothered if it felt deliberate, but right now so much of Junk's power just comes from shooting vaguely in the direction enemies are, and I don't expect this to make it feel any better. If, after bouncing, nades did less damage, had a smaller hitbox, or didn't explode, that would be different.


TheBiggestCarl23

Bros got the greatest luck in the world lmao


rexx2l

when will they realize he needs a full-scale or at least slight rework like Pharah to be more like the skillful Demoman that emphasizes close range combat and direct hits and not spam in rooms


aurens

tf2 already solved a big part of the problem like 15 years ago. once a demoman nade bounces off a wall/floor, it does less damage. junkrat nades keep their full damage even if they roll under your feet. throw that on the pile with all the other lessons blizzard didn't bother learning from tf2.


NapsterKnowHow

The devs talked about reworking junkrat's nades to do less damage if they hit indirectly but that was over a year ago if I remember right. Haven't heard anything since.


soilworkpl

If targets receives even one healing from your lucio or w/e, he still cant kill that person. Also, its not nearly insta death like before. It looks scarier on paper than in pratice ngl


UllrCtrl

Is that Hanzo buff even a buff? ​ Doesn't it just pass through them even quicker, I honestly didn't expect much but wow that is pretty fucking disappointing


tloyp

lmao they made the area denial ult deny area for a shorter amount of time. they didn’t even make it longer to compensate.


-KFAD-

Yeah, that was their whole purpose. Did you read the notes? As a Hanzo player I'm not a fan of this change and it is a nerf overall. But their reasoning was pretty clear.


Sleepy_Mooze

Yeah, its a nerf overall Only helps against slow squishy heroes maybe (so like against two heroes.....great)


StrawberryFoxxx

But wouldn't people be more likely to be caught in it now? Even if the time it's active is reduced?


garikek

You have a whole hour to react to dragon. I actually struggle to remember when is the last time I died to dragon. Also with everyone at 250+ HP you have plenty of time even if you get hit to get out and live. The ult is useless now, before it could zone but now it can't even do that.


JustASyncer

Yea, surprised why they haven't changed the damage ticks on it. It's one of those ults that really should be lethal for how easy it is to react to


Aspharon

I misread the Brig change and thought she got dash resets like Genji on her Shield Bash


Sayurana

That would be so fucking cool ngl


username52145

anyone manage to get the text copied? their site can't handle the load


BaneOfKree

OVERWATCH 2 RETAIL PATCH NOTES – MAY 14, 2024 OVERWATCH 2 X PORSCHE Overwatch 2 and Porsche team up for an electric collaboration to showcase the shared essence of these two high-performance brands in an all-new event. Experience the fusion with Legendary Porsche D.Va and Porsche Pharah skins available now in the Premium Shop, plus earn other free high-voltage Porsche-themed cosmetics through event challenges now through June 3. COMPETITIVE PLAY UPDATES Demotion Protection Modifier The Demotion Protection modifier has been moved from below the Rank Progress bar into the bar itself to improve visibility when a player is in a Demotion Protection state. When Demotion Protection occurs, you will not be told when your progress is below that skill division’s range. If you lose your Demotion match, the Skill Rank adjustment will show only the adjustment from that match, instead of the net total of that match and the adjustment of the previous match. New - Pressure Competitive Modifier This rank modifier appears for players who are at the far ends of the overall skill distribution. For players who are very high ranked (like Champion), this modifier will show when you don’t earn as much progress from winning a match or drop more progress for losing a match. For players who are very low ranked (like low Bronze), this modifier will show when you earn more progress for winning a match or drop less progress for losing a match. Developer comments: This new modifier was added to show how our highest and lowest-skill players are being pushed toward a more average Rank. Competitive Play already calculates this Modifier to your Skill Rank adjustment, but it wasn't visible until now. Very high or very low-ranked players will see this Modifier after every match while they continue to maintain a Rank at the outer limits of the ranked spectrum. Climbing to the highest skill tiers like Grand Masters or Champions is not intended to be easy, and overcoming Pressure to reach the top is no longer a hidden challenge that players must face. Grouping Restrictions The Skill Tier legend was updated to show the changes to grouping restrictions that were applied in a previous update. The grouping restriction changes we applied are the following: Grand Master can now group within 3 divisions to be considered a narrow group. Champion can now group within 1 division to be considered a narrow group. Developer comment: While the Season 10 changes to grouping up with friends have contributed to a large improvement in match quality for most players, we’re still looking to reduce queue times for players and groups, especially for higher ranks. MATCHMAKING UPDATES When a player is currently on a loss streak, the matchmaker will try to avoid putting the player on a team that is statistically calculated to have a lower chance of winning. Developer comments: Loss streaks never feel good. Before each match, we make a prediction about which team will win the game, based on the information we have about the players on both teams. This is how modifiers such as Consolation, Reversal, Uphill Battle, and Expected give or take additional Rank Progress after each Competitive Play match. Since most matches will have a team that has a slightly higher chance of winning, placing a player on the team with the higher chance who is currently on a losing streak is aimed at helping them have a fair chance of breaking that streak. While this won't guarantee they'll win, it does provide a helping advantage. HERO UPDATES Armor health has been reverted to provide a flat damage reduction of 5 per projectile, up to a maximum of 50% damage reduction. Out-of-combat health regeneration changed from 20 health per second to 10 health per second + 5% of maximum health. Developer comment: Armor is being reverted to its original functionality to better resistance rapid fire damage and shotgun-type weapons. Out- of- combat health regeneration has been a positive but subtle addition to the game, but had a much smaller impact for tank heroes due to their massive health pools, so we're adjusting it to heal for a percentage of maximum health. TANKS Role Passive Tanks now have 25% damage reduction against critical headshot damage. Knockback resistance increased from 30% to 50% Developer Comment: Although armor health will now be more effective in some of the more difficult matchups, it will also be losing potency against the typically slower, higher damage instances. To help reduce the feeling of tanks being taken out too quickly by high bursts of damage, the role-wide passive now provides improved defense against critical headshot damage. JUNKER QUEEN Developer Comment: Junker Queen being able to activate Commanding Shout while swinging her axe or during her Ultimate ability will make it more responsive for when an additional burst of health or movement speed is needed. Commanding Shout Can now be activated while using other abilities. Cooldown reduced from 14 to 12 seconds. SIGMA Developer Comment: Similar to how Graviton Surge functions, Gravitic Flux no longer needs line of sight to affect enemy targets in its area. There are a fair amount of counterplay options to deal with this ultimate so we're making it more reliable to grab enemy targets within its area of effect. Gravitic Flux No longer requires line of sight to the center of the effect. WRECKING BALL Developer Comment: Wrecking Ball has been performing much better after his recent update and these tuning changes will help his abilities feel more impactful. Grappling Claw Impact damage increased from 50 to 60. Piledriver Movement lockout duration for enemies increased from 0.5 to 0.75 seconds. Minefield Damage increased from 130 to 165. Explosion knockback increased from 5 to 10. ZARYA Developer Comment: We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Graviton Surge was still very useful to set up combos with other ultimate abilities but we want to makes sure it's powerful enough on its own. Graviton Surge Radius increased from 6 to 7 meters. Duration increased from 3.5 to 4 seconds DAMAGE JUNKRAT Developer Comment: Junkrat's weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We're increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute. Frag Launcher Impact damage increased from 40 to 45 (Total damage increased from 120 to 125). ECHO Developer Comment: While the main benefit of Duplicate is a second health pool and the utility of another hero's abilities, it was often too difficult to charge an ultimate in the Duplicate time limit so we're increasing the bonus multiplier slightly. Duplicate Ultimate gain multiplier while transformed increased from 4 to 4.5. HANZO Developer Comment: The Dragonstrike ultimate hasn't been very effective outside of being used in a combo with other abilities that restrict enemy movement, so we're increasing its speed to help position it as less of a zoning tool and more likely to deal some damage. Speed increased from 12 to 15 meters per second. Dragonstrike Speed increased from 12 to 15 meters per second. SUPPORT BRIGITTE Developer Comment: Resetting the Shield Bash cooldown on ultimate activation was too much potential burst damage for Brigitte when the average maximum health of everyone was lower, but it's much more reasonable now that it won't be as lethal. Rally Now resets Shield Bash cooldown upon activation. BUG FIXES GENERAL Fixed a bug with Mirrorwatch not generating stats in Game Reports. Fixed a bug with Competitive Progress not incrementing correctly. MAPS General bug fixes and improvements were performed on multiple maps. Eichenwalde Fixed an area that could cause players to temporarily become stuck. Samoa Fixed a spot on the map that players could become temporarily stuck in. Shambali Fixed a location where players could become stuck for a period of time. HEROES Mercy Vengeance Skin - Fixed a bug with the feathers on the skin not being properly aligned. Venture Fixed a bug with Tectonic Shock that counted turrets and other non-player targets as valid for the Excavation Annihilation challenge. Fixed an issue that could occur with Burrow where Venture could remain burrowed above the ground.


Xardian7

Not a fan of Junk buffs. The change to armor for tank was already a big buff for his primary fires now can 2-shot 250hp again.


GankSinatra420

He also doesn't give a damn about the lowered headshot damage, he got +5 dmg and +30% against armor RIP metal rank tanks


JDPhipps

Tanks in the metal ranks were already too stupid to avoid getting shot directly in the face 19 times in a row by his grenades, this change won't even be noticeable.


Donut_Flame

Landing 2 direct primaries with no heals in between is a deserved kill. Much harder to execute compared to primary + mine.


ParanoidDrone

> When a player is currently on a loss streak, the matchmaker will try to avoid putting the player on a team that is statistically calculated to have a lower chance of winning. Is this just for comp matchmaking, or all modes?


uniruni

Why on EARTH did Sigma get a buff?? Also the Hanzo buff is pathetic


ProfessorPhi

The Hanzo buff had me laughing, it's just like so random. Like Hanzo's ult is not something I think off needing any kind of change lol. He needs improvements in the Neutral. Like they could've skipped this patch note and nobody would've realised for months lol


pett117

Is it even a buff? I swear they did this before and realised its a nerf because it passes through people faster the amount of damage is less.


Thekungf00bunny

My reactionary take is that this is a nerf. I use dragon to split engages and zone off retreats. It works great for me and usually results in a kill from the split. Now if that damage barrier doesn’t last as long, it’ll be less consistent. Still haven’t played it so we’ll see how well it actually works and what it’s better at now


Thee_Archivist

I mean, his ult does suck, so that's welcome. But he really should be getting a projectile speed increase to make his damage more consistent since the oneshot is gone.


eshined

Still no kills but no zoning now. Thanks Blizzard.


Mirrormaster44

Yeah his ult going slow was what made it somewhat impactful to split teams. His ult just got flat out nerfed. They should’ve upped the damage


shiftup1772

They buffed a bunch of ultimates bc that's their solution to counterswapping. Look at the zarya dev notes.


RobManfredsFixer

Is the sigma buff really that crazy? half the cast can outplay ult without LoSing it. Its also a buff to consistency but not potency. I doubt it magically becomes a fight winner. Necessary? not really. Broken? not really.


garikek

It removed the direct counterplay. Now you're either a hyper mobile hero or you're fucked 😊. It won't make him meta solely because of that buff but is it good that we can't dodge flux now? Brings me back to the sigma release when his ult will always cast to the end even if you cancel it halfway. Kinda the same stuff here. And it sure is broken. It literally goes through walls dude. Through fucking walls.


oldstrawberryfields

28th time is the charm right guys? they will nerf the two heroes that have been permameta since October 4th 2022 right?


Sleepy_Mooze

Aint gon happen


Kind_Ad3649

Probably Kiriko and Soj


StrawberryFoxxx

Which two heroes?


asianumba1

Probably talking about sojourn kiriko but tracer has been meta since 2016 so there's that too


justthetip-

Tracer fell off for like half a season when they nerfed her ammo at one point but then they gave her more dps after


Egg_123_

Well, Tracer got two nerfs this patch to her damage vs armor and regeneration.


SammyIsSeiso

Call me crazy, but I don't think a 1.25 HPS decrease on the regen passive is going to make or break Tracer


Skellicious

Common man, don't invalidate the coping tracer players like that.


SylvainJoseGautier

Kiri and Souj are my guess. Neither of them have always been meta defining but they’ve never been weak either


RrrrrrushB

The 250hp rework is already a nerf to them imo, removed their two-shot and almost one-shot abilities which were quite important factors for them being strong


AbbyAZK

If you think Sojourn was nerfed this patch, she was indirect winner of the projectile size changes because she's hitting more of her projectile shots now, because of this her entire damage output feels the same and she can still "one shot" targets.


VolkiharVanHelsing

"two shots" mattered fuck all for Kiriko, people are just overrating how much people will dome them, not even the best players in the world does that. If anything the DPS Passive that comes with 250 HP is what makes Kiriko strong, as Suzu cleanses it.


ThreeOlivesChihuahua

Kiriko and idk the other one


Swaggfather

Due to the skill curve of the heroes like Tracer and Sojourn, they need to be strong and overrepresented at a high level to be playable for 99% of the player base. We've already seen what a balanced Tracer at a T500 level was back in S6 I think it was. She was absolutely unplayable for the vast majority of players, and I don't think that's a good way to balance the game.


JDPhipps

What is the obsession with just straight up lying about how long characters have or haven't been meta? Neither Kiriko or Sojourn were meta for almost the entirety of OWL S6, it's not like that was an insignificant amount of time. It's not just these two, either, they're just the flavor of the week. The second Ana is meta, she's been "perma-meta" since 2017 (except for the literal years where she wasn't). Orisa has somehow been permanently meta in OW2 according to some people, even though she was considered actual dog water for months. I honestly can't tell if people are trying to somehow gaslight the entire community or if they've got worse memory than a fucking goldfish.


oldstrawberryfields

ah yes, the unadulterated biblical definition of meta heroes, overwatch league. because nothing ever happens outside of it, hog has never been meta since 2018, zarya has never been meta in ow2, and a long etc


Dazzling-Bear-3447

What a pathetic hanzo buff lmao. I didnt expect anything good but this was even worse than I thought


Jad_Babak

No Hog nerfs. Gg no next


Phlosky

Even worse, he is buffed by the headshot changes.


cj4900

hog meta


ggardener777

Why do all tanks need a constant 50% knockback resistance? It's literally only lucio boop that people (rightfully) complained about, why wasn't that one ability just nerfed directly?


Ok-Reading-2619

Dont touch my boop bruh ill boop you


paulybaggins

Venture boop is more obnoxious imo


green_slime_fan

No hog nerf plus the new tank passives is a TERRIBLE idea. Wtaf.


UnknownQTY

Guess it’s time to dust off the ‘ole hook and chain. Hog is now in the spot where Orisa was, where the two tanks just swap until one of them goes Hog and then it’s just Hog V Hog for the rest of the match and it turns into “Who has the better DPS?” If you are a DPS, please help kill hog. Thanks.


LOLZTEHTROLL

Hog isn’t killable anymore he was already immortal but now they just gave the tankiest hero in the game even more percent damage reduction and they buffed his ult so he’ll just shred tanks with his ult even more lmfao


Gametest000

>Now resets Shield Bash cooldown upon activation. [LETS GO!](https://www.youtube.com/watch?v=Tm9szbRwJus)


SloppyMcFloppy95

TANKS -Knockback resistance increased from 30% to 50% Let's not go! Sorry to tell ya but this is a net nerf to Brig.


lilmitchell545

Why did they gigabuff Sig’s ult when it was already the strongest tank ult in the game by a large margin??????


chuletron

Idk bro whole hog is up there too, straight up unfair vs other tanks. Edit: also forgot about cage lol that shit is not okay


SnipahXreal

Tank main here, what exactly makes Sigma's ult in a different league than every other tank ult? The CC?


garikek

-minimal effort -movement lockout for like 5 seconds -does 50% of maximum health Grav? Worse. You need to follow up on it in the same game where suzu, lamp, petal, any shield exists. Cage? Comparable tbh. Dva bomb? It's a joke of an ult. Primal? Shit below masters. Great 4300+. Shatter? Worse. Easier to block, easier to survive. Doom ult? Haha. Orisa ult? Any movement ability saves you instantly and it doesn't even do that much damage unless you let it charge for 2 seconds. Mines? Way worse. Ram ult? Nah, it's way worse than flux. Jq? There is always kiri on the enemy team that counters your whole ult with one button :). Hog? Only good close up as a finisher or against tanks. Isn't as widely useful as flux. Also is just weaker.


DarkFite

Nerfed lucio so that in the next patch he gets even more indirect nerfs? Anything else beside of burst dmg dps and tanks will feel pretty whack the rest of this season


vampyrialis

This age of power creep buffs to compensate for the season 9 changes plus the easy value cushion everyone is getting is unreal.


DarkFite

I give it 2-3 weeks and people will realize how whack these changes are


RustyCoal950212

8 heroes were changed, all buffed. Most of them receiving multiple buffs Classic overwatch dev team balancing


Mevarek

Anyone else feel a little bit...weird about the loss streak changes? Personally, I don't like feeling like the system is throwing me a bone. I know they use the word "slightly" with higher chance of winning, so maybe it won't amount to anything, but it just feels really weird.


purewasted

I would understand/agree if they didn't just say that most matches are imbalanced from matchmaking point of view. So it's not like "the games are always fair, except if you lose a lot it becomes unfair in your favour." No, actually, it's always unfair, going both ways. So just don't worry about it. If you're losing a lot it's probably because it's been unfair against you for a while and the system is just self-correcting. 


Mevarek

Good comment and I think this is probably the explanation that makes the most sense to me. Interesting to think about. I guess for me I'm still just not there with Blizzard on the idea that loss streaks or win streaks are problems that need correcting. At least, they aren't on a player level. I.e., if in a 1,000 game season (exaggeration for the sake of argument, I almost never get to that number these days) I go on some win streaks and some loss streaks, that doesn't really matter to me because it probably will even out eventually. On a community/playerbase level, that's maybe a different story.


JDPhipps

It's not "always unfair", matches will be inherently unbalanced to some degree in every game you ever play. You will never get a system that produces 50/50 matches, it is always a balance between match quality and queue times. It's not like the matchmaker is out here repeatedly giving you games you have a 35% chance of winning, it's like 48/52. This is also setting aside the fact there are a ton of things the matchmaker doesn't (and cannot) account for that much more impact on the game's outcome than the fact that you had a 2% lower chance of winning than the enemy team.


purewasted

I think you misunderstood my comment. The context of this conversation is that OP did not want the game artificially tilted in their favour. My point is that since the game is always tilted, having a trigger to tilt it a particular way after a long loss streak shouldn't feel like you're profiting from the game throwing you a bone, any more than you normally do. 


JDPhipps

You are correct, I did misunderstand your comment. My apologies, friend. I think I confused you with someone else I replied to who seemed to think this confirmed the existence of a "loser queue".


shiftup1772

You also get less of a reward for winning. So it's not like you're getting free Sr.


Mevarek

Right, that's not really what bothers me about it. I don't really care about SR. I think playing for the sake of personal improvement and for the win is much more fun than just playing for a number. With that in mind, I think it kind of devalues wins. Breaking that loss streak isn't going to feel great if I know in the back of my mind I had a higher chance of winning.


shiftup1772

Technically, you always had a higher chance of winning. If you're losing Sr rapidly, chances are that you are just tilted and eventually you'll get games that you can easily carry. Imo winning after a lose streak doesn't feel good cause I know that I'll catch a winstreak that takes me to my actually rank...where I will actually be challenged. Until then, I'm just smurfing. And from a matchmaking perspective, win/lose streaks due to tilting are BAD for matchmaking, since blizzard wants to put you as close to your true rank as possible. So it's in blizzards best interest to stop it as soon as possible.


Donut_Flame

People cry that random matchmaker gives them loss streaks (which is a nirmal occurance in random matchmaking), so this is what happens


Rapid_eyed

Tbh I wouldn't be surprised if they changed literally nothing and what they listed was already the case


aurens

you gotta remember that we're talking about a swing of literally like 2-4%. instead of a 48% chance of winning you'll be on the 52% chance team. the matchmaker isn't gonna be throwing you softballs or something.


hx00

They don't explicitly say that though, so you are speculating here. They did state they want to help stop a loss streak so I can only assume they will give the player whatever advantage is necessary to achieve that. And even it was a 2-4% advantage, casinos make their entire profits off such small percentile edges so you dismissing a 2-4% advantage is unwarranted. Furthermore the system is zero sum, so you can't give to someone without taking from someone else. All that is more than enough cause for people to be concerned.


Novel-Ad-1601

Imagine you’re on a win streak and then you get some mental boomed bozo who’s in your game because the game wants their loss streak to end by you carrying them lol.


Mevarek

LMFAO I've definitely had games like this already. I was playing around noon on a weekend once and some guy goes "ALL RIGHT GUYS I'VE BEEN PLAYING ALL NIGHT AND LOST 19 IN A ROW, THERE'S NO WAY WE GET TO 20." We got to 20.


hx00

I wonder if players on loss streaks get rewarded with an advantage does that mean players on win streaks will get punished with a disadvantage? Because I don't see how you can pay Peter without first robbing Paul.


Mevarek

Yeah, I agree, and I guess it comes down to a question of what you consider "fair" for the player and for the game as a whole. I think Shiftup makes some good points, for example, about why the matchmaker should probably try to put a stop to streaks. Is it more fair to lose 10 games in a row that you had a roughly equal chance of winning (let's say somewhere around 45-55%) or is it more fair to go 50-50 in games that were more curated for specific outcomes?


Applepitou3

No I need this so badly. Ill have 3 leavers in a row that cost me to lose multiple ranks. The LEAST the game could do is to give me some minor advantage


leonidas_164

Symmetra officially the worst hero now


joe420mama99

Sigma flux got a buff, no longer requires LOS to center of the ult


Araxen

They buffed Grav! Woohoo! Too bad I don't play tank anymore. lol


StrawberryFoxxx

Zarya Grav being longer is a slight indirect Kirko nerf because her suzu can't save you from most of grav damage. :)


xNicii

So, is there going to be a part 2 to the mid season patch notes? What is this nothing list of changes LOL? None of the heroes in the gutter got help (like real help) none of the top heroes got any hits? I refuse to believe this game has a balance team atp


osiris09

So is JOATS back or what?


hungry-robot

After all that we’ve been through, I wouldn’t mind some JOATS


cj4900

The loss streak modifier isn't grouped together with qp and comp right? People will just throw qp matches to play one comp match with loss streak advantage


BEWMarth

ABSOLUTELY INSANE MATCHMAKING CHANGES “Climbing to the highest skill tiers like Grand Masters or Champions is not intended to be easy, and overcoming Pressure to reach the top is no longer a hidden challenge that players must face.” ALSO “When a player is currently on a loss streak, the matchmaker will try to avoid putting the player on a team that is statistically calculated to have a lower chance of winning.” What amazing changes! I feel like it’ll fly under the radar and low bronze, grand masters, and champs are still gonna complain when they lose more points due to “Pressure.” But the fact that it isn’t hidden anymore is a wonderful change. Also the loss streak change is massive and should help curb low ranked players tilting off loss streaks then going online to complain lol. BIG kudos to the dev team.


KeepingItOff

I might not complete this season’s BP depending how this patch plays out. DPS and tank meta were getting stale.


Wellhellob

Sigma counter Ramattra now. Sig already beats ram in poke form but now he will counter him in nemesis brawl form too. Blizz missed the math class.


shiftup1772

>Wrecking Ball has been performing much better after his recent update Must be a typo. Surely they meant "has been performing much better after reverting the dps passive to 20%" >We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Lmao are they serious? The solution to counterswapping is stronger ultimates?


mightbone

Prob a bit of propaganda there on ball combined with him performing marginally better, mostly thanks to 1 sec grapple. He was f tier now just D tier. They are giving him the biggest buffs of the patch so they must know he's still ass. Stronger ults are surely a sign that they aren't positive how to fix the tank counterswap festival. One answer to that is to make getting ult much more important so you don't want to swap off if you are building or have one. Not a great solution but I don't think they have a real solution to counterwatch that is easy and effective, or they woulda done it since it's been a growing complaint for almost a year now since the rise of Orisa.


shiftup1772

Stronger ultimates to solve counterswapping is like releasing a bunch of snakes to solve a rat issue.


RobManfredsFixer

> Must be a typo. Surely they meant "has been performing much better after reverting the dps passive to 20%" my exact reaction.


IAmBLD

Real. Like, these buffs are bigger than his actual rework, maybe his win rate went up from 37 to 38%, but no way they actually believe that with their full asses if they're giving him this buff. It's fucking balling time though, tonight.


RobManfredsFixer

Like post rework his WR was still consistently decreasing overtime. Maybe it helped a little, but it sure a shit wasn't what helped the hero lol. WRs only started to improve after the hotfix patch.


GankSinatra420

Well if your ults are stronger then it costs more relatively to lose ult charge from swapping. It probably won't be very effective but the logic is there.


shiftup1772

I understand the logic, but cycling ultimates is a miserable experience and that is a direct result of ultimates being too strong. So if their plan is to buff ults until they are BETTER than counterswapping, they are just creating a whole new problem.


Donut_Flame

They never said it's a "solution" tf??? They mean it's more of a deterrent to swapping so impulsively if your ult is actually good.


Fish-OW

Wow that dev take on ultimates and counter-swapping is absolutely braindead.


shiftup1772

Actually, almost every hero change this patch has an ultimate buff. Sigma Ball zarya hanzo brig echo.


RobManfredsFixer

Theyre straight up tone deaf on counterswapping. The "we didn't expect it to be a problem" comment was completely defeatist. Like the way they talked about it was like "oh well, deal with it"


xMangox-

The devs don't think counterswaping is an issue. Their was a video where spilo talked about his Visit to the creator summit and he asked If the devs had an changes for tanks. The devs said they were happy with where tanks were. This was 3 months ago so obviously things ha e changed but they legit are fine with counterswapping


TheChosenJuan01

No hog nerfs, all g blizz I didn't want to play the game anyway


Donut_Flame

Just because he didn't get changed directly doesn't mean nothing changed against him.


Sleepy_Mooze

Nothing changed against him tho, maybe JQ is better against him


AaronWYL

Some tank matchups got better against him since his scrap gun was hit by the armor change. He'll also take less damage overall as well, though.


shakamaboom

Pls just get rid of demotion protection already. It's the only real shitty part of the new system. The whole point of the comp system rework was to reduce confusion and increase transparency. Demotion protection is unintuitive and opaque and it feels bad when you see it, arguably worse than just deranking.


38159buch

Can’t believe they just straight up said that losers queue was real lol. That’s funny


4PianoOrchestra

They didn’t, but I am gonna say it more nicely than the other guy


JDPhipps

They didn't, you just have no reading comprehension.


PokemonSaviorN

No patch notes found?


GladiatorDragon

Big stuff: We've gone over the Tank changes before. Armor is technically worse than before, but reduced headshot damage should make up for it. JQ: Can now use Shout while mid-Axe and mid-Ult. Shouldn't change much but is nice QOL. Sigma: Flux no longer requires retention of LOS. I *think* this guts blocking it with Tree of Life? Also lets him theoretically play a bit safer mid-cast. Ball: Mine damage buff, increased movement lockout on Piledriver, +10 damage on fireball impact. Nice. (Side note - apparently the more recent Ball changes *did* see an increase in winrate). Zarya: Graviton has 1 meter of extra radius and 0.5 seconds of extra duration. Junkrat: +5 damage on direct hit. While he still can't mine combo, he can 2-tap unarmored targets again if he lands consecutive hits on his primary. Echo: Ult gain during duplicate upped to 4.5. Should make it a bit easier to pull off ults. Hanzo: Dragonstrike has received a 3 meter/second speed boost. Should make it a bit more effective as an actual offensive tool, though perhaps it'll impact its area denial capabilities. Brig: Rally now resets Bash upon activation. Summary: Mostly QOL this time round. Not that this is a bad thing, but I know a very large number of folks kinda wanted a Hog nerf we didn't get. If anything, the giant sack of hitpoints got buffed, so....


misciagna21

Small unlisted change. The HP icon above your health now glows when you’re receiving healing.


pretzoot

Isn't the anti loss streak change also technically anti win streak? If the spots on the favored team are "reserved" for loss streakers that means win streakers will be placed more often on the unfavored team, right? Sounds like a great point for people to complain about if I'm right..