Zadina

Everything You Need to Know About the Return of the Overwatch Beta

Sign in to follow this  

1 post in this topic

15890-everything-you-need-to-know-about-

Blue posts, patch notes, blogs, screenshots, videos, tweets... We have rounded up all the important details on the Overwatch Beta!

 

Jeff Kaplan already gave us a glimpse of the most exciting new features in the Beta. Now, it's time to break down each and every one of them - starting with the patch notes!

 

Patch Notes

 

The new Beta patch is almost 5 GB big, so it's natural that the patch notes are equally massive. It took six posts in a single thread for all of them. Click below to view the patch notes - if you dare:

 

Blizzard Icon Blizzard Entertainment

+ Show

A new beta patch is now live. Read below to learn about the latest changes.

To share your feedback, please post in the Beta Feedback forum.
For a list of known issues, visit our Beta Bug Report forum.

Please note that some changes may not be documented or described in full detail.

 

PATCH FEATURES



New Game Mode: Control
In this update, we’re introducing a brand new game mode: Control. On Control maps, two teams fight over a series of objective areas in a best-of-three format. When a team is in control of the round’s objective area, they will make progress toward capturing it, and whichever team gets to 100% first wins the round. Each round (up to 3 total) will feature a new objective area located in a different part of the map.

Two Control maps are currently available for testing: Lijiang Tower and Nepal.

New Control Map: Lijiang Tower
Lijiang Tower was built in the heart of a modern Chinese metropolis, its busy streets lined with stores, gardens, restaurants, and famous night markets, where foods from around the region are available at all hours. The tower itself is home to one of the leading companies in China’s state-of-the-art space industry, Lucheng Interstellar, an organization with a long pioneering history that is currently pushing the boundaries of space exploration.

New Control Map: Nepal
Years ago, a group of omnic robots experienced what they described as a spiritual awakening. They abandoned their preprogrammed lives to establish a monastery high in the Himalayas of Nepal, where like-minded omnics could gather to meditate on the nature of their existence. Led by their spiritual leader, Tekhartha Mondatta, they took over the ruins of an ancient monastery and turned it into the home of the Shambali, a place where omnics and humans alike make pilgrimages in the hopes of finding a greater truth.

New Play Mode: Play vs. AI
No interest in playing against humans? No problem! Players can now team up and battle against A.I.-controlled characters in our new, aptly named mode: Play vs A.I.

To join a Play vs. A.I. game, select "Play" from the main menu and then select "Play vs. A.I." You can queue up solo or in a party, and you’ll be matched into a 6 player vs. 6 A.I. game.

New Feature: Player Progression
While we strongly believe that playing Overwatch should feel exciting and rewarding on its own, we also know how fun it can be to work toward long-term goals. To this end, and as a way to thank you for your time invested, we’ve added a brand new progression system to the game.

Progression in Overwatch is built around earning experience and leveling up your account. Moving forward, you will now gain experience by completing Quick Play and Play vs. A.I. games. Earn enough experience, and you’ll level up. Level up and you'll receive a Loot Box!

Loot Boxes contain a random selection of items that can be used to customize the look of your hero and express yourself in-game, including skins, animations, emotes, custom dialogue options, sprays, and more. In addition to collecting these items from Loot Boxes, players can also unlock them by spending a new in-game currency called credits.

Players can customize their heroes, view items they’ve unlocked, and spend credits to unlock new items in the Hero Gallery.

To learn more about player progression, click here.

 

GENERAL:



Private Games
  • Private Game has been changed to Custom Game
  • Players can now right click on a friend’s name to join their Custom Game
  • Players can now alter the following rules for a Custom Game:
    • Map Options:
      • Map Rotation (Random, List Order, and Single Map)
      • Return to Lobby (Never, After a Game, After a Mirror Match)
      • Players can now customize which maps are enabled for their Custom Game
    • Hero Options
      • Hero Selection Limit (None, 1 Per Team, 2 Per Team, 1 Per Game, 2 Per Game)
      • Role Selection Limit (None, 2 of Each Role Per Team)
      • Allow Hero Switching (On, Off)
      • Respawn as Random Hero (On, Off)
      • Player can now customize which heroes are enabled for their Custom Game
    • Gameplay Options:
      • Players can now set their Custom Game as a skirmish
      • Players can now set modifiers for the following stats: Health, Damage, Healing, Ultimate Charge Rate, Respawn Time, Ability Cooldown
      • Players can now enable or disable the following options: Skins, Health Bars, Kill Cam, Kill Feed, Headshots Only
    • Team Options:
      • Team Balancing (Automatic, Off)
      • When Balancing Occurs (After a Game, After a Mirror Match)
  • Custom Game A.I. options have been improved:
    • Players can now add friendly A.I. to their team
    • Players can now select which A.I. they want to play against
    • Players can now set the difficulty of each A.I. in the game
    • A.I. can now play in all game modes
  • Several small quality-of-life changes have been made to Custom Game spectating
    • Scrolling the Mouse Wheel will now zoom you in and out of third-person view
    • When spectating in third-person, right-clicking will now detach the camera at its current location
    • The third-person camera will now orient based on where the spectated player is aiming

 

Miscellaneous

  • A new work-in-progress Training mode has been added: the Practice Range
  • A new work-in-progress profile system has been added (under “Career Profile”)
  • Initial support for AMD Crossfire and NVIDIA SLI has been added
  • Jeff Kaplan’s beard progression has been reset

 

HERO BALANCE CHANGES:



General
  • All healing effects now work on shields
  • Quick Melee now pauses weapon recovery time while active
  • Ammo will now reload in the middle of a weapon’s reload animation, instead of at the end of it
  • Several adjustments have been made to in-combat visual effects:
    • Enemy team ability colors should now be more clear
    • Muzzle flash has been re-tuned for several weapons
  • Several adjustments have been made to in-combat audio:
    • It should now be more obvious when you are being healed by indirect healing sources like the payload or Lúcio’s Crossfade ability
    • It should now be more obvious when you are attacking invulnerable players
    • Explosions at a distance should now be more audible

 

Ultimate Charge (All Heroes)

  • Players no longer gain Ultimate charge from taking damage
  • Ultimate charge will now generate slowly over time for all heroes
  • To accommodate for these changes, many heroes’ Ultimate cost has been rebalanced

 

Developer comments: Allowing heroes to generate Ultimate charge when taking damage created several balance issues. For example, it was often a bad idea to attack an enemy hero if they were being healed, since that would charge up the enemy’s Ultimate and their healer’s Ultimate much more quickly. To help address these issues, we’ve removed the ability for damage taken to generate Ultimate charge and made it so that all heroes will now generate Ultimate charge at a slow and constant rate.

Bastion

  • Base health increased by 50 armor (now 200 HP/100 Armor)
  • Configuration: Recon
    • Minimum weapon spread has been removed
    • Maximum weapon spread increased by 10%
    • Weapon spread will now start to recover more quickly
  • Configuration: Sentry
    • Transforming from Sentry to Recon decreased from 1 second to 0.5 seconds
    • Aim restrictions have been removed (Bastion can now aim in 360 degrees)
    • Weapon spread decreased by 20%
    • Weapon reload speed decreased from 2.5 seconds to 2 seconds
    • Bullet damage decreased by 33%
    • Bastion’s survivability in Sentry Mode has been rebalanced:
      • Now grants 300 armor
      • Frontal barrier has been removed
      • Bastion’s core is now exposed when deployed in Sentry mode, located on its back. All successful attacks to the core will deal triple damage.
  • Self-Repair:
    • Now heals 25% of total health per second, instead of a flat value

Developer comments: While we love the way that Bastion can turn the tide of battle, the hero felt too powerful against less experienced players and too weak against more experienced players. The goal of these changes is to make Bastion more viable at all skill levels, as well as provide more flexibility in how the hero can be played and supported by a team.

D.Va

  • When D.Va’s mech is destroyed due to damage taken, it will now despawn immediately instead of a few seconds after D.Va is ejected
  • Defense Matrix
    • Size decreased by approximately 50%
    • Shape changes to be more cylindrical than conical

Developer comments: Previously, D.Va could become a problem when there were multiple people playing her in a game, especially when they were crowded around a small capture point or escort objective. Between the size of her Defense Matrix and the fact that her destroyed mech could be used to block line of sight, she was often simply too difficult to kill. These changes are designed to reduce her overall defensive footprint and give players more ways to counter her.

Hanzo

  • Scatter Arrow
    • Now has a fixed spread pattern
  • Sonic Arrow
    • Can now stick to and move along with enemy targets and barriers
  • Dragonstrike
    • Hanzo can now turn while using Dragonstrike

Developer comments: These quality-of-life changes are intended to make some of Hanzo’s abilities work a little more intuitively.

Mercy

  •     Guardian Angel
    • Can now target the souls of dead allies
  •     Resurrect
    • Ultimate charge cost decreased by 25%
    • Activation time decreased from 1.5 seconds to 1 second
    • Range decreased from 40 meters to 15 meters
    • No longer locks aim during activation

 

Developer comments: Mercy is a very strong support hero with a very strong Ultimate, so it’s no surprise that many teams consider her mandatory. We don’t want any hero—or any hero ability—to feel like an “auto pick.” Our goal with these changes is to tone down Resurrect by allowing opponents to counter it, but still make sure it can feel game-changing.

Pharah

  • Jet Pack
    • Will no longer refuel while Pharah is sliding on an un-walkable surface

Developer comments: Players discovered a way to make Pharah hover indefinitely across some surfaces. While we initially allowed this neat trick to persist, it ultimately proved detrimental to map balance, so it needed to go.

Reinhardt

  • Earthshatter
    • Damage decreased by 50%
    • Cone width decreased by 40%
    • Reinhardt can now turn while using Earthshatter
    • Now renders Reinhardt immune to Zarya’s Graviton Surge
      • If Reinhardt activates Earthshatter while trapped inside a Graviton Surge, he will now be dropped to the ground and the ability will activate at that point (rather than it activating in mid-air)

Developer comments: Ideally, players should be using Earthshatter as a setup move for their team. However, this ability was doing so much damage that Reinhardt could use it as a setup and finishing move, eliminating multiple enemy heroes without much assistance. These changes are intended to bring Earthshatter more in line with other heroes’ Ultimates, while still allowing Reinhardt to be the big playmaker he has been.

Roadhog

  • Chain Hook
    • Stun duration after being hooked has been slightly increased

Developer comments: It’s always been intended that, after successfully hooking a target, Roadhog would have a chance to act before his target recovered; however, there were some situations in which this wasn’t happening, particularly at higher latencies. We’ve slightly increased the stun duration following Chain Hook to compensate.

Soldier: 76

  • Heavy Pulse Rifle
    • New reticle added
    • Long-range damage falloff added
    • Spread recovery now begins instantly, instead of after a delay
    • Spread now has a curve, which makes it more accurate at the start but then quickly becomes less accurate

Developer comments: These changes are aimed at making Soldier:76’s weapon feel better when firing, as well as provide more experienced players the opportunity to gain accuracy at longer ranges (via burst-firing). To ensure that Soldier: 76 doesn’t become too powerful as sniper, however, we also added some long-range damage falloff to compensate.

Symmetra

  • Symmetra’s turrets will no longer generate Ultimate charge when dealing damage to barriers
  • Teleporter
    • Ultimate cost reduced by 40%
    • Symmetra no longer gains Ultimate charge while her Teleporter is active

Developer comments: These changes have two primary goals. First, we want it to be easier for Symmetra to get her first Teleporter up. Second, we want to eliminate those frustrating situations where Symmetra is able to immediately deploy another Teleporter as soon as it’s found and destroyed by an enemy team.

Torbjörn

  • Torbjörn’s turrets will no longer generate Ultimate charge when dealing damage to barriers
  • Scrap
    • Maximum Scrap increased from 100 to 200
    • Amount of Scrap per pickup decreased from 30 to 20
    • Indicators have been added to help players locate Scrap more easily
  • Rivet Gun
    • Primary Fire
      • Damage increased by 25%
      • Fire rate decreased by 20%
    • Alternate Fire
      • Damage increased by 50%
      • Damage falloff increased at minimum range
      • Fire rate decreased by 33%
      • Now shoots projectiles that need to be aimed
  • Build Turret
    • Upgrading the turret no longer costs Scrap and occurs more quickly
    • Level 1
      •  Damage increased by 15%
      •  Health decreased from 250 to 150
    • Level 2
      • Damage increased by 15%
      • Health decreased from 425 to 300
      • Can no longer be upgraded to level 3 with Forge Hammer (see Molten Core changes below)
    • Level 3
      • Bullet damage increased by 15%
      • Bullet fire rate increased by 25%
      • Rocket Launcher damage decreased by 50% but now fires in bursts of 4
      • Rocket Launcher fire rate decreased by 33%
      • Rocket Launcher explosion radius decreased by 40%
      • Rockets no longer cause knockback
      • Health increased from 600 to 800
  • Armor Pack
    • Cooldown has been removed
    • Armor granted increased from 50 to 75
    • Packs are no longer visible to enemies
  • Molten Core
    • No longer fills Scrap meter
    • No longer makes abilities cost 0 Scrap
    • Can now be activated while moving
    • Now automatically upgrades level 2 turrets to level 3 turrets while Molten Core is running (turrets will revert back to level 2 once Molten Core ends)

Developer comments: Similar to Bastion, Torbjörn was a hero that often felt too powerful against less-experienced players, but underwhelming against more experienced players. In particular, we found that less-experienced players had a difficult time figuring out how to deal with Torbjörn’s level 3 turret. On the flipside, more experienced players could easily prevent Torbjörn from setting up a level 3 turret or otherwise getting too established, which in turn made him feel helpless. To help solve these issues, we’re making his Rivet Gun stronger; improving the damage output of his level 1 and level 2 turrets, but reducing their health; and linking his Level 3 turret to his Ultimate, Molten Core (thus limiting its duration).

 

USER INTERFACE:



General
  • The game's Main, Social, and Options menus have been redesigned

 

Game Options

  • Gameplay
    • An "Always Skip Kill Cam" option has been added
    • A "Kill Feed Display" option has been added
  • Sound
    • Volume sliders have been added for Music, Sound Effects, and Voice Chat

 

In-Game UI

  • Scoreboard
    •  Scoreboard statistics have been reworked for all heroes

Social Features

  • Commendations
    • New commendations have been added for several heroes
    • Players can no longer receive more than one commendation during end-of-round voting
  • Voice Chat
    • An on-screen notification will now appear when players are speaking in other channels

 

BUG FIXES:



General
  • Having a controller connected no longer prevents menu navigation
  • Made improvements to how the game handles widow creation and transitions between Fullscreen and Windowed modes

 

Maps

  • Performance improvements have been made for all maps (most significantly on Numbani)
  • Player collision improvements have been made across all maps

Heroes

  • Interrupting Hanzo’s bow draw should no longer prevent the bow from being re-drawn if Mouse Button 1 is still held down
  • Junkrat’s RIP-Tire should no longer fall through sloped surfaces
  • Reinhardt’s Fire Strike damage can no longer be calculated as a headshot against an enemy player

(source)

 

Player Progression Preview

 

The new progression system got its own dedicated blog post.

 

Blizzard Icon Blizzard Entertainment

+ Show

At its core, we've designed Overwatch to be a game that's exciting and satisfying to play on its own. However, we also know how fun it can be to work toward long-term goals and be rewarded for the time and effort you've put into playing.

To this end, we've added a brand-new player progression system to the game, which gives you the ability to earn levels and unlock loot to customize the appearance, sounds, and other cosmetic aspects of your heroes—and it's available to check out right now in Phase 2 of our Closed Beta test.

Read on to learn more about how this system works, and be sure to check out our beta patch notes for all the latest changes!

 

EXPERIENCE AND LEVELS



Progression in Overwatch is based on earning experience and leveling up your account.

Currently, you can gain experience by completing Quick Play and Play vs A.I. games. The amount of experience you earn will be determined by a variety of factors including overall participation, whether or not your team won, what medals and commendations you received, and more. Quick Play games will also award more experience than Play vs A.I. games to account for the difference in difficulty between the two modes.

 

giphy.gif

 

It doesn't matter which hero you play, as experience is earned on an account-wide level. Earn enough experience, and you'll level up. Level up and you'll receive a Loot Box!

LOOT BOXES



Each Loot Box contains four random items that can be used to customize the appearance of your heroes and personalize the way you express yourself in-game. Items come in common, rare, epic, and legendary quality levels, and every Loot Box includes at least one rare quality or better item.

K1PUZ1K5GRE71455048007291.jpg

To open a Loot Box, either navigate to the main menu and click the "Loot Box" option, or bring up the Escape menu (default: ESC) and click the bright orange "Open Loot Box" button. You can open one Loot Box at a time, and you'll have a chance to preview or equip your new items before moving on to the next Loot Box.

 

giphy.gif

In Overwatch (as in many Blizzard games), different colors are associated with different item qualities.   Blue is rare, purple is epic, and orange is legendary. These colors will appear in several locations throughout the game—even unopened Loot Boxes will glow in a color corresponding to what items are inside.
 

90IAU591YJG51455038816287.jpgO33OV69JKVN11455038819575.jpg06HT4DVBXC931455038818001.jpg

Hundreds of different items are available from Loot Boxes, including player icons, skins, emotes, sprays, voice lines, victory poses, and highlight intros, as well as credits that you can spend to unlock items of your choice.

 

  • Player Icons – Customize your player profile with an icon reflecting your favorite character, ability, Blizzard game, and more.
  • Skins – Dress for success with new looks for all 21 heroes, including rare color variations and legendary skins such as Safari Winston or Punk Tracer.
  • Emotes – Taunt your enemies and cheer on your allies with a series of new in-game emotes.  
  • Sprays – Make your mark on the battlefield with graffiti-like sprays based on heroes, maps, logos, and more (default: T).
  • Voice Lines –  Chat up your fellow players variety of new voice lines available through the communications wheel (default: C).
  • Victory Poses – Strike a pose and tailor how your hero appears in your team’s photo finish.
  • Highlight Intros – Add a little flair to your Plays of the Game with special animated introductions for each hero.

If a Loot Box contains an item that is already in your collection, you will instead receive credits, a new in-game currency that can be spent in the Hero Gallery to unlock items you don't already own (see below for more information). Credits can also be earned randomly from Loot Boxes—the higher the quality of the box, the more credits you’ll receive.

 

giphy.gif

It’s important to note that all of these items are purely cosmetic, which means they won't provide any additional player power. They will, however, give you a plethora of ways to express yourself within the world of Overwatch. Enjoy the default settings or mix-and-match—the choice is yours!

 

HERO GALLERY



Players can customize their heroes, view items they’ve unlocked, and spend credits to unlock new items in the Hero Gallery.

4D0DPHAM0RJU1455038415559.jpg

To access the Hero Gallery, navigate to the game's main menu and click on Hero Gallery. From the gallery, you can select the hero you'd like to customize, and then see all of the skins, emotes, victory poses, voice lines, sprays, and highlight intros available for that hero. Equip an item you want to use from your collection, or click the "Unlock" button to spend credits and unlock that skin or spray you've been eyeing.

Note: Items unlocked with credits cannot be refunded, so spend them wisely!

 

giphy.gif

Eventually, player icons will also be able to be managed and unlocked through the Hero Gallery, but for now any adjustments to your selected icon must be done through the Career Profile > Player Icons page.

 

AND THAT'S JUST THE BEGINNING...



Please note that this system is still a work in progress, and many features and functionality may change before the game is released.

For example: In the Closed Beta right now, Loot Boxes can only be earned by leveling up your account, though we also intend for players to be able to purchase them with real money once the game is live. We'll share more details in the weeks ahead, including pricing information and how Loot Box purchasing will work, so stay tuned.

 

The development of player progression in Overwatch has been a labor of love, and we'd love to hear your feedback on the system—from the frequency and variety of unlocks to how player levels are displayed. Let us know what you think by posting in our Beta Feedback forum, creating a new discussion on Reddit, or sending a tweet to @PlayOverwatch.

We look forward to seeing how you use your loot to change the face of battle!

(source)

 

Videos for the Highlight Intros and the Victory Poses

 

As you saw, Highlight Intros and Victory Poses are two of the possible rewards from the Loot Boxes. The Highlight Intros are short clips that will be shown as an intro for the plays of the game for each hero. Each hero has 3 intros, for now. YouTuber Sildee has gather all of them in the video below:

 

 

Moreover, Sildee has made a video with all new Victory Poses:

 

 

New Skins

 

Reddit user CandiceSwanpoel has compiled a list from various sources (both images and videos) containing all 167 new skins for all Overwatch heroes. Head over to Reddit to view all of them! Sildee has also made a 13-min video with all the skins:

 

 

Screenshots from the new maps

 

Finally, French site JudgeHype has two albums with some very nice screenshots from the new Control maps, Nepal and Lijiang Tower.

 

6qxpjt.jpg2nh3tdg.jpg

Click here for the rest of the Nepal album

 

svgj9w.jpg2a0cm1i.jpg

Click here for the rest of the Lijiang Tower album

 

Who is getting in the Beta?

 

Obviously, a lot of people will want access to the Beta, so they can see for themselves all these amazing new features. There might still be a chance for some, since Blizzard is still rolling out some invites. Don't forget to check your email, your Battle.net launcher or your Account Summary to see if your account is flagged for an invite!

 

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Jeff "Jeff from the Overwatch team" Kaplan took to the forums and talked a little about a pretty basic aspect of the game we often overlook: why don't Heroes get damaged when falling from great heights? It seems we have Widow, Reaper and Pharah to blame/thank for that, as they were creating a lot of problems back when fall damage was a thing, and rather than just selectively turn fall damage on and off for specific Heroes, they just turned it off globally.
      Jeff Kaplan (source)
      We actually tried falling damage in early development of Overwatch. We ran into problems with characters like Widowmaker, Reaper and Pharah. With Widowmaker, it felt strange and unintuitive to be able to grapple to high places but not be able to jump down without taking damage. We found ourselves grappling back down to lower points, which was awkward. Pharah was really odd. If you didn’t feather your jets right before touching the ground you would splat. And with Reaper, we kept teleporting to high locations with no ability to get safely down.
      For awhile, we kept exempting characters from fall damage. But pretty soon, it felt arbitrary who would take fall damage and who was immune so we removed the mechanic completely.
    • By Starym
      Here comes a new PTR and it's a big one with the Paris Assault map coming online! There's also a change to how damage works, aka in what priority it takes down shields, armor and health, along with a whole bunch of bug fixes (for Ashe especially).
       
      PTR January 30 (source)
      New Map – Paris
      Paris , an elegant city of art and romance, is the home of our newest Assault map.
      Begin your journey at the Cabaret Luna, where the velvety alto voice of preeminent diva Luna charms movie stars, revolutionaries, locals, and tourists alike. After the encore, step outside to see the sights and seize victory. Artisanal shops line the streets as you approach the first point, so duck in to sample a macaron or escape enemy fire. Battle through alleys and corridors before clashing with your foes on the banks of the Seine. Once you establish dominance over your adversaries, make your way to Maison Marat and deliver the coup-de-grâce.
      HERO UPDATES
      General
      Non-recoverable health, shields, and armor are now consumed before recoverable health, shields, and armor Previous priority order: non-recoverable shields, recoverable shields, non-recoverable armor, recoverable armor, non-recoverable health, and recoverable health New priority order: non-recoverable shields, non-recoverable armor, non-recoverable health, recoverable shields, recoverable armor, and recoverable health Developer Comments: In Overwatch, a health type order determines the prioritization of subtracting health, shield, or armor types when a hero takes damage. For example, if a hero has recoverable shields and takes damage, the damage taken will diminish the recoverable shield before recoverable health. Previously, it was possible for heroes’ recoverable shields to be prioritized for damage and regenerate, allowing their non-recoverable armor to persist. With the order adjustment, heroes who have been granted non-recoverable armor or shields will now consume those resources before recoverable health, armor, or shields.
      GAME BROWSER AND CUSTOM GAMES UPDATES
      General
      Players can appoint lobby ownership to other players in custom games BUG FIXES
      Arcade
      Fixed a bug in Mystery Heroes that caused the HUD to display an “Unspecified” notification when transitioning from Skirmish to a match Heroes
      Ashe
      Fixed a bug that prevented the lit fuse on Ashe’s dynamite from being visible if it was deflected by Genji Fixed a bug that caused Mercy or Ana to see a skull hit marker on their screen if they were healing Ashe when she detonated her dynamite Fixed a bug that caused the lever on Ashe’s rifle to slip out of her hands when she used her Flourish emote Fixed a bug that caused Ashe’s rifle to glow significantly brighter when hit with Ana’s Nano Boost D.Va
      Fixed a bug that prevented D.Va from being visible to teammates if her Junker or Scavenger skins were equipped Hanzo
      Fixed a bug that caused the arrow arcs of Hanzo’s Storm Arrow ability to be visually incorrect Junkrat
      Fixed a bug with Junkrat’s Mine Like a Steel Trap achievement that prevented Ashe’s Bob from counting as a valid target Mei
      Fixed a bug that caused Mei’s hat to fold into itself when she used Cryo-Freeze with the Mei-rry skin equipped Reinhardt
      Fixed a bug that prevented Reinhardt’s Earthshatter from hitting an enemy if they were pinned by his charge but survived after traveling the maximum distance Soldier: 76
      Fixed a bug that caused the visual effects for Soldier: 76’s Tactical Visor to persist after the ability ended if the Ultimate Duration slider was set above 100% in a custom game Symmetra
      Fixed a bug where Symmetra’s teleporter could be used to reach unintended locations Hero Gallery
      Fixed a bug that prevented players from previewing Orisa’s Supercharger in the Hero Gallery Fixed a bug that prevented players from rotating hero models in the Hero Gallery if the Mouse 1 button was bound to a keybind in the Miscellaneous section Game Browser and Custom Games
      Fixed a bug that prevented players from using the word “support” in the Game Browser Fixed a bug that caused a backfill player to become a spectator if a group leader rejoined the match after leaving Maps
      Fixed a bug that caused Symmetra’s turrets to attach to the wall behind her rather than the intended target in Numbani Fixed a bug that allowed Sombra to throw her Translocator to unintended locations in Blizzard World Fixed a bug that caused Ashe’s Bob to instantly break destructible tiles on Petra Fixed a bug that caused heroes to clip into a railing when spawning in Château Guillard UI
      Fixed a bug that caused performance issues whenever the kill feed updated Fixed a bug that caused Doomfist’s ultimate indicator to float in the spectator UI when Meteor Strike was fully charged Fixed a bug that prevented Quick Melee icons from displaying in the kill feed Fixed a bug that prevented the “Draw” notification from displaying color blind colors Previous Live patch notes.
    • By Starym
      Here comes the latest event, featuring new cosmetics and some major changes to how Armor works in general, lowering its damage reduction from 5 to 3. The event itself brings new skins, emotes and highlight intros, but more importantly it brings back the Capture the Flag game mode on Busan!
      Lunar New Year (source)
        HAPPY NEW YEAR!
      Get ready to ring in the Year of the Pig!
      We're celebrating the 2019 Lunar New Year with new seasonal items, including the legendary skins Lü Bu Reaper, Guan Yu Reinhardt, Zhuge Liang Zenyatta, Hong Gildong Tracer, Zhang Fei Torbjörn, and Huang Zhong Hanzo. Through February 18, items from previous Lunar New Year events will be available to unlock for a discounted credit price. This year, we're also adding a festive Capture the Flag version of the Busan map, and kicking off a second season of Competitive Capture the Flag!
      CAPTURE THE FLAG
      In Capture the Flag, each team attempts to secure the enemy flag and return it to their base, while preventing the opposing team from doing the same. Determined players can try Competitive Capture the Flag, which includes placement matches, leaderboards, and Competitive Points.
      And here's the new skins:
        
        
        
        
      For last year's skins and the new highlight intros and emotes, you can check out the official event page right here.

      And on the patch notes side, in addition to the already mentioned Armor changes, we're also getting another Brigitte nerf, this time to Rally, D.Va's Defensive Matrix also gets hit with its cooldown being doubled, while Reaper gets his lifesteal buffed from 30% to 50%. The rest of the patch is the usual bug fixes as well as competitive play and map fixes.
      But first, here's the patch rundown in quick gfycat form by itsjieyang:
       
      January 24 (source)
      HERO UPDATES
      General
      Developer Comments: Before this change, armor reduced all incoming damage by up to 5, maxing at half of the normal amount. This change reduces the damage reduction to 3, while still capping at half. This change will be most noticeable for heroes who fire quickly or in bursts, such as shotguns, and do more than 6 damage per shot. For example, Soldier: 76’s Heavy Pulse Rifle will now do 16 damage per shot to armored opponents, up from 14 (an increase close to 15%).
      Armor was a bit too strong overall, especially when heroes were being healed quickly and often. This change will help more heroes fight against higher-armored enemies.
      Damage reduction from armor reduced from -5 to -3  
      Brigitte
      Developer Comments: Sometimes Rally could cause a snowballing effect, making it too difficult to deal with the increased health of Brigitte’s allies before she built up another one. This change limits how long Rally’s effect lasts after its initial cast, to make it a bit more manageable in those situations.
      Rally
      Now has a maximum duration of 30 seconds D.Va
      Developer Comments: This change allows D.Va’s enemies to play around her Defense Matrix by increasing its downtime between uses.

      Defense Matrix
      Cooldown increased from 1 second to 2 seconds Reaper
      Developer Comments Reaper’s passive enables him to play aggressively when near enemies. This change allows him to keep the pressure up while he’s dishing damage to his enemies. The added life steal is particularly effective against tanks, as they tend to do less damage than other heroes, and also take more damage from his Hellfire Shotguns due to their larger hit volumes. The Reaping
      Life steal increased from 30% to 50% of damage dealt BUG FIXES
      Heroes
      General
      [PS4/XB1] Fixed a bug that caused a delay for heroes loading into the victory screen line up if they had a golden weapon equipped McCree
      [PS4/XB1] Fixed a bug that caused McCree's model to distort if he used Combat Roll to the right with the Sherlock skin equipped Tracer
      Fixed a bug that caused Tracer’s Pulse Bomb to detonate on the wrong side of Orisa’s Protective Barrier when it was placed on the front Wrecking Ball
      Fixed a bug that prevented Wrecking Ball’s proximity mines from being disabled by Sombra’s EMP [PS4/XB1] Fixed a bug that caused Wrecking Ball's golden weapon to display incorrectly when using certain skins  
       
       
       
       
      Competitive Play
      Fixed a bug in Competitive Play that prevented the team color on the payload progress bar from switching after a round transition  
      Maps
      Nepal
      Fixed a bug that allowed players to capture or contest the point from its exterior on Nepal’s Shrine stage Previous live patch notes.
      The new event is here, with the CTF game mode, new cosmetics and Hero balance changes!
    • By Starym
      The Lunar New Year event starts today and we have another 3 skins revealed! We're getting Torbjorn, Zenyatta and Tracer in the mix, with some pretty nice skins (although not really as nice as the first three revealed).
      Torbjorn's beard gets a little out of hand in this one and his wrench arm gets a little bit fancier:
      The beards are spreading it seems, even to Omnics, as Zenyatta gets an actually pretty good, if hairy, skin out of the deal:
      And finally there's Tracer who's... well it's just Tracer with a new hat:

      Header image by @sakuno2911.
    • By Starym
      The latest Overwatch event is coming on Thursday the 23th, and we already have three skins to take a look at. They're actually pretty damn good ones, featuring Reaper, Hanzo and Reinhardt connecting with their eastern roots (with Hanzo going double eastern, not that that sentence makes any sense).
      Reaper seems to have won the skin-off this time, with his LÜ BU garments, and he even has some pretty great fan art ( by Ethan墨画 ) to go with it already.


      There will be a few more coming in the next few days and hopefully they'll be as good as these three.