Zadina

Competitive Play Is Live on PCs

Sign in to follow this  

1 post in this topic

21548-competitive-play-is-live-on-pcs.jp

The much anticipated Competitive Play mode is currently available on PC. Blizzard has posted a blog post with all the details about it.

We knew more or less what Competitive Play would bring to the table from the recent developer update. Still, Blizzard has prepared a nice post for us with all the necessary info. The English patch notes aren't up yet, but we will be sure to let you know about them.

Competitive Play will be available once you get to level 25. There will be no ranks, but a skill rating ranging from 1 to 100 instead. You will first do 10 placement matches to get an initial skill rating. Moreover, Competitive Play season will last 2,5 months, followed by two weeks of offseason. Each map type will have mode-specific adjustments. The player icon and spray rewards for this summer season are naturally Ilios-themed and you can also check out the new Golden Weapons, that will be awarded to the top 500 players on each platform.

Blizzard LogoBlizzard Entertainment

Overwatch players, get ready to sharpen your skills, perfect your strategies, and test your mettle in the ultimate competitive arena. Welcome to our newest game mode: Competitive Play!

Competitive Play is available right now on PC, and will be arriving soon on PlayStation 4 and Xbox One. 

Getting Started:

Competitive Play is designed for those who truly want to put their skills to the test, and offers a more serious experience than our Quick Play or Weekly Brawl!  modes. To make sure everyone has a solid understanding of the game's mechanics, maps, and heroes, Competitive Play will be locked until you hit level 25.

LevelUp_OW_JP.gif

Once you reach level 25, the mode will become available via the "Play" button in the main menu. Simply select "Competitive Play" from the submenu, and you're ready to enter a match. You can join on your own or in a group, and Overwatch's matchmaking system will automatically find the best game possible for your skill level.

CompetitvePlayButton_OW_JE.png

Skill Rating:

Before you can kick off your competitive career, every new player must first complete 10 placement matches in order to obtain their initial skill rating. This rating will be a number between 1 and 100, with higher values indicating a greater skill level.

Skill ratings will be visible at the beginning of every match. As you compete, your rating will increase or decrease with each win or loss based on a number of factors, including your own performance and the skill of the other players in the match.

SkillRatingUp_OW_JP.gif

Seasons:

Competitive Play will consist of four seasons, each lasting two and a half months. During that time, players can increase their skill rating and battle their way up the ranks before the stats are reset at the end of the season. This is followed by a two-week offseason, after which a new season will commence, beginning with a new set of placement matches.

The names of these seasons, along with their schedule, will mirror the seasons in the northern hemisphere—and the Summer 2016 season is already underway!

SeasonalPlay_OW_JP.gif

Match Format:

We've also made several important adjustments to the game just for Competitive Play. Some of these changes are simple interface modifications that allow players to access key pieces of information at a glance, while others are focused on balance to ensure that maps and modes don't favor one side or the other.

Let's break down the changes for each game type separately:

Control Maps:

Competitive Play's scoring system has undergone a major overhaul. Control maps, for instance, are played in a best-of-five format, which differs from Quick Play's three-round system. During a Competitive Play match, the first team to score three points wins.

ilios-thumb.jpglijiang-thumb.jpgnepal-thumb.jpg

Escort and Hybrid Maps

On maps that contain Escort elements, teams are awarded one point any time a capture point is taken or a payload reaches a checkpoint. Both teams play one round on offense and one on defense. After those rounds have been completed, the team with the most points wins. However, if the game ends in a tie and neither team has delivered the payload to its final destination, the team that pushed the payload further will be the winner. On King’s Row, Numbani, or Hollywood, if neither team takes the first point, or the final score is tied, the match enters sudden death. 

Beginning with the Fall 2016 season, Escort and Hybrid maps will also use the same time-based system as Assault maps (see below).

gibraltar-thumb.jpgkings-row-thumb.jpgroute-66-thumb.jpg

Assault Maps:

Assault matches are handled in a similar fashion, but with several mode-specific adjustments. Each team plays one round on offense. The team with the most points after these rounds wins. However, if the first team fails to capture a point, the match ends as soon as the second team captures the first objective.

If the score is tied after the first two rounds, each team plays a second round on offense. Instead of playing with a standard five-minute clock, teams only have the time that was remaining on the clock at the end of their previous offensive round. If a team has no time remaining, they do not play an additional round.

Also, if either team had fewer than two minutes left on the clock during their previous round, their time is increased to two minutes—but this is their final offensive opportunity. When either team runs out of time, the team with the higher score wins the match. If both teams are tied with no time remaining, the match enters sudden death.

hanamura-thumb.jpgtemple-of-anubis-thumb.jpgvolskaya-thumb.jpg

Sudden Death:

In sudden death, the game randomly places one team on offense and the other on defense. Teams then play a single, abbreviated round. If the attackers capture the first objective before time runs out, they win the match. Otherwise, the defenders are awarded the victory.

Please note that this mechanic will only be active for the Summer 2016 season. For more information, click here

SuddenDeath_OW_JE.png

Rewards:

In addition to experiencing the thrill of victory, players can earn new rewards that are only available through Competitive Play. At the end of a season, anyone who has completed the 10 placement matches will receive a special spray and player icon, with a new set of designs being released every season.

CompPlayRewards_OW_JP.gif

On top of that, your weapons locker is about to get a little shinier. As you win matches, you’ll earn Competitive Points. Based on your performance, you’ll also receive a number of points at the end of the season. These Competitive Points can be exchanged for cosmetic Golden Weapons for your heroes.

GoldenGunRotation_OW_JP.gif

At some point during each season, we’ll also activate a leaderboard system that will highlight the best players in the Overwatch community—so if you manage to fight your way into the top 500 players on your platform, you'll receive an in-game notification, certifying your competitive credentials for as long as you can hold the position.

But remember: you only have a limited time to climb the ladder before your stats and reset are reset at the end of the season.

Top500Rank_OW_JP.gif

Player Conduct:

Because of the more serious nature of the mode, penalties are more severe. In Competitive Play, leaving a game early or stepping away from your computer during a match will make you ineligible to join a new game until the original match has been completed. There is an option to rejoin an in-progress game—however, failure to rejoin will result in a penalty.

Continued infractions will lead to restrictions on future competitive matches. As the violations start to pile up, Competitive Play will be locked for an increasing amount of time. Completing matches without incurring further penalties will, eventually returning the account to good standing. But repeated violations can also result in a ban on Competitive Play for the current season—including the forfeiture of any rewards.

LeaverWarning_OW_JP.jpg

Let’s walk through the details:

  • If you become inactive or leave within the first two minutes of the game, the entire match will be canceled. Leaving before the end of a match will make you ineligible to join a new game until the original match has been completed.
  • If the infraction happens after the two-minute mark, you will be given one minute to reconnect. If you return, the match will resume normally. If not, the remaining players will be given the option to leave without receiving a penalty, but they will receive a loss.
 

What qualifies as "inactive"? Generally speaking, any time a player doesn’t touch the mouse or keyboard for 30 seconds—whether they're on the character selection screen, the pregame countdown, or in the main phase—they will receive an inactivity warning. If no input is recorded within 15 seconds of the warning, the player will be kicked from the game. Also, players who avoid combat for three minutes will be considered inactive.

Let the Battle Begin:

Now that you understand how Competitive Play works, it’s time to jump into the fray. This is only the beginning, though! With each new season, we'll be making changes and other improvements based on player feedback. 

If you'd like to take an even deeper dive into the latest update, feel free to check out the patch notes. Don’t forget to follow us on Facebook, Instagram, and Twitter for the latest news and updates— we’re always happy to answer any questions that you might have.

We'll see you on the battlefield!

(source)

Community Manager Lylirra also explained why the Competitive Play patch will be one week late on consoles and why this season (Summer 2016) is going to be slightly shorter. This season will last 1.5 months and will end on August 2018, while the Fall season will begin on the 1st of September.

Blizzard LogoLylirra

Hey all,

If you've been following our developer videos or forum posts, you know that the Overwatch team has been working hard to finish our upcoming patch which includes Competitive Play (as well as a few other quality-of-life changes). From the beginning, our intent has been to release this patch by the end of June—and since July is nearly here, we wanted to give you a quick status update.

Patching on PC and Console
First, we wanted to be upfront and let players know that we won’t be able to release our Competitive Play patch on all platforms at the same time. The patch will be going live on PC today, while PlayStation 4 and Xbox One players can expect it sometime next week. We don’t have an exact date to share, but we can confirm that the patch is going through approvals right now on both platforms.

We know this isn’t an ideal way to deliver new content, so we’re going to continue to refine our patching processes over the next few months in an effort to sync up our release dates across platforms as closely possible. Although our Battle.net client will always allow us to be more agile on PC, we hope to reach a point where we can release major updates on PC, Xbox One, and PlayStation 4 simultaneously.

In the meantime, stay tuned to PlayOverwatch.com (or follow us on Twitter) for all the latest patch news and updates.

Shorter Summer Season
We also wanted to let players know that the first season of Competitive Play will be an abbreviated one, lasting only two months instead of the normal three. This is because our Competitive Play patch is launching in the middle of the Summer 2016 season, which technically began on June 1 (a minor side-effect of our real-world season system). As a result, our inaugural season will include approximately 1.5 months of play rather than the full 2.5 months, ending on August 18 across all platforms. The Fall 2016 season will then begin as scheduled following our standard two-week off-season break.

We’re super excited to release Competitive Play, and we made the decision to move ahead with a shorter season for two key reasons. One, we want players to be able to start working towards their Competitive Play rewards as soon as possible. And two, we believe this first season will teach us a lot of about what works well, what doesn't, and what players are really looking for from a competitive system in Overwatch. Competitive Play is definitely one of those features that will take us a few iterations to get right, and by getting the system out there sooner, we can start making improvements based on your feedback sooner too.

To learn more about changes we already have planned for the Fall 2016 season, click here.

--------------------------------

Thanks so much for your patience, feedback, and support! We can’t wait to get our first major Overwatch patch out in the wild, and we’re really grateful to be able to share it with all of you.

(source)

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 Blainie
      This thread is for comments about our Doomfist guide for Overwatch.
    • By Starym

       
      New game mode, new map and a lot of big hero changes in this PTR edition!
      Never say nerver, as Deathmatch, a mode the OW team explicitly said would never be in the game, is on the PTR right now! Jeff Kaplan also talks about it and the reasons for the change of heart in the latest dev update. In addition to the new game mode and new map for said mode we also get some hero changes: Junkrat can now have 2 trip mines and gets a faster tire; Orisa gets faster projectiles and a bigger barrier; Roadhog can now heal himself during movement and takes less damage while healing; Widowmaker gets a shorter cooldown grapple and can see poisoned enemies through walls!
       
      Deathmatch PTR (source)
      PATCH HIGHLIGHTS
      New Game Modes: Deathmatch and Team Deathmatch
      Two new game modes have been added to the Arcade: Deathmatch and Team Deathmatch!
      In Deathmatch, eight players go head-to-head until one player scores 20 points. Players will earn 1 point whenever they land the final blow on an opponent and will lose 1 point whenever they die to environmental damage (ex: falling off a cliff) or self-inflicted damage. This scoring will be tracked in a brand-new scoreboard. The first player to 20 points wins!
      In Team Deathmatch, two teams of four players face off until one team scores 30 points. Players will earn 1 point for their team whenever they land the final blow on an opponent and will lose 1 point for their team whenever they die to environmental damage (ex: falling off a cliff) or self-inflicted damage. If players are resurrected before they respawn, the corresponding point for their death will be deducted from the enemy team’s score. This scoring will be tracked in our default scoreboard. The first team to 30 points wins!
      Both modes will play out on a selection of maps from our existing pool:
      Hanamura Horizon Lunar Colony Temple of Anubis Volskaya Industries Dorado Eichenwalde Hollywood King’s Row (TDM only) Black Forest (TDM only) Castillo (TDM only) Ecopoint: Antarctica (TDM only) Necropolis We’ve made several modifications to many of these maps (including restricting play to a specific area and developing a special respawn system) when playing in these modes. We’re also introducing a brand-new map specifically for Deathmatch: Château Guillard! Learn more about this map below.
      Both modes will be available for play in Custom Games. Watch our developer update for additional insight: [link]
      New Deathmatch Map: Château Guillard
      Château Guillard is located near Annecy in southeastern France. For hundreds of years, it was the estate of the influential Guillard family, until it gradually fell into disrepair after the family's power waned in the decades after the Revolution. Recently, the château has found a new owner: the Talon agent Widowmaker, who has returned to her family's ancestral home.
      GENERAL
      A number of data format changes have been implemented Developer Comments: Over the past few months, we’ve been working on a number of significant under-the-hood changes that will help us streamline the patching process. This will allow us to reduce the download size in future patches, but it does mean that today’s patch is larger than a traditional patch. HERO UPDATES
      Junkrat
      Concussion Mine Junkrat can now hold two mines RIP-Tire Tire’s movement speed has been increased by 30% There is no longer a time limit when wall climbing Developer Comments: Giving the Junkrat the ability to store two concussion mines adds some much-needed flexibility and versatility to his kit, particularly when using the mines for mobility. RIP-Tire’s damage has always been very good, but it was often difficult to steer the tire into position before it was destroyed. Increasing its speed will allow players to effectively detonate the tire more often and decrease the amount of time that Junkrat is vulnerable while controlling it. Orisa
      Fusion Driver Projectile speed increased by 20% Protective Barrier Barrier size increase by 20% Barrier shape has been changed to allow for more coverage from enemies that are below the barrier Developer Comments: The projectile speed increase helps Orisa’s consistency, especially at medium ranges (or further). Her barrier size has been increased to better protect her team, and the new shape makes the shield more effective when it’s used on slopes or on top of objects (such as a payload). Roadhog
      Take a Breather Can now be used while moving Damage taken while healing has been reduced by 50% Developer Comments: These changes help Roadhog be much more aggressive when looking for hook targets or blocking for his team. The combination of these effects significantly increases Roadhog’s sustainability and survivability. Widowmaker
      Grappling Hook Cooldown has been reduced from 12 seconds to 8 Venom Mine Affected targets are now visible through walls (to you as Widowmaker only) Developer Comments: Widowmaker is extremely powerful in the right hands, but her abilities often felt a little weak. The Grappling Hook cooldown reduction means she is more likely to have it available when she needs to escape. Venom Mine is intended to be an early warning system, uncovering enemies that are attempting to flank her or her team. With this change, she can see enemies when they trigger the mine, even if they’re on the other side of a wall. USER INTERFACE
      Added an “Outline Opacity” option under the custom reticle settings (found under Controls > Options > Advanced), which allows players to control the opacity of the black outline surrounding the reticule BUG FIXES
      General
      Fixed a bug that occasionally required the Capture Point progress bar to progress past the second tick mark before being activated Heroes
      Fixed a bug that could cause D.Va's black ejection screen to briefly reappear after being ejected from her mech Fixed a bug causing D.Va’s Light Gun to use the wrong texture while outside of her mech when the Junker skin was equipped Fixed a bug that caused D.Va’s hair to stand straight up on the Hero Select screen when her Cruiser was equipped Fixed a bug causing the lights on the back of Doomfist’s gauntlet to incorrectly indicate full ammo when his Hello emote was activated Fixed a bug that prevented the area-of-effect circle for Doomfist’s Meteor Strike from being visible to all players Fixed a bug preventing the height from Doomfist’s Meteor Strike from being high enough to reach certain locations Fixed a bug that was preventing Doomfist’s Rocket Punch from connecting with enemy players that were moving up an incline Fixed a bug that caused Hanzo’s arrow to disappear when his Meditate emote was active Fixed a bug preventing Orisa’s “Overclocked” achievement from being granted, even after the criteria was met Fixed a bug causing Sombra’s teeth to be visible while her Stealth ability was active when her Los Muertos skin was equipped Fixed a bug causing Sombra’s reload animation to play even when interrupted Maps
      Fixed a bug that allowed players to reach unintended locations on Ecopoint: Antarctica Fixed a bug that allowed players to see past the map’s background on Black Forest Fixed a bug that allowed players to reach unintended locations on Black Forest Fixed a bug that caused the announcer to say “Traveling to Dorado” when joining Castillo Fixed a bug that prevented some equipment (vents, pipes, etc.) from properly connecting to the walls of the power plant on Dorado Fixed a bug that allowed players to reach unintended locations on Hanamura Fixed an issue that caused sprays to display incorrectly on the crane on the Horizon Lunar Colony Fixed a bug that could cause A.I. heroes to get themselves stuck while traveling to the Well Capture Point on Ilios Fixed a bug that allowed players to reach unintended locations on Ilios Fixed a bug that allowed players to reach unintended locations on Oasis Fixed a bug that prevented Pharah’s Jump Jet from recharging while perched on doorframes in Oasis Fixed a bug that prevented doorframes from being visible and lacking collision on the Practice Range User Interface
      Fixed a bug in the Options > Controls menu that prevented the asterisk (which normally indicates that changes have been made) from being removed from the hero’s dropdown after controls have been set to default Fixed a bug causing the Back button to disappear when scrolling through the list of available games in the Game Browser Fixed a bug that prevented grouped players from appearing linked in the tab menu during a Custom Game
    • By Starym

       
      The games are back and are bringing not only the skins from last year, but a few news ones as well, on top of the usual set of emotes, intros, sprays etc! This year also brings us competitive Lucioball in the form of Copa Lúcioball - and it can get you two new sprays, one for 10 games played and one for finishing in the top 500! The games will run from today until August 28th.
      You can buy last year's skins for a discounted price as well, but you'll still have to get the new ones the hard way - and they're a pretty damn good thing to get too. You can check out the old skins, as well as all the emotes and highlight intros on the official site.
        
        
        

      Blizzard (source)
      THE GAMES ARE BACK
      The Summer Games return for more fun in the sun! This year, we're celebrating the spirit of competition with a new Lúcioball arena, leaderboards, and competitive play. Unlock over 50 new seasonal items—including legendary skins like Mercy’s Winged Victory, Grillmaster: 76, and Lifeguard McCree—alongside all your favorite summer gear from last year.
      PITCH PERFECT
      Our 2017 Summer Games event wouldn’t be complete without a display of athletic expertise, so we’re bringing back Lúcioball—and it’s better than ever! This futuristic spin on soccer places you in a fast-paced 3v3 match in Rio de Janiero’s beautiful Estádio das Rãs or on a brand-new pitch located in the Sydney Harbour Arena.
      Players can choose between two modes: Lúcioball and the all-new Copa Lúcioball, which offers a more competitive experience with placement matches, skill ratings tiers, leaderboards, competitive points, and more.
        A NEW TOURNAMENT BEGINS
      Stretch those hamstrings, turn up the volume, and commemorate the event with a Summer Games Loot Box, filled with new skins, voice lines, emotes, victory poses, and more. Legendary skins from last year’s Summer Games collections can also be purchased with credits for a discounted price. Over 150 cosmetic items are available, but don’t wait too long—these Loot Boxes will be will gone before you know it.
    • By Starym
       

       
      The Summer Games are coming back on August 8th, with all the skins and even more Lucioball! This time around the totally not Rocket League activity gets upgraded as there's a new (and separate) competitive mode for it - Copa Lúcioball - and it can get you two new sprays, one for 10 games played and one for finishing in the top 500! The event will run for three weeks and you can see Jeff Kaplan explaining all the details in the video below.
       

    • By Starym

       
      He's finally come to the live servers which means you can now go ahead and punch everyone, up down left right, just PUNCH IT ALL! There's also a new trailer for the character's release showcasing his abilities pretty well.
      We also got the newest patch notes bringing the PTR changes to live and more:
      July 27 (source)
      PATCH HIGHLIGHTS New Hero: Doomfist (Offense):
      Equipped with charisma and ambition, Doomfist is a consummate tactician and one of the leaders of Talon: literally throwing down his gauntlet as he joins the fight. From his base in Nigeria, Doomfist is a commanding offense hero equipped with hard-hitting melee abilities. Driven by a belief that conflict is essential to humanity’s progress, he’s committed to advancing his vision of the future—even if the agents of Overwatch disagree with his methods.
      Doomfist’s cybernetics make him a highly mobile, powerful frontline fighter. His primary attack is the Hand Cannon; this four-shot weapon fires projectiles from Doomfist’s knuckles one at a time or in a single blast. With his secondary attack, Rocket Punch, he charges forward and delivers a devastating blow, knocking back any opponent it connects with and dealing extra damage if the enemy is hurled into a wall.
      Seismic Slam smashes into a targeted area, knocking opponents toward him so he can deal further damage. His Rising Uppercut tosses enemies high into the air, while his passive ability, The Best Defense…, grants him shields every time he uses one of his abilities against an opponent. Lastly, his ultimate ability, Meteor Strike, causes him to leap high and drop into a targeted area, dealing massive amounts of damage.
      To learn more about Doomfist, click here.
      Loot Box Updates
      We always want the experience of opening a loot box to feel exciting and rewarding, and in our latest patch, we’re working to improve that experience in two key ways. First, we’re drastically reducing the amount of duplicates you will receive when opening loot boxes. Second, to compensate for this reduction of duplicate items, we’re also increasing the overall amount of credits you will receive from loot boxes. On average, you should be earning just as many credits, if not slightly more, from loot boxes as you did prior to these changes.
      New Highlight Options
      Our highlights system has received several major updates:
      The game will continue to automatically generate highlights for you based on your recent gameplay. These auto-generated highlights—now categorized as “Today’s Top 5”—will be surfaced on a daily basis and persist for a full 24 hours (or until the game client is patched, whichever happens first). Players can now generate their own highlights! The ability to capture 12 seconds of your own gameplay has been added to the game, and can be bound to a single button of your choice (or a button per highlight slot) in the Options menu under “Request Highlight.” These player-generated highlights will be saved under a new section called “Recently Captured” and will persist until the game client is patched. Players can have up to 36 recently-captured highlights stored at one time. With the above, players can now record any of their “Top 5” or “Recently Captured” highlights, exporting them as a video file to their gaming platform’s designated media library (on console) or directory (on PC). On PC, players will also have the option to select the quality at which these highlights are exported, supporting up to 4K for Windows 8 or higher operating systems, and up to 1080p on Windows 7. To learn more about this feature, check out our recent developer update: https://youtu.be/OkYJlPMdWNA
      GENERAL
      Adjusted the respawn timing to limit defensive stalling strategies when the offensive team has a clear advantage and plays aggressively Custom Games and Game Browser
      Clarified the text on the “Flag Carrier” options under the Capture the Flag settings for Custom Games Removed the “Projectile Speed” and “Projectile Gravity” options for heroes who do not have projectile weapons Minimum movement speed has been changed to 50% (formerly 10%) Players can no longer select Roadhog during Limited 1v1 matches User Interface
      Added ability to create customized reticles Reticle options can be found under the “Controls” tab in the “Options” menu (click the “Advanced” expander under the “Reticle” heading) The name of Mercy's “Stethoscope” spray has been changed to “Heartbeat” Statistics gathered from 6v6 Elimination matches will now be added to statistics in the Career Profile Tie games will no longer be included in the win percentage calculation that’s listed under the Player Profile HERO UPDATES
      D.Va
      Defense Matrix New sound effects and voice lines have been added, indicating when Defense Matrix has absorbed an enemy’s ultimate ability Genji
      Deflect New sound effects and voice lines have been added, indicating when an enemy’s ultimate ability has been deflected McCree
      Flashbang Stunned targets are now slowed heavily, meaning they're less likely to escape while stunned (especially while in the air) Developer Comment: This change will make McCree's Flashbang consistent against fast-moving targets like Genji or Lúcio.
      Reaper
      Shadow Step Sound effect and VO distance has been reduced by 50% Developer Comment: Even though Shadow Step wasn't intended to be used as a way for players to teleport right next to an enemy without their knowledge, the sound effects were audible from distances that made teleportation difficult from nearly anywhere. This change allows Reaper to be a bit more sneaky with his flanking options.
      Reinhardt
      Rocket Hammer Swing speed increased by 10% Developer Comment: In the last update, Reinhardt’s Rocket Hammer had an issue that allowed players with higher latency to swing faster. We fixed this bug, which suddenly made the swing speed feel too slow, so we’re compensating by increasing his standard swing speed. During this process, we also found and fixed a few bugs with Rocket Hammer’s hit registration. Overall, the hammer should feel much better.
      Zarya
      Graviton Surge Now disables mobility abilities on all affected targets Developer Comment: In the past, the abilities that allowed heroes to escape Zarya’s Graviton Surge felt fairly arbitrary. We’re cleaning this up and increasing Graviton Surge's overall power by rendering all movement abilities unusable when an enemy is trapped.
      BUG FIXES
      General
      Fixed an issue preventing “Best In Game” stats from being updated Fixed a bug that could cause the user interface to incorrectly indicate that an enemy player has been hit when colliding with them Fixed a bug that could allow projectiles that would normally pierce shields (i.e. Reinhardt’s Fire Strike) to pass through other surfaces Fixed a bug that caused some players to lose audio during the match Competitive Play
      Fixed a bug that caused players to get a leaver penalty during offseason matches, even after the in-game banner advised it was safe to leave the match Custom Games and Game Browser
      Fixed a bug that prevented players from being added to a Custom Game with 12 Spectator slots Fixed a bug in Custom Game settings that prevented some heroes with Self Healing from having a Healing Dealt modifier Removed the Projectile Gravity slider from heroes who do not have abilities affected by gravity Heroes
      Fixed a bug with D.Va’s Call Mech ability that allowed you to see her inside the mech before entering it Fixed a bug that could cause eliminations from Junkrat’s Total Mayhem to be mislabeled in the kill feed Fixed a bug that would cause Junkrat to use his Ultimate Callout when he is unable to use his Ultimate Fixed a bug that allowed Roadhog’s Chain Hook to latch on to Orisa’s Supercharger Fixed a bug that allowed Sombra to take damage after activating her Translocator The sound effects on Reinhardt's Bloodhardt, Blackhardt, and Wujing skins have been updated to reflect the use of an axe instead of a hammer Fixed a bug preventing Lucio from receiving the full speed boost when traveling backwards during a Wall Ride Fixed a bug that occasionally prevented Torbjörn from building and upgrading his turret Fixed multiple hit registration bugs in Reinhardt’s Rocket Hammer Maps
      Fixed a bug on Eichenwalde that prevented Soldier 76 from placing his Biotic Field in certain locations of Point A Fixed a bug that caused AI-controlled players to perpetually move toward the objective on the Gardens point in Oasis Fixed a bug that prevented Training Bots from facing the right direction and returning to their original location after being moved by player interactions on the Practice Range Fixed a bug with that was causing unusual camera angles for Highlight Intros on Route 66 Fixed a bug that could cause D.Va to fall through the floor while boosting into the ground in a specific area on Volskaya Industries