Starym

Season 2 Is Here! Patch Notes Inside

Sign in to follow this  

4 posts in this topic

CrTgPs5WIAA2BDe.jpg

New competitive season, Eichenwalde map, Genji, Zenyatta and Lucio nerfs, Hook LOS fix and more!

 

The huge patch is here and Season 2 is officially underway! Hopefully we'll see some more Mery and less Zenyatta/Lucio supports, but that pesky Genji also got a dressing down and we'll probably be seeing a lot less of him. Ok that's not really likely, a match without a Genji or Hanzo just isn't Overwatch, is it? Here are the full patch notes:

 

Blizzard LogoVaneras

A new patch is now live on Windows PC. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit our Bug Report forum.
For troubleshooting assistance, visit our Technical Support forum.

Please note that many of these changes will be implemented on PlayStation 4 and Xbox One in an upcoming patch.

PATCH HIGHLIGHTS

Competitive Play Season 2

We've made some big changes to Competitive Play in anticipation of the launch of Season 2. The most noticeable change is the introduction of skill tiers, which we hope will better communicate players' relative skill levels. Competitive Play will put a greater emphasis on skill tiers over specific ratings, and as such, a player's tier will be more prominently displayed throughout the game. We've also switched the skill rating system to a 1-5000 scale to give players more detailed information about how each match affects their specific rating.

Sudden Death is also going away in Season 2. Instead, matches that are tied when the clock runs out end in a draw—though, it should be a rare occurrence. Because of this, we've made some changes to our game modes in Competitive Play to help reduce the chance that a draw can happen.

We've also made a few minor adjustments to leaver penalties, the top 500 system, and the competitive point system. Read on below to learn more!

New Assault/Escort Map: Eichenwalde

The forest has slowly begun overtaking the abandoned village of Eichenwalde, but the scars will never completely fade. During the Omnic Crisis, Eichenwalde was the site of a key battle. General Balderich von Adler took a handful of crusaders to the village in an effort to outflank the omnic army. Balderich's soldiers were able to break down the enemy forces, giving the German military an opportunity to push back, but the Crusaders didn't make it out of the battle. General Balderich finally collapsed in the castle's great hall.

GENERAL UPDATES
General
  • When activating the "Ultimate Status" communication, Symmetra now reports the number of charges left on her teleporter

  • When activating the "Needs healing" communication while targeting a teammate, Ana, Lúcio, Mercy, and Zenyatta will now tell allies to group up to receive healing. A marker will also appear above the player's head, allowing teammates to locate the healer more quickly
  • Added Torbjörn as an AI-controlled hero in Practice vs. AI, Play vs. AI, and Custom Game modes
  • Sit and laugh emotes are now unlockable for all heroes


Competitive Play
  • Skill rating is now measured on a 1-5000 scale instead of the former 1-100 scale
  • Skill Rating Tiers
    • Players will now be assigned to a tier, depending on their skill rating
      • Bronze - 1-1499
      • Silver - 1500-1999
      • Gold - 2000-2499
      • Platinum - 2500-2999
      • Diamond - 3000-3499
      • Master - 3500-3999
      • Grandmaster - 4000-5000

    • In Bronze, Silver, Gold, Platinum, and Diamond tiers, a player will not drop out of their tier even if their skill rating falls below the cutoff
    • In Master and Grandmaster tiers, a player whose skill rating falls below the tier's minimum will be moved to a lower tier
    • Players that have reached the Master and Grandmaster tiers must be within 500 Skill Rating of their groupmates
    • Players that are Diamond-tier and below must be within 1000 Skill Rating of their groupmates

  • Skill Rating Decay
    • Players in Diamond, Master, and Grandmaster tiers that haven't participated in a competitive match for 7 days will lose skill rating
    • Players with a skill rating above 3000 (Diamond tier or higher) will lose 50 rating points every 24 hours, but their rating will not fall below 3000
    • Competing in a single match will halt skill rating decay
    • Players that haven't participated in a competitive match for 7 days will immediately drop out of the top 500

  • Map Changes
    • Several refinements have been made to the time bank system for Hanamura, Temple of Anubis, and Volskaya Industries
    • The time bank system has been added to Dorado, Hollywood, King's Row, Numbani, Route 66, and Watchpoint: Gibraltar
    • Time granted for taking objectives on Dorado, Hanamura, Hollywood, King's Row, Numbani, Route 66, Temple of Anubis, Volskaya Industries, and Watchpoint: Gibraltar has been reduced from 5 minutes to 4

  • Competitive Points
    • Existing competitive points saved from Season 1 will be multiplied by 10
    • After winning a competitive match, players will now receive 10 competitive points (instead of 1)
    • Players will now receive 3 competitive points for a draw
    • The cost of golden weapons has also been multiplied by 10 - from 300 to 3000
    • A soft cap is being placed on the number of competitive points that can be saved
      • Players with more than 6000 points at the start of season 2 will no longer accrue points by playing competitive matches
      • End-of-season rewards will still be granted to players at the soft cap

  • Instead of going into sudden death, tied competitive matches will now result in a draw
  • Players must now win at least 50 competitive matches to be eligible for a spot in the top 500
  • Players must now complete more matches to clear their penalty status for leaving a competitive match early


HERO BALANCE UPDATES

General
  • Ultimates that consume the ultimate meter when activated will now drain the meter more quickly (.25 second instead of 1 second)
  • Reverted a recent change that reduced the size of heroes' projectiles
  • Most hero abilities will no longer interrupt quick melee attacks
  • Ultimate abilities will now interrupt quick melee attacks

Developer Comments: Altering the size of projectiles in flight had too many unintended side effects to keep in the game, at least in its current form. We will continue watching this and make additional changes if necessary. We’re also making quick melee more consistent when interacting with enemy abilities.

D.Va
  • Defense Matrix
    • After being activated, Defense Matrix will begin regenerating following a 1-second delay (formerly .5 seconds)

Developer Comments: Defense Matrix was too efficient when tapped repeatedly, instead of being held. Now, the recovery delay matches the ability cooldown.

Hanzo
  • Hanzo will now experience a 30% decrease in speed while aiming (formerly 40%)
  • Maximum projectile speed has been increased by 30%
  • Arrow size has been reduced by 33%

Developer Comments: Hanzo has the potential to deal a lot of damage, but he can feel really inconsistent, even at a medium distance. By increasing the projectile speed, we’re extending his reliable range, making it easier to land shots without having to perfectly predict enemy movement. To compensate for the increased projectile speed, we’ve decreased the size of his arrows, meaning his shots now require a bit more accuracy.

Mei
  • Blizzard
    • Projectile now pierces barriers
    • Radius has been increased from 8 meters to 10 meters

Developer Comments: Mei has an interesting toolkit, but her ultimate often felt like it was too difficult to use effectively. Consequently, it felt weak compared to many other ultimate abilities. The freeze effect has been piercing barriers for some time now, but the projectile would still be blocked. Now, you can throw it down exactly where you want it, so it’s much easier to utilize the full radius effectively.

McCree
  • Deadeye
    • Now drains over a .25-second period (instead of displaying a 50% reduction on the ultimate meter when activated and 0% when confirmed)

Developer Comments: If players managed to counter or avoid McCree's ultimate, it would often regenerate very quickly since only half of the ultimate charge was spent. Now, this ultimate works like every other ultimate that has a duration.

Mercy
  • Caduceus Staff
    • Healing Beam
    • Healing-per-second has been increased by 20%

  • Resurrect
    • Resurrected allies will be able to maneuver after 2.25 seconds (reduced from 3 seconds)

Developer Comments: Resurrection now allows teammates to jump back into the fight more quickly, which should help Mercy survive after activating her ultimate. Mercy's healing is also getting a boost to solidify her role as a strong, single-target healer.

Genji
  • Double jump no longer resets when wall climbing
  • Swift Strike
    • No longer deals damage to traps like Widowmaker's Venom Mine or Junkrat's Steel Trap
    • No longer bypasses Junkrat's Steel Trap
    • No longer interrupts quick melee attacks

  • Dragonblade
    • Duration of Genji's ultimate has been reduced from 8 seconds to 6 seconds

Developer Comments: Genji was a little too difficult to pin down, and these changes will balance his speed. Swift Strike no longer cancels the recovery time from a quick melee attack, so players will no longer be able to get a free melee attack before using Swift Strike. Lastly, Dragonblade's duration was long enough that it often felt too difficult to reasonably counter.

Lúcio
  • Amp It Up
    • The boosting of movement speed has been decreased by 30% (from a 100% increase to a 70% increase)

Developer Comments: Thanks to Lúcio's speed increase, he was almost a must pick in every lineup.

Roadhog
  • Chain Hook
    • If the hooked target isn't in Roadhog's line of sight when retracting the hook, they will be moved back to the position where they were originally hooked

Developer Comments: This change means that hooked targets will be less likely to slide along walls, potentially ending up in an odd place after they've been reeled in.

Soldier: 76
  • Heavy Pulse Rifle
    • Bullet spread now happens more quickly when unloading fully-automatic pulse fire
    • Significantly Increased bullet spread recovery time

Developer Comments: These changes will make burst-firing feel more reliable and increase his effectiveness at longer ranges.

Zenyatta
  • Orb of Discord
    • The amount of damage amplified by a target with Orb of Discord has been decreased from 50% to 30%

  • Orb of Destruction
    • Damage has been increased from 40 to 46

Developer Comments: Zenyatta is in a far better place since the last update, but the strength of Orb of Discord has turned him into an almost mandatory pick. These changes reduce Orb of Discord's effectiveness, but his damage-dealing potential has been increased. The amount of damage that he delivers should feel largely unaffected by the change.

MAP BALANCE CHANGES

Watchpoint: Gibraltar
  • Watchpoint: Gibraltar’s first checkpoint has been removed

Developer Comments: The balance changes that were implemented in previous patches have eliminated the need for Watchpoint: Gibraltar to have an extra checkpoint.

USER INTERFACE UPDATES
General
  • A new "Allied Health Bars" option has been added (Options > Controls)
  • Contextual menus have been added on the hero selection screen, giving players the ability to report or group up with other players
  • Matchmaking UI is now purple in the Competitive Play queue
  • Made several minor adjustments to typography in the Spectator UI


BUG FIXES
General
  • Fixed a bug that allowed the kill participation metric to go above 100 percent
  • Fixed a bug in the Custom Game settings preventing the Ability Cooldown modifier from affecting Ana
  • Fixed a bug causing players to incorrectly see gains in experience points when completing Custom Games
  • Fixed a bug that caused heroes to die when first spawned in a custom game if Health and Damage modifiers were used simultaneously


AI
  • Fixed a bug that could cause AI Bastion to become stuck, continuously healing himself in the spawn area
  • Fixed a bug preventing Torbjörn from placing his turret in viable locations


Heroes
  • Appropriate sound effects now play when Ana shoots barriers, shields, and armor
  • Ana’s scope now correctly displays all custom reticle options
  • D.Va no longer communicates her ultimate status for Self-Destruct while charging her Call Mech ultimate
  • D.Va’s Boosters are no longer auto-cancelled if activated while her primary fire is active
  • D.Va’s ultimate charge status is no longer reset to 0% if she falls to her death while piloting a mech
  • Hanzo's “Spirit Dragon” unlockable voice line now correctly plays when using his Okami and Lone Wolf skins
  • Fixed various issues with Junkrat's emote and highlight animations
  • Fixed a bug that kept Junkrat’s ammo from being refilled when he was resurrected
  • Fixed an issue causing Mei's Ice Wall to push herself to the side when cast at her feet
  • Fixed a bug preventing Mei's Ice Wall from being destroyed by a moving payload
  • Fixed a bug that prevented Mei's Ice Wall from appearing at the target location when cast
  • Fixed a bug allowing Reaper to reach unintended map locations using Shadow Step
  • Fixed a bug causing Reinhardt's shield to jitter when turning in third person
  • Fixed an issue that prevented Roadhog's chain from displaying correctly in some situations
  • Fixed a bug causing Roadhog’s chain to become permanently extended if his target disconnected from the match
  • Fixed several issues with Symmetra's emotes and highlight intros
  • The scarf on Tracer's Slipstream skin is no longer stiff in the Hurdle highlight intro
  • Fixed a bug preventing overtime from being triggered while Zenyatta is using Transcendence
  • The names of Tracer's Sprinter and Track and Field skins now display correctly
  • Ana’s attacks and abilities now activate the controller’s rumble function
  • Fixed a bug preventing bullet shells from being rendered in Bastion’s “Bullet Rain” highlight intro
  • The alternate fire on McCree’s Peacekeeper ability now activates the controller’s rumble function for all six shots


Maps
  • Fixed an issue preventing Genji and Hanzo from reliably climbing a specific crate on Watchpoint: Gibraltar
  • Fixed several issues that allowed Reaper to reach unintended locations on Watchpoint: Gibraltar


User Interface
  • Competitive play leaver messaging no longer overlaps with the PvP HUD at the top of the screen
  • Fixed a bug causing the end of season banner to pop up while the player is in a match
  • Fixed a bug preventing the hero list in Custom Game settings from being organized alphabetically
  • The spectate option now becomes unavailable (the button will be greyed out) when all spectator slots have been filled in a Custom Game lobby
  • Fixed an issue causing in-game statistics to run off the edge of the screen in 16:10 aspect ratio
  • Fixed a bug preventing the Network Quality notifications from functioning
  • Fixed a bug on the main menu that caused the Hollywood background to appear brighter than intended
  • Fixed a bug in the Hero Details page that occasionally caused some information to be pushed partially off screen

 

Can't wait to get back to some Mercy action! How about you guys, which are your "mains"?

  • Like 2

Share this post


Link to post
Share on other sites

Hanzo changes are perfect I think. He used to be a high skill cap hero, but recently he became "just throw the arrows randomly, you will hit someone if not headshot!" kinda hero. Now more aiming is required.

tumblr_o8d79irwig1sn4eavo1_1280.png

Share this post


Link to post
Share on other sites
2 hours ago, yurikaphoenix said:

Widowmaker main 

These two words haunted me during Season 1. Everyone on my team was always a Widow main, but somehow never managed to kill anyone. There are some amazing Widowmakers out there, but none were EVER on my team.

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 Zadina

      The team is still experimenting with Mercy's Valkyrie and Resurrection trying to balance them out as best as possible.
      The first iteration of Mercy changes on the Overwatch PTR were considered as huge nerfs for the fan-favourite Support hero. The devs quickly admitted that these changes were experimental and the team is still testing things out with Valkyrie and Resurrection.
      Now, a new change is being tested on the PTR: within Valkyrie's duration Mercy gets a second Resurrection charge, making it possible to resurrect two people at once. Moreover, Resurrect no longer resets the cooldown of Guardian Angel, putting an even bigger target marker on Mercy when she is resurrecting somebody. Lastly, Mercy can now get an unlock boost from her Guardian Angel by using the jump key.
      Geoff Goodman
      We've updated the PTR last night with the following changes to test:

      Mercy can now get an unlock boost from her guardian angel by using the jump key. This unlocks you from your target and lets you fly past them for a little bit, and sort of use your target like a slingshot. This somewhat replicates some of the behavior the recent Mercy zero-air resistance bug caused, but in a way that is more consistent and with less buggy side effects. 

      Valkyrie has also changed a bit, in regards to how it affects Resurrect. It no longer increases the range of res, it now instead gives you one free 'charge' of res that you can use any time during Valkyrie. I do not use this free res, it will be removed when Valkyrie ends. Valkyrie still no longer affects Resurrect's cooldown directly now, but this method preserves some amount of 'burst ressing' when needed, while making it more flexible to use. For example, in the past if you want to res two targets with Valkyrie, you had to first res one target, then ult (causing the cooldown to reset), then res the other target. With this new change you can now hit Valkyrie first, fly in quickly and res two targets instantly. 

      However, overall this still reduces the overall numbers of Resurrects Mercy can provide since Valkyrie no longer reduces its cooldown.

      We have also made some changes to Lucio's speed boost when jumping off a wall to try to compensate for the super-boost bug fix that just went out. He now gets a more significant boost off a wall.

      We're still iterating on these changes, and any feedback you guys have would be great. Thanks. (source)

      There is one more change to Mercy: Resurrect no longer resets the cooldown of Guardian Angel. This makes Resurrect more reasonable to fight against, since Mercy will now be slightly more vulnerable if she chooses to res someone in a bad position. (source)
      As you see, there's an additional change to Lucio's speed boost when jumping off a wall. In the first October PTR patch, there was a bug that caused Lucio to gain a super speed boost after wall-riding. A dedicated Lucio player u/Serenad3 has written up a proper essay on the history of changes to Lucio's wall-riding speed. The conclusion of this write-up is that this last iteration on Lucio's wall-riding will make him feel a bit slower than his current speed on live servers.
    • By Starym

       
      The patch notes accompanying the Halloween Terror event are here and we're getting Ultimate meter changes after an ult gets interrupted, as well as individual Hero Ultimate changes related to that and dev commentary to explain it all. There's also improvements to the objective capture UI and the usual bug fixes!
      October 10 (source)
      PATCH HIGHLIGHTS New Seasonal Event: Overwatch Halloween Terror 2017
      The fright for the future returns!
      For a limited time, explore the haunted streets of Eichenwalde and Hollywood, expand your collection of spooky seasonal cosmetics, and team up to fight evil incarnate once more in not one, but two Junkenstein's Revenge-themed brawls! We're also re-opening our crypt so players can unlock their favorite Halloween-themed items from last year along with over 50 new tantalizing treats, including legendary skins like Corsair Ana, Van Helsing McCree, Dragon Symmetra, Cultist Zenyatta, and more.
      To learn more about Overwatch Halloween Terror, click here.
      New Epic Skin: BlizzCon 2017 Winston
      Through the power of science, Winston has traveled with his trusty jump pack from his base in Gibraltar all the way to Anaheim, California for BlizzCon 2017. We’ve given him a special souvenir to mark the curious occasion and he’d like to share it with you. Starting today, this new skin is available in-game for all BlizzCon Virtual Ticket holders—click here to learn more.
      GENERAL UPDATES
      Overwatch Halloween Terror Victory Pose Updates
      We've made a few changes to this year's selection of seasonal victory poses. To learn more about this change, click here.
      HERO UPDATES
      General
      Ultimate charge is now immediately expended when a hero's ultimate ability is activated, instead of depleting over a short period of time Developer Comments: One of the most common pieces of feedback we receive revolves around the way Overwatch handles ultimate interruptions. Players often feel frustrated when they’re able to prevent an enemy from using an ultimate, only to see that same enemy use it again immediately after respawning
      Until now, many ultimates drained the meter quickly over time, instead of instantly setting the meter to zero when the button was pressed. We originally designed it this way to ensure that players had the chance to use (at the very least) a little of their ultimate every time. However, we now feel that it causes too much frustration without adding many benefits.
      With this patch, ultimate abilities will instantly set a hero’s meter to zero when the button is pressed, which means stopping an enemy ultimate at any point after it’s activated will ensure that it has been spent.
      Another piece of feedback we often hear is that it’s difficult to understand which abilities are interruptible and which are not. For clarity, most of Overwatch’s ultimates fall into three basic categories:
      Transformation Ultimates:

      These add significant passive benefits to your heroes, while allowing the use of weapons and abilities.

      Ultimates in this category: Bastion's Configuration: Tank, Genji's Dragonblade, Mercy's Valkyrie, Soldier: 76's Tactical Visor, Torbjörn's Molten Core, and Widowmaker's Infra-Sight.
        Channeled Ultimates: These force your hero into a new mode and render your other abilities unusable while active. In most cases, these abilities can be interrupted at any point to cancel them.

      Ultimates in this category: Doomfist’s Meteor Strike, McCree's Deadeye, Pharah’s Barrage, Reaper’s Death Blossom, Roadhog’s Whole Hog, and Zenyatta's Transcendence (though, Zenyatta’s ultimate renders him immune to interruptions).
        Cast-Time Ultimates: These abilities require a small window of time to pass before they become effective. If they’re interrupted during this window, they are canceled.

      Ultimates in this category: Ana's Nano Boost, D.Va’s Call Mech and Self-Destruct, Hanzo's Dragonstrike, Junkrat's Rip-Tire, Lúcio’s Sound Barrier, Mei's Blizzard, Orisa's Supercharger, Reinhardt's Earthshatter, Sombra's EMP, Symmetra's Shield Generator and Teleporter, Tracer's Pulse Bomb, and Zarya's Graviton Surge. Most abilities fit neatly within these categories but we did make some changes to outliers such as Genji's Dragonblade and Orisa's Supercharger to make them more consistent. Additionally, any ultimate that can be interrupted by a stun (Channeled ultimates and Cast-Time ultimates) can now be interrupted by Sombra’s Hack as well. Overall these changes should make it much easier to understand the ultimate mechanics and how they interact in combat.
      D.Va
      Boosters An option to manually hold down D.Va’s boosters rather than toggling them has been added under Options > Controls > D.Va Genji
      Dragonblade No longer interrupted when Genji is stunned or hacked Developer Comments: See the above developer comment on ultimate interruptions
      Orisa
      Supercharger Can now be interrupted when Orisa is stunned or hacked Developer Comments: See the above developer comment on ultimate interruptions
      Sombra
      Hack Now interrupts the following ultimate abilities during their cast time: Ana's Nano Boost, Orisa's Supercharger, Mei's Blizzard, Reinhardt's Earthshatter, and D.Va's Call Mech Developer Comments: See the above developer comment on ultimate interruptions
      USER INTERFACE UPDATES
      Assault Maps
      When capturing an objective, the progress bar is now broken into three segments that will fill in with the team’s color that is capturing it (as each segment fills, it will trigger an animation and audio cue) The number of defenders currently on the objective will now be displayed in addition to the number of attackers, just below the progress bar BUG FIXES
      General
      Fixed a bug that allowed muted players to become unmuted after leaving and rejoining the same match A.I.
      Fixed a bug that caused bots to get trapped in a movement loop after taking the tunnel under the capture point in the University section of Oasis Competitive Play
      Fixed an issue that caused matches to end in a draw when both teams won their first attacking rounds in overtime on Hanamura, Horizon Lunar Colony, Temple of Anubis, and Volskaya Industries Custom Games and Game Browser
      Fixed a bug that prevented the Capture Speed Modifier setting from being applied in custom games Fixed a bug that prevented D.Va’s Projectile Speed slider from appearing in Custom Game settings Heroes
      Fixed a bug that prevented D.Va’s Micro Missles from producing rumble feedback when using a controller with vibration enabled Fixed a bug that caused Lúcio’s soccer ball to fly off in the wrong direction when activating his Juggle emote at 30 FPS Fixed a bug that caused Mercy to maintain forward momentum after canceling Guardian Angel mid-flight Fixed a bug that could cause heroes to respawn as a different hero after being resurrected by Mercy Fixed a bug that caused Roadhog’s chest to deflate when his Tuckered Out emote was activated while the Mako or Sharkbait skins were equipped Fixed a bug that prevented the sound effects on Symmetra’s turrets from being heard by teammates Fixed a bug that prevented Torbjörn’s weapon-draw animation from being played when turret placement was canceled Maps
      Fixed a bug on Junkertown that allowed some heroes to get stuck behind a barrel near the final point Fixed a bug on King’s Row that caused a dark box to appear if you stared into the robot city for too long Fixed a bug that allowed Sombra to reach unintended locations on Volskaya Industries Fixed a bug affecting Ilios, Lijang Tower, Nepal, and Oasis that prevented overtime progress from resetting when the point had been flipped after both teams’ progress bars reached 99% UI
      Fixed a bug that could cause Widowmaker’s scoped overlay to appear while spectating her from third person view
    • By Starym

       
      The Halloween event is back and much improved this year, as we not only get the expected new skins, emotes and intros, but also an upgraded Junkenstein's Revenge game mode! This survival flavored version of the PvE game mode sees you trying to...well, not die. Check out the trailer as well as all the new skins and everything else below!
      Halloween Terror (source)
        TERROR RETURNS
      The fright for the future has begun, heroes!
      For the next three weeks, we’re celebrating the spookiest time of the year with a seasonal event. Expand your collection of seasonal-themed items and relive a chilling tale in our PvE brawl: Junkenstein's Revenge.
      This year, we’ve added a new endless mode for Junkenstein’s Revenge, with leaderboards to commemorate those who last the longest in their fight against the evil doctor. Plus, unlock over 50 new seasonal items—including new legendary skins like Dracula Reaper, Van Helsing McCree, Totally 80’s Zarya, and Dragon Symmetra—alongside last year's Halloween Terror gear.
      JUNKENSTEIN'S REVENGE
      Team up with three other players and face off against a host of horrific enemies, including Junkenstein and his Monster, the mysterious Summoner, the Reaper, and the Witch of the Wilds.
      ENDLESS NIGHT
      Prepare for a real challenge! New to the Arcade is Junkenstein’s Revenge: Endless Night. How long can you survive as wave after wave of enemies and bosses assault the castle doors? Play as one of four additional heroes: Genji, Torbjörn, Widowmaker, and Zenyatta. Those who survive the longest will earn a spot on the all-new leaderboard.
      Spooky Eichenwalde
      For a limited time, explore haunted versions of the Hollywood and Eichenwalde maps!
      NEW SKINS!
        
        
        
        
      TRICK OR TREAT
      Celebrate the frightful season with a Halloween Terror Loot Box, filled with new skins, emotes, highlights, avatars, sprays, voice lines, and more. You can also purchase items you missed from last year's event with credits for a discounted price. Over 140 cosmetic items are available, but don’t wait too long—these Loot Boxes will disappear in a puff of smoke before you know it.

    • By Zadina

      Four of the new skins appeared on Facebook ads of Overwatch and some people noticed them!
      We already know that Halloween Terror is returning this year and that there will be some new skins, including one for Reaper. The new Reaper skin and three other skins were "leaked" on Facebook ads and u/Mnemosynaut gathered them in a Reddit thread.
      Reaper

      Zenyatta

      Mei 

      Symmetra

    • By Zadina

      The team is just testing the change to Mercy's Valkyrie, according to Geoff Goodman. Moreover, there is a bug with Lucio on the PTR.
      The nerf to the interaction of Valkyrie with Resurrection in the latest PTR patch stirred a lot of talk from the fans of one of Overwatch's most popular Support heroes. It turns out that the team was merely experimenting with that tweak and it's not going to make it to live servers yet.
      Geoff Goodman
      Let me give some extra context for these changes.

      First off, these changes will not be included with the other changes on the PTR, which will be coming out with the Halloween update. These Mercy changes are purely something that we're experimenting with, and there will likely be more changes coming to try out.

      There was a bug where Mercy's Guardian Angel momentum wasn't slowed correctly sometimes when canceled. This was intensely frustrating for most Mercy players, but some players enjoyed trying to use this bug to gain extra mobility. This bug is important to fix so it doesn't feel like Mercy randomly gets out of your control, but we're looking seeing if there is a way to include some of what people enjoyed about this bug as new functionality for her.

      To reiterate: These changes aren't hitting live any time soon. These are just things we want to try out for now, and they are likely to change. (source) One of the undocumented changes of this PTR patch, that the community noticed, was that Lucio didn't seem to have his wall jump speed boost anymore. Thankfully, this is merely a bug.
      Jeff Kaplan
      It's just a bug on the PTR. (source)