I tried Hazard and can definitely confirm it's a bit broken, especially when paired with good supports. I had a lot of fun and could climb quickly, since many tanks don’t know how to control the game pace.
"We’re going to run a mini-competitive season of 6v6 starting midseason 15"
"So starting in Season 15, Clash maps are going to be removed out of Competitive Play, as we take the time to look at these maps and work to find ways to deliver the best Competitive experience for all of our players."
Pick the heroes that work best for you! Also in the first few days, Overwatch: Classic will play with the No Hero Limits rule as the original release didn’t enforce hero limits. So you can have up to six of the same hero for any meme comp you want. After that, we will enable single hero limits for the remainder of this first Overwatch: Classic event.
Yeah you are right. So few days of meme comps and then instalock comps with 5 DPS and 1 SUP. People will notice the "real" OW Classic.
Gonna play anyways, just for the nostalgic feelings. lol
I agree, it may be fun. Touched the v1.0 patch few times, I wasn't interested in the game at first, started to play more often around 2 or 3 years after release.
All the OW2 new players will know the DPS instalock nightmare, until a team comes to 5 Winton/Genji and 1 Mercy memes, Bastion with shield~, Symetra as support (with infamous troll TP) and the most unbalanced version of the game.
Probably they will buff her slowly, until players starts complaining about other players exploiting her abilities to solo kill Zen, Ana, or any heroes without mobility skills. The Sombra patching loop.
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General Updates
Role Queue Mystery Heroes
Competitive Updates
Competitive Drives
HERO UPDATES
GENERAL
Armor flat damage reduction decreased from 10 to 7 per impact.
TANK
Tank Role Passive
• Knockback resistance reduced from 40% to 25%.
D.Va
Mech armor health reduced from 375 to 325.
Mech base health increased from 200 to 225.
Orisa
Fortify
Movement speed penalty reduced from 20% to 10%.
Roadhog
Take a Breather
Resource regeneration rate increased from 8 to 10 per second.
Sigma
Hyperspheres
Impact damage reduced from 25 to 15.
Explosion damage increased from 30 to 40.
No longer deals damage to self.
DAMAGE
Bastion
Configuration: Assault
Spread reduced from 2.2 to 2 degrees.
Configuration: Artillery
Ultimate cost reduced 12%.
Cassidy
Flashbang
Hinder duration reduced from 1.2 to 0.9 seconds.
Explosion damage increased from 45 to 75.
Deadeye
Ultimate cost reduced 10%.
Hanzo
Storm Bow
Normal arrows are no longer affected by global projectile size increases.
Maximum damage increased from 120 to 125.
Time to fully charge increased from 0.72 to 0.87 seconds.
Venture
Explorer’s Resolve
Shield health gained per ability reduced from 40 to 30.
SUPPORT
Moira
Coalescence
Damage per second increased from 70 to 85.
Lifeweaver
Thorn Volley
Maximum ammo increased from 80 to 100.
Zenyatta
Destruction Orb
Damage increased from 48 to 50.
Orb of Discord
Cooldown per target reduced from 7 to 6 seconds.
Map Updates
CLASH
Fast Respawn after a point has been captured has been removed from Clash. We’ll be looking to implement an alternate version of it for Clash in the future.
Respawn times for defenders get reduced by 2 seconds for each segment the attackers secure in the final capture zone.
FLASHPOINT
The initial boost of speed heroes receive when leaving the spawn has been increased in duration from 1 second to 2 seconds.
Increased maximum potential duration of the speed boost effect from 5 to 6 seconds.
Hero Mastery Courses for Pharah and Zarya have been added.
General Updates
Avoid As Teammate
Avoid List has been updated
Wave Respawn
Shop Updates - try out all skins in the practice range
Competitive Play Updates - Mid-Year Rank (soft) Reset
Hero Updates
Tank
D.Va
Defense Matrix
Maximum duration reduced from 3.5 to 3 seconds.
Orisa
Energy Javelin
Impact damage increased from 60 to 80.
Zarya
Particle Cannon
Secondary fire minimum damage increased from 47 to 55.
Secondary fire maximum damage increased from 95 to 110.
Damage
Echo
Base health reduced from 250 to 225.
Hanzo
Base health reduced from 250 to 225.
Junkrat
Frag Launcher
Projectile size is now reduced by half after the second ricochet.
Projectiles preserve slightly more velocity on ricochet.
Sojourn
Railgun
Primary fire weapon spread reduced from 2 to 1.6 degrees.
Critical hits now grant 10 energy.
Energy degeneration rate reduced from 33 to 15 per second after 7 seconds.
Sombra
Base health reduced from 250 to 225.
Virus
Impact damage increased from 25 to 35.
Stealth
Bonus movementspeed increased from 45 to 60%.
Torbjörn
Developer Comment: This shift in armor health for Torbjorn is to increase survivability against the heroes which are most affected by armor’s damage reduction, such as Tracer.
Base health reduced from 250 to 225.
Base armor increased from 50 to 75.
Support
Illari
Solar Rifle
Maximum ammo reduced from 16 to 14.
Captive Sun
Projectile environment collision size reduced from 0.15 to 0 meters.
Juno
Juno has been added to the lineup.
Juno is now eligible for Competitive Play.
Base health reduced from 250 to 225.
Mediblaster
Burst projectile volley rate of fire reduced from 34 to 28 shots per second.
Pulsar Torpedoes
Damage and Healing impact increased from 75 to 85.
Heal-over-time reduced from 60 to 50 health.
Hyper Ring
Deploy range increased by 3.5 meters.
Cooldown reduced from 16 to 14 seconds.
Orbital Ray
Beam travel speed increased from 1.9 to 2.25 meters per second.
Kiriko
Base health reduced from 250 to 225.
Kunai
Critical multiplier reduced from 2.5 to 2x.
Damage increased from 45 to 60.
Recovery time increased from 0.5 to 0.55 seconds.
Lifeweaver
Healing Blossom
Healing progress can now charge passively at a reduced rate.
No longer reduces movement speed when holding a full charge.
Petal Platform
Duration only counts down while the platform is raised.
Platform now resets if no one is standing on it for 2 seconds.
Duration increased from 10 to 12 seconds.
Health reduced from 400 to 300.
Rejuvenating Dash
Healing reduced from 60 to 45.
Mercy
Base health reduced from 250 to 225.
Caduceus Staff
Primary fire healing increased from 55 to 60 health per second.
Secondary fire damage boost increased from 25% to 30%.
Moira
Base health reduced from 250 to 225.
Biotic Grasp
Secondary fire damage increased from 60 to 65 damage per second.
Lúcio
Base health reduced from 250 to 225.
Sonic Amplifier
Primary fire damage increased from 18 to 22.
Hero Quality of Life Updates
Support
Juno
Mediblaster
The weapon model visuals and firing sounds were updated to indicate when the weapon is at low ammo.
The heal sounds that play locally to the Juno player were updated to be more noticeable when healing allies closer to full health.
Pulsar Torpedoes
The cooldown when the ability is canceled after no successful lock-ons has been reduced from 5 seconds to 2 seconds.
Line of Sight checks were improved to better find targets with hitboxes in view.
Added range forgiveness of an extra 5 meters on current targets that might move beyond the max 40 meters range.
The local cancel sound was increased in volume to be more noticeable for the Juno player.
The ally and enemy impact sounds were updated to be more noticeable for the Juno player.
Healing torpedoes have new impact visuals when hitting enemy barriers and when clipping near walls.
Glide Boost
Now adjusts Juno better when she hits level architecture such as doorways.
Hyper Ring
Juno players will now hear the initial Hyper Ring apply sound when entering their own ring for the first time.
The sound when re-entering the Hyper Ring was updated to be more noticeable.
Orbital Ray
The Ultimate enemy voice line was updated in tone to better contrast the ally version.
The enemy version of the ray’s start sound was updated to be more noticeable.
Map Updates
Flashpoint
Passing through the spawn door barrier of your own spawn will apply a temporary speed boost to get to the capture point faster.
The speed boost is removed when taking or dealing damage.
The speed boost is applied by both the default and forward spawns.
The speed boost counts toward the existing movement speed bonus cap of 75%.
Push
The Push bot collision has been updated so players cannot contest from certain high ground positions.
General map & Mode updates
Updates to our map recency system to increase the frequency of new maps and modes at the start of each season.
Capture point outlines can now be seen through walls on Clash and Flashpoint when the capture point is unlocked.
Lighting scenarios are now randomized in Quick Play and Competitive Game Mode.
Knockdown time when two charging abilities collide reduced from 2 to 1.7 seconds.
Developer Comments: This stun time reduction applies to the knockdown that happens when two charging abilities collide and result in a tie (with Reinhardt, Doomfist, Brigitte, Mauga, Bob). The counterplay and interaction of two charging abilities impacting each other is great, but it took both players out of the fight a little too long.
Tank
D.Va
Developer Comments: These changes will improve D.Va’s effectiveness against smaller targets as she became less effective against armored enemies in the previous patch.
Fusion Cannons
Weapon spread reduced from 3.75 to 3.375 degrees.
Boosters
Impact damage increased from 15 to 25.
Junker Queen
Developer Comments: The Tank knockback resistance passive was affecting Junker Queen’s pull effect more than intended. The distance can be affected by their movement, but Tanks are now pulled in about 5-6 meters instead of only 3 meters or so.
Jagged Blade
Now pulls tanks further.
Rampage
Startup time reduced from 0.75 to 0.5 seconds.
Orisa
Developer Comments: Orisa’s survivability was reduced more than necessary in her last round of changes so we’re partially reverting the cooldown increase to Javelin Spin.
Javelin Spin
Cooldown reduced from 9 to 8 seconds.
Roadhog
Developer Comments: Roadhog’s already-powerful survivability increased significantly with the headshot damage reduction from the tank role passive so these changes are to help bring that back in line.
Base health reduced from 650 to 600.
Take a Breather
Damage reduction reduced from 50 to 40%.
Damage
Cassidy
Developer Comments: We’re reverting the Magnetic Grenade ability to be deployed like Cassidy’s previous Flashbang ability, but it will keep the Hinder effect instead of a full stun. We’ve heard feedback surrounding the Magnetic Grenade ability and agree that while the fantasy of a homing grenade was fun, the moment-to-moment gameplay of it often felt too unpredictable as to whether it would land or not. The Hinder effect has been a useful tool to act as a counter to highly mobile heroes without going back to a full stun and the enemy player losing the ability to fight back.
The Deadeye ultimate is getting an adjustment to increase its flexibility toward the end of its duration, enabling it to get value outside of buying time for Cassidy or his allies, though it may be riskier to hold it for a long time as the damage reduction will fade away along with the movement speed penalty.
Peacekeeper
Secondary fire “Fan the Hammer” damage reduced from 50 to 45.
Combat Roll
Damage reduction reduced from 75 to 50%.
Flashbang
Magnetic Grenade ability is now Flashbang.
Hinders enemies instead of Stunning them for 1.2 seconds.
Movement speed reduction increased from 30% to 50%.
Hinder now prevents crouching movement.
45 explosive damage.
12 second cooldown.
Deadeye
Movement speed penalty now scales down over time, from 70% to 35%.
Damage reduction now scales down over time, from 40% to 0%.
Mei
Developer Comments: Mei’s damage output over time is intended to be on the low end for a Damage hero, as she offers strong utility and survivability through her ability kit, but we would like to make the secondary fire icicle more rewarding by increasing the damage and slightly more difficult to land consistently.
Endothermic Blaster
Secondary fire base projectile size reduced from 0.15 to 0.12 meters.
Secondary fire damage increased from 75 to 85.
Reaper
Developer Comments: With the previous patch change to how armor reduces damage, shotgun weapon heroes like Reaper lost some value since much of their gameplan revolved around pressuring large tank heroes. To help shift Reaper toward being more effective against smaller targets we’re tightening the weapon spread on the Hellfire Shotguns and reducing the amount of time enemies have to react to his Shadow Step teleport.
Hellfire Shotguns
Weapon spread reduced from 6.5 to 6 degrees.
Shadow Step
Cast time reduced from 1.5 to 1.2 seconds.
Sojourn
Developer Comments: This change is reducing the burst damage potential of the secondary fire Railgun shot to both lessen frustration from playing against that burst damage, and to shift power into her sustained primary fire damage. This should smooth out the feast-or-famine nature of Sojourn consistently hitting the secondary fire shots.
Railgun
Secondary fire damage scaling reduced from 30-130 damage down to 1-100 damage.
Secondary fire projectile no longer requires Overclock to pierce enemy players.
Primary fire shots per second increased from 14 to 16.
Overclock
Energy charge rate increased from 100 to 120 per second.
Symmetra
Developer Comments: To help solidify Symmetra as a close-range threat, we’re increasing her health to better survive in that range, along with how quickly her primary fire beam damage ramps up.
Base health increased from 100 to 125 (Total health increased from 250 to 275).
Photon Projector
Primary fire charge rate increased 25%.
Support
Illari
Developer Comments: Illari’s Healing Pylon is intended to be useful for healing her team in relatively safe positions without much focus required, which enables her to either apply pressure with her primary fire or spot heal in bursts from her more limited secondary fire healing beam. To encourage this, it now has improved health and healing output, but is less effective when Illari uses it to heal herself.
Outburst
Damage increased from 10 to 25.
Healing Pylon
Healing per projectile increased from 30 to 40.
Pylon healing is now only half as effective when targeting Illari.
Max health increased from 100 to 125.
Kiriko
Developer Comments: “Hard knockdown stuns” refer to most all of the existing knockdowns where the player is stunned and laying on the ground (such as Reinhardt’s Earthshatter), with the exception of Ana’s Sleep Dart effect, which is removed upon taking damage or Protection Suzu’s cleanse.
Developer comments: Roadhog benefitted greatly from the recent headshot reduction passive for Tanks so we are nerfing his survivability. This change to Take a Breather is aimed at encouraging more mindful resource management. The change to Whole Hog will make the ultimate more of a zoning tool while lowering its lethality, especially against tanks with their recently increased knockback resistance.
Take a Breather
Resource regeneration rate reduced from 10 to 8 per second.
Maximum healing reduced from 450 to 400.
Cooldown reduced from 1.5 to 1.25 seconds.
Whole Hog
Knockback increased from 14 to 16.
Damage per pellet reduced from 7 to 6.
Sigma
Developer comments: Our last patch aimed to make some Tank ultimates more forgiving to use during combat. Sigma’s Gravitic Flux can suffer from missing due to slight line of sight checks but we don’t believe this change had proper communication for all instances. We may return to this change for Sigma down the line with updated visuals.
Gravitic Flux
Gravitic Flux now requires line-of-sight to lift targets again.
Cooldown is no longer decreased by half when used underground.
Cooldown is accelerated by 90% when underground.
Burrow
Added a 0.2-second grace period after the Burrow timer runs out where emerging can still be charged.
Developer Comments: As we continue to monitor Venture’s gameplay throughout their release Season, we are making a change today that adds more flexibility to using Drill Dashes. Players will now be less punished for using their Drill Dash above ground and immediately burrowing due to the new accelerated cooldown while underground.
When a player is currently on a loss streak, the matchmaker will try to avoid putting the player on a team that is statistically calculated to have a lower chance of winning.
HERO UPDATES
GENERAL
Armor health has been reverted to provide a flat damage reduction of 5 per projectile, up to a maximum of 50% damage reduction.
Out-of-combat health regeneration changed from 20 health per second to 10 health per second + 5% of maximum health.
Developer comment: Armor is being reverted to its original functionality to better resistance rapid fire damage and shotgun-type weapons. Out-of-combat health regeneration has been a positive but subtle addition to the game, but had a much smaller impact for tank heroes due to their massive health pools, so we’re adjusting it to heal for a percentage of maximum health.
TANKS
Role Passive
Tanks now have 25% damage reduction against critical headshot damage.
Knockback resistance increased from 30% to 50%
Developer Comment: Although armor health will now be more effective in some of the more difficult matchups, it will also be losing potency against the typically slower, higher damage instances. To help reduce the feeling of tanks being taken out too quickly by high bursts of damage, the role-wide passive now provides improved defense against critical headshot damage.
Junker Queen
Commanding Shout
Can now be activated while using other abilities.
Cooldown reduced from 14 to 12 seconds.
Developer Comment: Junker Queen being able to activate Commanding Shout while swinging her axe or during her Ultimate ability will make it more responsive for when an additional burst of health or movement speed is needed.
Sigma
Gravitic Flux
No longer requires line of sight to the center of the effect.
Developer Comment: Similar to how Graviton Surge functions, Gravitic Flux no longer needs line of sight to affect enemy targets in its area. There are a fair amount of counterplay options to deal with this ultimate so we’re making it more reliable to grab enemy targets within its area of effect.
Wrecking Ball
Grappling Claw
Impact damage increased from 50 to 60.
Piledriver
Movement lockout duration for enemies increased from 0.5 to 0.75 seconds.
Minefield
Damage increased from 130 to 165.
Explosion knockback increased from 5 to 10.
Developer Comment: Wrecking Ball has been performing much better after his recent update and these tuning changes will help his abilities feel more impactful.
Zarya
Graviton Surge
Radius increased from 6 to 7 meters.
Duration increased from 3.5 to 4 seconds
Developer Comment: We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Graviton Surge was still very useful to set up combos with other ultimate abilities but we want to makes sure it’s powerful enough on its own.
DAMAGE
Junkrat
Frag Launcher
Impact damage increased from 40 to 45 (Total damage increased from 120 to 125).
Developer Comment: Junkrat’s weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We’re increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute.
Echo
Duplicate
Ultimate gain multiplier while transformed increased from 4 to 4.5.
Developer Comment: While the main benefit of Duplicate is a second health pool and the utility of another hero’s abilities, it was often too difficult to charge an ultimate in the Duplicate time limit so we’re increasing the bonus multiplier slightly.
Hanzo
Dragonstrike
Speed increased from 12 to 15 meters per second.
Developer Comment: The Dragonstrike ultimate hasn’t been very effective outside of being used in a combo with other abilities that restrict enemy movement, so we’re increasing its speed to help position it as less of a zoning tool and more likely to deal some damage.
SUPPORT
Brigitte
Rally
Now resets Shield Bash cooldown upon activation.
Developer Comment: Resetting the Shield Bash cooldown on ultimate activation was too much potential burst damage for Brigitte when the average maximum health of everyone was lower, but it’s much more reasonable now that it won’t be as lethal.
Just "improve" by changing the backgrounds based on "rarity".
I tried Hazard and can definitely confirm it's a bit broken, especially when paired with good supports. I had a lot of fun and could climb quickly, since many tanks don’t know how to control the game pace.
Yeah you are right. So few days of meme comps and then instalock comps with 5 DPS and 1 SUP. People will notice the "real" OW Classic. Gonna play anyways, just for the nostalgic feelings. lol
I agree, it may be fun. Touched the v1.0 patch few times, I wasn't interested in the game at first, started to play more often around 2 or 3 years after release. All the OW2 new players will know the DPS instalock
nightmare, until a team comes to 5 Winton/Genji and 1 Mercymemes, Bastion with shield~, Symetra as support (with infamous troll TP) and the most unbalanced version of the game.They reverted Ram nerf in the last patch today. =]
TANK
Orisa
Energy Javelin
Fortify
Ramattra
Pummel
Wrecking Ball
Quad Cannons
Grappling Claw
DAMAGE
Sombra
Hack
Translocator
EMP
SUPPORT
Juno
Orbital Ray
Probably they will buff her slowly, until players starts complaining about other players exploiting her abilities to solo kill Zen, Ana, or any heroes without mobility skills. The Sombra patching loop.
Overwatch 2 x World of Warcraft
Join the celebration as Overwatch and World of Warcraft unite the realms for a legendary crossover event! From September 17-30, dive into glory with Sylvanas Windrunner Widowmaker, Lich King Reinhardt, Thrall Zenyatta, and Diamond Magni Torbjorn Legendary skins - complete with iconic voice lines, emotes, and Plays of the Game inspired by WoW. Play now to unlock up to 8 free rewards and experience the magic!
General Updates
Competitive Updates
HERO UPDATES
GENERAL
TANK
Tank Role Passive
• Knockback resistance reduced from 40% to 25%.
D.Va
Orisa
Fortify
Roadhog
Take a Breather
Sigma
Hyperspheres
DAMAGE
Bastion
Configuration: Assault
Configuration: Artillery
Cassidy
Flashbang
Deadeye
Hanzo
Storm Bow
Venture
Explorer’s Resolve
SUPPORT
Moira
Coalescence
Lifeweaver
Thorn Volley
Zenyatta
Destruction Orb
Orb of Discord
Map Updates
CLASH
FLASHPOINT
Winston
Tesla Cannon
DAMAGE
Ashe
The Viper
Sombra
Virus
SUPPORT
Juno
Mediblaster
New Hero – Juno
New Core Game Mode - Clash
New Clash Map - Throne Of Anubis
Hero Mastery Updates
General Updates
Hero Updates
Tank
D.Va
Defense Matrix
Orisa
Energy Javelin
Zarya
Particle Cannon
Damage
Echo
Base health reduced from 250 to 225.
Hanzo
Junkrat
Frag Launcher
Sojourn
Railgun
Sombra
Base health reduced from 250 to 225.
Virus
Impact damage increased from 25 to 35.
Stealth
Bonus movement speed increased from 45 to 60%.
Torbjörn
Developer Comment: This shift in armor health for Torbjorn is to increase survivability against the heroes which are most affected by armor’s damage reduction, such as Tracer.
Support
Illari
Solar Rifle
Captive Sun
Projectile environment collision size reduced from 0.15 to 0 meters.
Juno
Mediblaster
Pulsar Torpedoes
Hyper Ring
Orbital Ray
Kiriko
Base health reduced from 250 to 225.
Kunai
Lifeweaver
Healing Blossom
Petal Platform
Rejuvenating Dash
Mercy
Caduceus Staff
Moira
Biotic Grasp
Lúcio
Sonic Amplifier
Primary fire damage increased from 18 to 22.
Hero Quality of Life Updates
Support
Juno
Mediblaster
Pulsar Torpedoes
Glide Boost
Hyper Ring
Orbital Ray
Map Updates
Flashpoint
Push
General map & Mode updates
Hero Updates
Tank
Ramattra
Nemesis Form
Zarya
Particle Barrier
Projected Barrier
Damage
Pharah
Support
Illari
Healing Pylon
Captive Sun
Lúcio
Sonic Amplifier
New Map: Runasapi
Hero Updates
General
Developer Comments: This stun time reduction applies to the knockdown that happens when two charging abilities collide and result in a tie (with Reinhardt, Doomfist, Brigitte, Mauga, Bob). The counterplay and interaction of two charging abilities impacting each other is great, but it took both players out of the fight a little too long.
Tank
D.Va
Fusion Cannons
Boosters
Junker Queen
Jagged Blade
Rampage
Orisa
Javelin Spin
Roadhog
Take a Breather
Damage
Cassidy
The Deadeye ultimate is getting an adjustment to increase its flexibility toward the end of its duration, enabling it to get value outside of buying time for Cassidy or his allies, though it may be riskier to hold it for a long time as the damage reduction will fade away along with the movement speed penalty.
Peacekeeper
Combat Roll
Flashbang
Deadeye
Mei
Endothermic Blaster
Reaper
Hellfire Shotguns
Shadow Step
Sojourn
Railgun
Overclock
Symmetra
Photon Projector
Support
Illari
Outburst
Healing Pylon
Kiriko
Developer Comments: “Hard knockdown stuns” refer to most all of the existing knockdowns where the player is stunned and laying on the ground (such as Reinhardt’s Earthshatter), with the exception of Ana’s Sleep Dart effect, which is removed upon taking damage or Protection Suzu’s cleanse.
Swift Step
Protection Suzu
Map Updates
Colosseo
Roadhog
Take a Breather
Whole Hog
Sigma
Gravitic Flux
Venture
Drill Dash
Burrow
MATCHMAKING UPDATES
HERO UPDATES
GENERAL
Developer comment: Armor is being reverted to its original functionality to better resistance rapid fire damage and shotgun-type weapons. Out-of-combat health regeneration has been a positive but subtle addition to the game, but had a much smaller impact for tank heroes due to their massive health pools, so we’re adjusting it to heal for a percentage of maximum health.
TANKS
Role Passive
Developer Comment: Although armor health will now be more effective in some of the more difficult matchups, it will also be losing potency against the typically slower, higher damage instances. To help reduce the feeling of tanks being taken out too quickly by high bursts of damage, the role-wide passive now provides improved defense against critical headshot damage.
Junker Queen
Commanding Shout
Developer Comment: Junker Queen being able to activate Commanding Shout while swinging her axe or during her Ultimate ability will make it more responsive for when an additional burst of health or movement speed is needed.
Sigma
Gravitic Flux
Developer Comment: Similar to how Graviton Surge functions, Gravitic Flux no longer needs line of sight to affect enemy targets in its area. There are a fair amount of counterplay options to deal with this ultimate so we’re making it more reliable to grab enemy targets within its area of effect.
Wrecking Ball
Grappling Claw
Piledriver
Minefield
Developer Comment: Wrecking Ball has been performing much better after his recent update and these tuning changes will help his abilities feel more impactful.
Zarya
Graviton Surge
Developer Comment: We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Graviton Surge was still very useful to set up combos with other ultimate abilities but we want to makes sure it’s powerful enough on its own.
DAMAGE
Junkrat
Frag Launcher
Developer Comment: Junkrat’s weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We’re increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute.
Echo
Duplicate
Developer Comment: While the main benefit of Duplicate is a second health pool and the utility of another hero’s abilities, it was often too difficult to charge an ultimate in the Duplicate time limit so we’re increasing the bonus multiplier slightly.
Hanzo
Dragonstrike
Developer Comment: The Dragonstrike ultimate hasn’t been very effective outside of being used in a combo with other abilities that restrict enemy movement, so we’re increasing its speed to help position it as less of a zoning tool and more likely to deal some damage.
SUPPORT
Brigitte
Rally
Developer Comment: Resetting the Shield Bash cooldown on ultimate activation was too much potential burst damage for Brigitte when the average maximum health of everyone was lower, but it’s much more reasonable now that it won’t be as lethal.
Perhaps no one asked for it, yet it strengthens and promotes both brands. It's good to keep the game in the mainstream.
HERO UPDATES
Tank
Orisa
Fortify
Javelin Spin
Damage
Venture
SMART Excavator
Drill Dash
Tectonic Shock
TL;DR in S11 Ximmers will be restricted to play competitive, forced to play against PC players in Quick Play with aim assist off