Blizzard Archive

07 Jan Upcoming Competitive Play Changes for Season 8 Scott Mercer from the Overwatch team recently shared a few updates for Competitive Play that will launch in Season 8. You can read a copy of his post below: ---------------------- Limiting the Skill Rating variance for Teams With the debut of the new competitive season 8 in January we’re going to be making a few matchmaking changes to increase match quality. The first change is limiting the maximum Skill Rating (SR) difference between the highest SR player on a team and the lowest SR player on the same team. This will especially help players at both the lower and higher limits of SR, where there are typically fewer players available. If a player has an SR of 4500, there are not that many other players who have a similarly high SR. The matchmaker has previously assigned players who are of a much lower SR to the same team as 4500 SR player, and hasn’t always created the best match experience possible. We implemented the technology for this change in the 1.17.0.3 patch at the end of November, but did not aggressively tune the SR value of the limit. During the month of December we will be quietly testing the effect of more restrictive SR limits to both match quality and queue times. With the data and player feedback from testing, we’ll then come back from our holiday break on January 2 and apply a finalized set of values for Season 8. Note that the matchmaker will still allow you to group with other players according to the current SR limits at their skill tier, which is 1000 SR for Bronze through Diamond, 500 SR for Master, and 250 for Grandmaster. We recently restricted the SR grouping limit at Grandmaster with this new Season 8 change in mind. Removing Personal Performance Skill Rating Adjustments for Diamond tier players and above Ok, this explanation is going to be pretty lengthy, so everyone grab some popcorn and buckle up. When you win a competitive match of Overwatch, you gain Skill Rating, and when you lose a match you also lose Skill Rating. The amount that you gain or lose is calculated based on many different factors, and here’s a quick list of some of the most important ones: If you have a higher than 50% chance to win a match, you gain less for a win and lose more for a defeat. Conversely, if you were an underdog in a match than you gain more SR when you win and lose less SR when defeated. New players experience both higher gains and higher losses than players who have completed a lot of matches. You gain less SR for a win than you lose for a defeat as you more closely approach the system’s mathematical upper limit 5000 SR. (So at very high SRs you do need a greater than 50% win rate to keep your SR stable.) There is also another factor in determining the SR change after completing a match, and that’s a measurement of how well you personally performed during the match. If you perform well than you gain more SR when you win, and lose less SR when defeated. The reverse is also true, so if you perform very poorly you gain less SR for a win and lose additional SR when defeated. The personal performance adjustments have been controversial amongst the community for quite some time, especially since the calculations for these adjustments are not at all transparent. The adjustment does create a lot of positive system wide effects including rewarding players who make the effort to play well, punishing inactive players, and more quickly providing fairer matches for new players or those who decide to play a new hero or role. So we spent quite a lot of time examining data over multiple seasons, checking a lot of math, reading a LOT of community feedback, and then doing some deep soul searching about this. Especially at the higher levels of online competition where every point of SR matters, we want players to not be distracted and worry about how to optimize around the personal performance adjustment. They should just be trying to WIN. So after we get back from the holidays on January 2nd we’re going to turn off the personal performance SR adjustments for players in the Diamond skill tier and above. We look forward to everyone playing matches and giving us feedback about these changes in Season 8!Vaneras28 07 Jan
31 Dec Doomfist Update Please note: The PTR is not yet live, the fixes mentioned below are slated to be implemented in the next PTR version. Geoff Goodman, Principal Designer for Overwatch, posted the following information over night regarding a number of Doomfist issues: I wanted to give you guys a quick update on some Doomfist issues we’ve been working on. We’ve just updated the PTR today with many bug fixes, and even since then we’ve fixed a few more. Here is a summary of where we are right now with Doomfist issues specifically: Things that are fixed Wall slamming should be much improved. The wall slamming logic has also been simplified so players should find that a 45 degree impact angle is the cutoff between the target being slammed into the wall, or sliding off. This is the biggest change that should be noticeable instantly. Rocket Punch now breaks breakables again. Not only was the bug fixed that caused it to no longer break breakables, but the system we have in place now should break them much more consistently than before. Seismic Slam being canceled when landing too close to a wall should be fixed. Seismic Slam will now ‘slide’ a small ways up ramps instead of instantly triggering. Winston’s leap has also changed in the same way. The slide distance is manually tuned so let us know if it seems like he is sliding up ramps too much or too little. Things we’re still working on Seismic Slam has a bug when you or your target is near a corner, it will sometimes not find them as a valid target. We have identified this bug but it is going to take a little longer to get a fix in place. Ghost punches. This is an issue where you Rocket Punch and go through an enemy, instead of impact them. Some of these reports are latency related, but we did find an issue that was causing this to come up beyond just typical networking issues. Hopefully we’ll get in a fix in soon. Corner bounce. This happens if you use Rocket Punch near a corner or edge, and it causes you to ‘bounce’ off and slide quite a ways away, probably messing up your punch. This is a recent bug caused by a seemingly unrelated change. We have identified why this can happen though, and are working on a fix for it. Things we’re still investigating Rocket punch vs. Rocket Punch/Charge. We get reports that it can feel really ‘random’ what happens when 2 Doomfists using Rocket Punch hit each other, or a Reinhardt using charge hits a Doomfist that is Rocket Punching. We’re still gathering data and information on this one, and hope to be able to improve the consistency of situation. The intended result is that both players should fall over, much in the same way that two Reinhardts charging into each other knocks both of them down. Aerial Seismic Slam sometimes causing Grounded Seismic Slam. We’ve gotten reports of people being up in the air and using Seismic Slam sometimes triggering the ‘Grounded’ version instead of the ‘Aerial’ version. This one seems really rare so its pretty hard to track down, but we’re looking into it. We also have heard your feedback that you’d like to see more details about bug fixes in our patch notes, instead of just tuning changes and features. We’re going to work on this, so starting next patch there will be more detailed information on this kind of stuff. Thanks for all the feedback and keep it coming, especially if you get a chance to play on the PTR and test out these changes.Vaneras26 31 Dec
15 Dec [ALL] Overwatch Patch Notes - December 14, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. BUG FIXES General Fixed an issue that caused the game client to crash when certain visual effects were displayed Competitive Play Fixed a bug in Competitive Play that sometimes caused incorrect time adjustments between subsequent rounds on hybrid maps Heroes [PC] Fixed a bug that prevented Mercy's Resurrection cooldown from resetting after activating Valkyrie Fixed a bug that prevented Torbjörn’s Forge Hammer from upgrading his turret when used at certain angles and distancesVaneras0 15 Dec
12 Dec [ALL] Overwatch Patch Notes - December 12, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. JUMP TO SECTION: Patch Highlights Game Browser and Custom Games Hero Gallery Bug FixesVaneras4 12 Dec
30 Nov [ALL] Overwatch Patch Notes – November 30, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. HERO UPDATES Moira Changed Moira’s ultimate ability name from Fusión to Coalescencia in Latin American Spanish (esMX) Added four new voice lines when Moira says her ultimate ability name in Latin American Spanish (esMX) COMPETITIVE PLAY General Made improvements to matchmaking that will decrease the range of Skill Rating between players on the same teamDeveloper Comment: This change will help players get placed with allies and against opponents of a similar skill level, which should lead to more satisfying games. BUG FIXES General Fixed an issue that caused the main menu to be unusable for certain playersHeroes Fixed a bug that allowed Moira’s Biotic Orb to pass through terrain and structures unintentionally. Vaneras0 30 Nov
25 Nov Quick Update from Jeff Kaplan Hey all, Thanks for all of the discussions here on the game. We've been reading as much as we can and appreciate all of the passion. Sorry we haven't posted as much as we usually do lately. We've been working really hard on some pretty awesome stuff for Blizzcon and we're super excited to share it all with you next week! I know some of you have concerns about some issues in the game so I wanted to just take a quick minute and tell you what our current focus is internally. We've been discussing the state of the Mercy rework a lot and listening to all of the feedback. Overall, we feel like the new direction for Mercy is much better for both Mercy and non-Mercy players. But we do feel like she's too dominant right now. In particular, we feel like the resurrect ability is changing the tone of the game to a degree which is simply too powerful. As such, we're experimenting with different toned-down versions of the ability. After all, resurrect is no longer an ultimate and is now an on-cooldown ability so it needs to be less powerful. I know that you're going to want more details but we're nearing a point with internal iteration where we feel comfortable putting something on the PTR soon. We'd rather have you play the changes than theorycraft them. Another topic that we've been focused on a lot lately is Competitive Play. We don't have immediate changes to discuss right now but we're closely studying issues and perceived problems with the system with an eye toward improvement. Along with that, we talk a lot about matchmaking within the competitive system. We have some plans that should improve some issues that players are seeing -- especially at the high end of the skill rating spectrum. We have long and short term plans for Competitive that should hopefully improve the experience over time. We're hoping that we can get more of these changes in at a faster pace rather than waiting for major milestones. Some of the matchmaking work we want to do is strictly done on our servers which means that we don't have to wait for a big patch to go out. Again, I know you want more specific details but game development is a process and we're actively discussing and iterating on ideas and systems right now. The third big focus that's being discussed is toxicity. A lot of what we do here we cannot and will not discuss publicly. The more players understand about how these systems work, the more they will be able to game them. There have been a lot of improvements in this area and the number of actioned players continues to rise. The more we restore your faith in our systems, the more we hope you use them (talking about reporting here specifically). We're also hoping to have player feedback in the game when someone you reported was actioned by the end of the year. The email pilot program has gone well so far and we keep trying to expand that until we get the in-game system up and running. Please keep using the reporting system. I swear to you, it does work and we're really focused on improving it. But we need your help. Obviously, there is a lot more going on besides the three topics I brought up. But I think those three things are some of the issues the community as a whole is most concerned about and therefore I think those should be my team's top priorities. We have a ton of cool, fun stuff coming -- some of which will be announced at Blizzcon. And we're also really proud of some of the work we just completed to make spectating esports better. World Cup should be pretty cool and will teach us a lot for when it comes to improving spectating in the future. We really appreciate all of the passion you've shown for the game. We're lucky to have players like you. All the best, ow teamVaneras62 25 Nov
16 Nov [ALL] Overwatch Patch Notes – November 16, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. JUMP TO SECTION: Patch Highlights General Updates Hero Updates User Interface Bug FixesVaneras5 16 Nov
26 Oct Season 6 Ending Soon Hey everyone, Season 6 of Competitive Play is coming to an end soon, so we wanted to lay out a few key dates and important pieces of information regarding the upcoming season roll. DATE AND TIMES Season 6 will officially end on Sunday, October 29 at 02:00 CEST. Season 7 is currently scheduled to launch three days later on Wednesday, November 1 at 01:00 CET. SEASON 6 REWARDS If you completed your placement matches during Season 6, you will eligible to receive a special spray and player icon. These will be unlocked automatically when you log into your account the first time after the season ends. If you are placed within the Top 500 players on your platform (and in your region) at the end of the season, you'll receive an extra player icon and animated spray on top of the other seasonal rewards. Aside from sprays and icons, you'll also receive a number of Competitive Points based on the maximum skill rating you achieved during the season. Here's the Skill Rating (SR) to Competitive Point (CP) breakdown for Season 6: SR 1-1499 (Bronze): 65 CP SR 1500-1999 (Silver): 125 CP SR 2000-2499 (Gold): 250 CP SR 2500-2999 (Platinum): 500 CP SR 3000-3499 (Diamond): 750 CP SR 3500-3999 (Master): 1250 CP SR 4000-5000 (Grandmaster): 1750 CP THANKS FOR PLAYING! Thank you for joining us for Season 6 of Competitive Play! Whether you placed in the Top 500 or just completed your placement matches, we're glad you’re a part of our community and hope to see you in Season 7. Until then, be sure to keep your eyes on playoverwatch.com, as well as our Twitter and Facebook pages for all the latest game news!Vaneras0 26 Oct
10 Oct Overwatch Halloween Terror Victory Pose Update Good evening, everyone, and welcome to Overwatch Halloween Terror! As some of you may have already noticed (especially if you joined us for our Halloween event last year), we’ve made two major changes to this year’s selection of seasonal victory poses: The first change is that many of the tombstone-themed victory poses from our 2016 collection will no longer drop from Halloween Loot Boxes. These poses can still be unlocked in the Hero Gallery, however, at the discounted price (75 credits) for the duration of the event. The second change is that we’ve introduced a new series of pumpkin-themed victory poses to our 2017 collection. These poses will drop from Halloween Loot Boxes and be available in the Hero Gallery at their full introductory price (225 credits) for the duration of the event. For context: While the tombstone victory poses certainly capture the spookiness of Halloween, we don’t think they speak to our heroes’ personalities very well. The one notable exception here is Reaper. For him, having a tombstone-themed victory pose makes a lot of sense, as it reflects not only the design, but theme of his character as well. So starting this year, the old tombstone poses—excluding Reaper’s—will no longer drop from our Halloween Loot Boxes, but they can still be unlocked via the Hero Gallery for 75 credits each. We’ve also created brand new pumpkin victory poses for some of our heroes, which can be earned from Halloween Loot Boxes as well as unlocked via the Hero Galley for 225 credits each. (Reaper’s R.I.P Victory Pose will continue to drop from Halloween Loot Boxes and remains available in the Hero Gallery at the discounted event price.) To learn more about our Overwatch Halloween Terror event, click here. In the meantime, grab your largest candy bag, put on some spine-chilling music, and get ready to test your mettle against Dr. Junkenstein’s metal minions!Vaneras0 10 Oct
10 Oct [ALL] Overwatch Patch Notes – October 10, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. JUMP TO SECTION: Patch Highlights General Updates Hero Updates User Interface Updates Bug FixesVaneras5 10 Oct
01 Oct Linear Ramp and Aim Curves Hi, Please find below a message from Tim Ford, our Lead Engineer, about Linear Ramp and Aim Curves: ...Lliodelur13 01 Oct
28 Sep [PS4/XB1] Overwatch Patch Notes – September 27, 2017 A new patch is now live on PlayStation 4 and Xbox One. 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. GENERAL UPDATES General The credit that Mercy’s Resurrect contributes toward her on-fire meter has been adjusted to account for the recent changes in its functionality Arcade Updates Hanamura, Horizon Lunar Colony, Temple of Anubis, or Volskaya Industries have been removed from the Deathmatch and Team Deathmatch map rotation, but can still be selected in Custom Games User Interface Updates Made several adjustments to the spectator camera to improve the viewing experience BUG FIXES General Fixed a bug that caused the audio from Junkertown’s front gate to play when previewing and opening Loot Boxes Fixed a bug that prevented the stagger and knockdown VO from canceling active voice lines Fixed a bug that allowed an incorrect voice line to play when firing D.Va's Micro Missiles Fixed an issue that caused the spectator camera to lose track of heroes and player-controlled objects (e.g. Junkrat’s Rip-Tire) Heroes Fixed a bug that prevented Genji and Mercy's ultimate voice lines from functioning properly when the Oni or Winged Victory skins were equipped Maps Fixed an issue that caused sound effects to continuously repeat when using a beam weapon (e.g. Zarya's Particle Cannon) to destroy the motorcycle in the attackers' spawn room on Junkertown Fixed an issue that activated audio cues that are typically associated with enemy hits when shooting the motorcycle on JunkertownVirnethael0 28 Sep
27 Sep Rare Competitive Play SR/Penalty Bug – 26/9 We recently identified a bug that, in extremely rare cases, can cause players to lose their skill rating progress and sometimes receive a seasonal ban from Competitive Play without any prior penalties for leaving early or being kicked for inactivity. This bug is a high priority for our team, and we’re working on a fix to prevent further instances of it occurring as we speak. In the meantime, we’ll be removing the seasonal ban for all players affected by this bug as well as restoring their skill rating. To date, this bug has impacted fewer than 200 accounts, but we’ll continue to monitor for additional occurrences and provide assistance until we can implement a permanent fix. We don’t have an ETA to share right now for when the fix will go live, but we’ll update this thread as soon more information becomes available. We sincerely apologize for any inconvenience or frustration this bug has caused and are grateful for your patience and ongoing reports.Meldheron0 27 Sep
26 Sep An update on Hit Registration issues The following information was posted by Lead Engineer, Tim Ford, in response to a forum thread on the topic of Hit Registration, which features a compilation of player submitted footage that illustrate Hit Registration issues at play: Hey everyone, Thank you consolidating all these videos. Having access to hard evidence, in context, is immeasurably useful. We’d like to give you an update of where we stand with respect to hit registration issues. I’ll group these issues into three buckets: Issues where we understand the problem and are working on a fix Issues for which we have a fix on deck or a recently deployed fix Issues which are not defects, but deliberate trade-offs against “favor the shooter” Let’s look at each of these in turn. The biggest outstanding issue emerges from how we reconcile lost player input on the server. Whenever your input doesn’t make it consistently to the server because of connection inconsistency, there’s a chance that the server will not replicate your aim synchronized with when you pressed the fire button. This error is exacerbated by recoil-based weapons, since your aim will certainly have changed the frame after you fire a recoiling weapon. If the server doesn’t honor your aim direction at the moment you fired because of packet loss, you will very likely mispredict. We are actively investigating a fix for this, which we hope to deploy with the next major patch. We’ve also identified and have a potential fix for any false hit registration in kill cam, highlights PoTG or spectator views. We’re continuing to test the fix, and we hope to deploy it with the next major patch as well. We have a fix for a host of Hanzo related mispredict issues. We identified a defect in how we processed successive shots after poor network conditions affected prior shots. The Hanzo fix will go live with the next major patch. In addition, we deployed a fix where a target’s collision could be displaced from where they were drawn on screen by as much as 16 milliseconds in the 1.15 build. In our 1.14 build, we fixed a bug where your player position (and therefore your gun position) would have mispredicted shots when you were moving in close proximity to other players. This bug primarily affected our close-range hit-scan heroes like Reaper and Roadhog. Finally, there are a handful of videos in this thread that demonstrate some of the deliberate trade-offs we made against our “Favor the Shooter” philosophy. Any shot mispredicted against a dashing Genji, Mercy, Tracer or Doomfist is deliberate. A handful of other abilities exhibit this behavior as well (Winston/Pharah Leap, Sombra translocate, etc.) We have rules in place where we will not favor the shooter if your target executes one of these maneuvers. This is a trade-off that we have made to accommodate the realities of the internet. From the data we have collected, none of these issues are new; all of them have been in the game since Beta. We enjoy a very passionate community that does a fine job scrutinizing our game, and we humbly and graciously accept the challenge to reach the high bar you have set. Please continue to send us videos. If possible, please find videos where the network-connection icons aren’t hidden by overlay UI. We will be much more successful if we have a complete picture of any defect. Thanks again!Vaneras0 26 Sep
22 Sep [PC] Overwatch Patch Notes – September 21, 2017 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 these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date. GENERAL UPDATES General The credit that Mercy’s Resurrect contributes toward her on-fire meter has been adjusted to account for the recent changes in its functionality Arcade Updates Hanamura, Horizon Lunar Colony, Temple of Anubis, or Volskaya Industries have been removed from the Deathmatch and Team Deathmatch map rotation, but can still be selected in Custom Games User Interface Updates Made several adjustments to the spectator camera to improve the viewing experience BUG FIXES General Fixed a bug that caused the audio from Junkertown’s front gate to play when previewing and opening Loot Boxes Fixed a bug that prevented the stagger and knockdown VO from canceling active voice lines Fixed a bug that allowed an incorrect voice line to play when firing D.Va's Micro Missiles Fixed an issue that caused the spectator camera to lose track of heroes and player-controlled objects (e.g. Junkrat’s Rip-Tire) Heroes Fixed a bug that prevented Genji and Mercy's ultimate voice lines from functioning properly when the Oni or Winged Victory skins were equipped Maps Fixed an issue that caused sound effects to continuously repeat when using a beam weapon (e.g. Zarya's Particle Cannon) to destroy the motorcycle in the attackers' spawn room on Junkertown Fixed an issue that activated audio cues that are typically associated with enemy hits when shooting the motorcycle on JunkertownVaneras0 22 Sep
20 Sep [RESOLVED] Oni Genji & Winged Victory Mercy Disabled Update 27/9: This issue has now been resolved on PlayStation 4 and Xbox One. Thank you for your patience. -------------------- Update 22/09: Mercy and Genji skins are now available again on PC. An update with a fix is in the works for PS4 & Xbox One, which will be released at a later date. -------------------- Following the release of yesterday's patch, we discovered an issue affecting two Legendary skins: Oni Genji and Winged Victory Mercy. This bug prevents the heroes’ ultimate voice lines from functioning properly when these skins are equipped. Due to the impact of this issue, we've temporarily disabled the affected skins and restored the default skin for any players who had Oni or Winged Victory equipped. We're working to remedy the situation quickly, but the fix will require a follow up patch in the coming days. For PC players, this patch will mostly likely be released this week, but we don’t currently have an ETA for the PlayStation 4 and Xbox One patches. We will provide updates as they become available. Sincere apologies for the inconvenience, and thank you so much for your patience!Ulvareth0 20 Sep
19 Sep Permanent Competitive Play Bans Incoming Over the last few months, we’ve made several changes to the game as part of our ongoing effort to build a better, more welcoming experience. These changes include increasing the severity of penalties for poor in-game behavior, adding a reporting system on PlayStation 4 and Xbox One, and piloting a program to notify players via email whenever their reports result in an action. Next week, we’re taking another step to help reduce unwelcome behavior by implementing permanent bans for Competitive Play. Starting Thursday, September 28, any player who accumulates three or more seasonal bans may be permanently banned from Competitive Play, removing their ability to participate in any future matches in that mode. Seasonal bans do not need to be consecutive to qualify for a permanent Competitive Play ban. For example, if a player earned seasonal bans in Seasons 2 and 4, and then earns another ban in Season 7, he or she will be eligible for a permanent ban from Competitive Play as soon as that third seasonal ban is issued. Additionally, neither seasonal bans nor permanent Competitive Play bans will decay or reset over time; once an account is permanently banned, it currently cannot return to good standing. SEASONAL BAN REMINDER: In Competitive Play, leaving early or being kicked for inactivity during a match will make you ineligible to join a new competitive game until the original match has been completed or cancelled. Players have the option to rejoin in-progress games; those who do not rejoin will receive a penalty. See below for details. If you leave or are kicked for inactivity within the first minute of the game, the entire match will be canceled and you will receive a penalty. The remaining players will receive neither a penalty nor a loss. If you leave or are kicked for inactivity after the one-minute mark, you will be given two minutes to reconnect or rejoin the match. If you return, the match will resume normally. If not, you will receive a penalty and the remaining players will be given the option to leave without receiving a penalty (though they will still receive a loss). Repeated occurrences of leaving early or being kicked for inactivity during a match will lead to restrictions on future competitive matches. As these violations accumulate, access to Competitive Play will be locked for an increasing amount of time. Completing matches without incurring further penalties will eventually return the account to good standing; however, repeated violations can also result in a ban from Competitive Play for the current season—including the forfeiture of any seasonal rewards. To learn more about our Code of Conduct, click here.Vaneras0 19 Sep
19 Sep [ALL]Overwatch Patch Notes - September 19, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. JUMP TO SECTION: Patch Highlights General Hero Updates Bug FixesVaneras4 19 Sep
08 Sep COPA Lúcioball Top 10 Rankings The 2017 Summer Games introduced COPA Lúcioball, which amped up the volume and offered a more competitive experience for skilled Lúcioball players. It featured placement matches, skill ratings tiers, leaderboards, and unique rewards including competitive points. One thing this mode did not include was way to highlight or celebrate top ranked players after the event had concluded. So, we've put together a short list of the final Top 10 COPA Lúcioball rankings in our four PC gaming regions (the Americas, Europe, Asia, and China) as well on both console platforms (PlayStation 4 and Xbox One). Click on the links below to quickly jump to each set of rankings. Top 10 Players in the Americas Top 10 Players in Europe Top 10 Players in Asia Top 10 Players in China We're exploring ways to incorporate this kind of information into the game client for future events, but for now we hope you enjoy seeing who the best COPA Lúcioball players are around the world. Thanks for joining us for the 2017 Summer Games!Vaneras0 08 Sep
06 Sep FFA DM Arcade Loot Box Reward Hey everyone, We’ve just deployed an update on PC, PlayStation 4, and Xbox One that will allow players who earned a loot box by completing last week’s featured Deathmatch card to earn ANOTHER loot box reward for completing this week’s featured Deathmatch card. See details below. For context: As many of you know, players are awarded a loot box whenever they win their first game in a new Arcade mode. Normally, players can tell if one of these loot box rewards is available by looking for a reddish-orange icon in the lower-right corner of a card in the Arcade menu. If the icon is there, a loot box reward is up for grabs. If not, the reward has already been collected or that particular mode isn’t eligible. Last week, when Deathmatch went live, we highlighted the mode with a card in the Arcade that featured our brand-new Deathmatch map, Château Guillard. This week, the card features the entire suite of Deathmatch maps. While the map pool has changed, the cards are actually the one-in-the-same and thus were intended to share a loot box reward. As a result, players who completed last week’s Deathmatch card weren’t eligible for this week’s reward, but would still see the icon. Rather than simply removing the icon from the Deathmatch card for players that collected the loot box reward last week, we’ve now added the ability for players to earn an additional loot box this week. This fix isn’t retroactive, however, so players will need to win another game of Deathmatch in order to collect that second loot box. We sincerely apologize for the confusion (we know it’s a little weird) and thank you both for your reports and your patience.Vaneras0 06 Sep
05 Sep Reinhardt Issues – Update Following up from an earlier post, here is where we are at with reported/known/reproducible Reinhardt bugs and issues. A few of the addressed issues (Fire Strike hit box, for example) were fixed before 1.13. The rest have either been fixed or iterated on in 1.13. All of these fixes should be available on the PTR by this afternoon. Addressed Reinhardt Issues Fire Strike hit-box was too small A host of hammer swing issues affected by high network latency have been addressed We’ve also increased Reinhardt’s hammer swing speed by 10% in general in 1.13 Several animation cancelling bugs (also high network latency related) have been fixed Fire Strike and Charge animations now synch correctly regardless of network latency Charge reliably pins targets instead of knocking them back (Note: we fixed a number of issues and all of the issues we were reliably able to reproduce. Because charge is a cone-based attack and latency is involved, there might be other issues that surface. Providing us reproducible steps or video clips will help us if additional issues arise) Charge reliably pins targets when moving up steep stairs/ramps (see above note) Remaining issues: Earthshatter isn’t picking up targets under certain circumstances. We intend to fix this issue in the next patch.Lliodelur19 05 Sep
01 Sep [PC] Overwatch Patch Notes – August 31, 2017 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 these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date. BUG FIXES General Fixed an issue that occasionally caused allied-player nameplates to appear redMeldheron0 01 Sep
30 Aug [ALL]Overwatch Patch Notes - August 29, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. JUMP TO SECTION: Patch Highlights General Hero Updates Competitive Play User Interface Bug FixesVaneras6 30 Aug
24 Aug Additional Changes for Competitive Play Season 6 In our latest developer update, Jeff Kaplan shared a variety of changes coming soon to Season 6 of Competitive Play. Along with these changes, there are two more important updates planned for Season 6 that we didn’t get to talk about in the video: Players in Silver, Gold, Platinum, and Diamond can now drop into lower skill tiers We’ve made some adjustments to how skill rating is calculated after a win/loss SKILL TIER UPDATES Players in Silver, Gold, Platinum, and Diamond will now be moved into lower skill tiers if they cannot consistently maintain the minimum skill rating for that tier. After a loss, the game will check to see what a player’s current tier and skill rating are—if their skill rating has not exceeded the minimum for their current tier for the past five games, they will be demoted. (Players will never be demoted on a win.) Don’t worry: Competitive Points awarded at the end of a season will still be based on the highest tier earned that season. So, for example, if you reached Platinum during Season 6, but ended the season in Gold, you will still receive a number of Competitive Points based on your Platinum ranking. SKILL RATING UPDATES We've adjusted the calculations that determine how much skill rating players will gain after a win and lose after a loss. These changes should help address some of the anomalies players have been reporting, especially with heroes that have lower win-rates. We'll continue tuning this system and are committed to making additional adjustments so that players are encouraged to play the hero they feel gives their team the best chance to win a competitive match. As a reminder, Season 5 ends August 28 at 5PM PT and Season 6 begins August 31 at 5PM PT. Competitive Point rewards for Season 5 can be found here.Virnethael0 24 Aug
16 Aug [PS4/XB1] Overwatch Patch Notes – August 14, 2017 A new patch is now live on PlayStation 4 and Xbox One. 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. USER INTERFACE General Added a "Show Network Stats" option (found under Options > Video), allowing players to see real time statistics for Network Ping, Network Round Trip Time, and Network Interpolation Delay BUG FIXES Heroes Fixed an issue that could cause Reinhardt’s Charge to push characters through walls Fixed a bug that allowed Sombra to reach unintended locations on Anubis Fixed a bug that prevented the area-of-effect circle for Doomfist’s Meteor Strike from being visible to all players Arcade Fixed a bug that prevented players from grouping up in competitive LúcioballLliodelur0 16 Aug
11 Aug Season 5 Ending Soon Hey, everyone. Season 5 of Competitive Play is coming to an end soon, so we wanted to lay out a few key dates and important pieces of information regarding the upcoming season roll. DATE AND TIMES Season 5 will officially end on Monday, August 29 at 2:00 a.m. CEST (or Tuesday, August 29 at 00:00 UTC). Season 6 is currently scheduled to launch three days later on Thursday, September 1 at 2:00 a.m. CEST (or Friday, September 1 at 00:00 UTC). For time zone assistance, visit thetimezoneconverter.com. SEASON 5 REWARDS If you completed your placement matches during Season 5, you will eligible to receive a special spray and player icon. These will be unlocked automatically when you log into your account the first time after the season ends. If you are placed within the Top 500 players on your platform (and in your region) at the end of the season, you’ll receive an extra player icon and animated spray on top of the other seasonal rewards. Aside from sprays and icons, you’ll also receive a number of Competitive Points based on the maximum skill rating you achieved during the season. Here’s the Skill Rating (SR) to Competitive Point (CP) breakdown for Season 5: SR 1-1499 (Bronze): 100 CP SR 1500-1999 (Silver): 200 CP SR 2000-2499 (Gold): 400 CP SR 2500-2999 (Platinum): 800 CP SR 3000-3499 (Diamond): 1200 CP SR 3500-3999 (Master): 2000 CP SR 4000-5000 (Grandmaster): 3000 CP THANKS FOR PLAYING! Thank you for joining us for Season 5 of Competitive Play! Whether you placed in the Top 500 or just completed your placement matches, we’re glad you’re a part of our community and hope to see you in Season 6. We also appreciate the feedback you’ve shared throughout the last two seasons and look forward to talking more about Season 6 in the coming weeks. Until then, be sure to keep your eyes on playoverwatch.com, as well as our Twitter and Facebook pages for all the latest game news!Vaneras0 11 Aug
10 Aug [PC] Overwatch Patch Notes – August 10, 2017 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 these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date. BUG FIXES Arcade Fixed a bug that prevented players from grouping up in competitive Lúcioball Vaneras0 10 Aug
08 Aug [PC] Overwatch Patch Notes – August 8, 2017 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. PATCH HIGHLIGHTS New Seasonal Event: Summer Games 2017 The Summer Games return for more fun in the sun! From now until August 28, players can unlock a collection of brand new seasonal items, along with their favorites from last year’s Summer Games event. We’re also celebrating the spirit of competition with a new stadium, leaderboards, and Competitive Play mode specifically for Lúcioball. To learn more about the Summer Games, click here. General Fixed an issue that could cause Reinhardt’s Charge to push characters through walls Fixed a bug that allowed Sombra to reach unintended locations on AnubisVaneras0 08 Aug
02 Aug [ALL] Overwatch Patch Notes – August 1, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. BUG FIXES General Fixed a bug that prevented the party leader from entering the Training Menu Fixed a bug that occasionally caused crashes when players were attempting to purchase loot boxes Heroes Fixed several bugs causing Doomfist skins to render incorrectly Fixed a bug that occasionally prevented Reinhardt’s Charge from knocking back enemiesVaneras0 02 Aug
27 Jul [ALL] Overwatch Patch Notes – July 27, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. JUMP TO SECTION: Patch Highlights General Hero Updates Bug FixesБрайвир4 27 Jul
25 Jul In-Game Reporting & Penalty System Improvements “Play nice; play fair” is one of Blizzard's core values. It’s something we took to heart in creating Overwatch and remains a priority as we continue to support the game and our players. This not only applies to the new content we develop and the balance changes we make, but also to the features we add or improve upon over time. We believe that our in-game reporting and player penalty system is one of our most important features, and it’s something we want to invest in significantly over the next year. To this end, effective immediately, we will be issuing increased penalties to players in response to verified reports of bad behavior. In Overwatch, that means anything from abusive chat, harassment, in-game spam, match inactivity (being intentionally AFK), and griefing. If you see someone engaging in any of these types of behaviors, report them. Players in violation will be silenced, suspended, or even banned from the game as a result. We know that making Overwatch a truly welcoming environment is an ongoing process, and this is only the first step. Over the next several months, we have plans to make additional improvements based on your feedback, including scaling competitive season bans, a notification system that will alert you when a player you’ve reported is actioned, and functionality that will allow us to more aggressively penalize players who attempt to abuse the in-game reporting tool. We also remain committed to bringing a reporting system to PlayStation 4 and Xbox One. As console players ourselves, we know it’s been frustrating to not have this functionality on your platform. We are actively working on the feature and have many elements of undergoing internal testing. Our goal is to implement similar reporting options as are currently available on PC, and any improvements made to PC between now and when it’s available. Thank you for your vigilance, passion, and commitment to building a welcoming and enjoyable community and helping us make Overwatch the best game it can be.Lliodelur0 25 Jul
13 Jul PTR Hero Changes There are some new hero changes on the PTR to test out. Some of these are new as of this latest update and some have been there for a bit longer. Doomfist Rocket Punch Total distance traveled reduced by about 20% (This change has been on the PTR for a little while now) Seismic Slam Added a new UI indicator to show how much damage it will deal, and how much it dealt. Previously this was only indicated by the default crosshair filling in, but this is only visible when using the default crosshair. The new indicator should always be visible, regardless of any crosshair changes. Also, targeting this ability while in the air is now restricted to locations lower than your current height. McCree Flashbang Now slows targets significantly when they are stunned. This makes them less likely to slide away around a corner or something similar once they are stunned. Reaper Shadow Step VO and SFX distance dramatically reduced. Reinhardt Hammer Swing speed increased by ~10%. On top of the swing speed increase, we've gone through and tweaked many timings and other things about the Hammer to make it more responsive. Overall it should feel a lot better to swing and make contact with enemies. Charge Impacting another charging hero (Doomfist or Reinhardt) no longer deals damage to both characters, but still causes a knockdown on both. Zarya Graviton Surge Now disables all movement abilities of affect targets. This is similar to how Junkrat's trap affects abilities.Virnethael0 13 Jul
11 Jul [XB1/PS4] Overwatch Patch Notes – July 11, 2017 A new patch is now live on PlayStation 4 and Xbox One. 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. BUG FIXES General Fixed a bug that caused some players to lose audio during the match Fixed a bug causing the vacuum-of-space sound effects from the Horizon Lunar Colony menu screen to persist even after selecting a new menu area Heroes Fixed a bug that prevented Pharah’s “I am the rocket queen” voice line from playing correctly Fixed a bug that allowed Orisa’s ultimate to charge while her Supercharger was deployedLliodelur0 11 Jul
28 Jun Using Custom Games to Farm EXP while inactive The following information was posted by Jeff Kaplan, Game Director on Overwatch: Hi everyone, When we introduced the Game Browser and new Custom Game features we were excited to allow players to earn experience playing the game in unique and different ways. We also knew that there was the potential for this system to be exploited but we wanted to give everyone the benefit of the doubt before becoming overly restrictive with the system. It’s very disappointing to us that players abused the system to gain experience while inactive. As some of you have noticed, Skirmish in Custom Game no longer rewards experience. Also, the AFK timer is now in place in Skirmish mode (in Custom Game only). This change is rolling out over a 24 hour period and should be live in all regions by the end of today. I’ve seen some discussion in the community and in the press on this topic and sometimes it gets talked about as if it is a grey area. Is this wrong or is this ok? Well, let me take a grey area and make it starkly black and white for you. Abusing and exploiting Custom Game or any other game mode to earn experience in Overwatch while inactive is NOT ok. The reason I want to be absolutely clear about this is because we are going to start to take disciplinary action against people who partake in these activities. If you create a Custom Game that in any way encourages players to gain experience while inactive, you risk having your account banned. If you join any game mode – including Custom Games – with the intent of gaining experience while being inactive, you risk having your account banned. Also, do not name your Custom Game that in anyway even implies that gaining experience while inactive is OK – please do not even do this as a joke – because you are putting yourself at risk of having your account banned. We are not naïve to player behavior and motivation. When we put this feature live, we had an internal escalation plan for how to combat this behavior. Today marks the first steps on that path. And in a lot of ways it really makes me sad. The feature is so much cooler and better for everyone if we do not have to put draconic restrictions on it. To fast forward a bit, the end of the escalation plan will result in experience gain being turned off in Custom Game. I really don’t want to see us getting to that point. So I am going to ask for some help from the vast majority of you who are simply playing the game and having fun and not abusing it: please report those who are creating Custom Games with the intention of gaining experience while remaining inactive. If you select someone’s Custom Game you get three options: Spectate, Join and Report. These options exist on all 3 platforms. Use the Report feature. It works. Obviously, I know what our plan is and how we will ramp things up to combat this behavior here on the Overwatch Team. But at this point, I am making a plea to you – the Overwatch Community at large: please decide what you want to happen here and be a part of the solution. If you enjoy Custom Games awarding experience then please help us combat the behavior we’re seeing now. Do not create Custom Games with the intent of gaining experience while inactive. Don’t join those games. Don’t jokingly put those names in your own Custom Games. And report players who are abusing the system. We, as much as the vast majority of you who are enjoying the feature as designed, do not want to see experience gain go away. Please help us out here. -jeffreyVaneras0 28 Jun
27 Jun Loot Box Improvements + General Reminder Hey everyone, We recently announced that major improvements are on the way for in-game loot boxes and have made those updates available for testing with our latest PTR patch(1.13.0). Since that announcement, we’ve seen several of you noting that you’ll be stocking up on loot boxes (or holding off on opening the ones you already have)in preparation for this update going live. Before you do that, we ask that you please keep the following functionality in mind: Loot Box contents are generated at the time that they earned or purchased, NOT when they are opened. This means that any loot box you earn or purchase now—or at any point before our loot box update is released—will not be affected by the changes listed below. Only those loot boxes that are earned or purchased after patch 1.13.0 is live and playable on your gaming platform will be eligible for the following improvements. ... To read the full PTR patch notes, click here. Please note that we don’t have an ETA for when patch 1.13.0 will be released. Stay tuned to playoverwatch.com for related game news and updates. Thank you!Vaneras0 27 Jun
27 Jun [PC] Overwatch Patch Notes – June 27, 2017 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 these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date. BUG FIXES Heroes Fixed a bug that prevented Pharah’s “I am the rocket queen” voice line from playing correctly Fixed a bug that allowed Orisa’s ultimate to charge while her Supercharger was deployedVaneras0 27 Jun
27 Jun Supports and Skill Rating Scott Mercer has just shared some information on supports and skill rating: Over the past few weeks we’ve been reviewing reports from players about how their SR gains after a win appear to be lower when they play as a support. I wanted to share some of the results of the investigations so far and clear up some community misconceptions along the way. As part of the 1.9 Orisa patch, we made a change to how assist scoring was handled to address what we honestly considered to be a bug. Players were getting full assist credit even if the player being assisted did very little to the target. This change, along with other more significant balance changes in the patch, meant that we needed to recalibrate the tuning for the systems that calculate a player’s contribution to the match. This was performed for all heroes several weeks ago, and we’ve already recalibrated once more after the recent 1.10 patch. The change to the handling of assists also affected how often a player might earn “On Fire” status during a match, but the amount a player is “On Fire” does not directly affect SR adjustments due to player performance. There is some correlation between the two because both systems are trying to measure “How well are you playing?”, but there are significant differences. The determination of being “On Fire” examines not just your own performance, but your performance relative to your teammates. The calculation of your SR adjustment after a match doesn’t look at your teammates, but instead compares you to the performance of other similarly skilled players with that hero across an enormous pool of competitive matches. So, we compare your Genji play to the play of other Genjis, Ana vs. Anas, etc. Since we’re comparing “apples to apples”, we shouldn’t see any kind of support specific bias in SR adjustments due to player performance. We’re still seeing anecdotal reports of some players experiencing lower SR gains on wins, but we’ve also been seeing other reports from other support players that their SR gains look correct. Based upon our investigations so far doesn’t look like there’s a broad systemic issue affecting all supports across all competitive matches. There might be a more localized issue affecting a specific hero, or a certain type of play style or game situation. It also might be something completely unexpected, so we’re doing a thorough examination of all the code that affects SR adjustment. In the meantime, we do appreciate everyone’s continued feedback and reports about this. They do help, we are looking at them, and if we find issues we’ll let you know. Thanks!Брайвир51 27 Jun
26 Jun New Highlights Options on PTR Hi, Thanks to everyone for taking the time to help us test out Highlights on PTR. We really appreciate the feedback, and we’re working to improve the experience around recording and playback. The current build on PTR has a few new options that may help if you’re experiencing issues recording highlights. We’ve added the option to enable / disable hardware acceleration under the advanced options while recording. If you’re presently experiencing issues with recorded videos, try disabling hardware acceleration. Additionally, under Options > Gameplay, there’s an option to set your preferred recorded highlight format. If you’re having issues with MP4s, please try exporting WebMs (note: Using WebM will disable hardware acceleration). A few other notes: Highlight capturing should not impact framerate or latency during gameplay. Highlights are saved on our end, then sent down to you at the end of the match. You may see some compression artifacts if you upload a high resolution video to YouTube and watch it at a lower quality (watching a 4k video in 1080p, for example). You may experience issues when using older display drivers. Please check and see if your graphics drivers and if your OS is up to date.Vaneras1 26 Jun
20 Jun [ALL] Overwatch Patch Notes – June 20, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. JUMP TO SECTION: Patch Highlights General Hero Updates User Interface Updates Bug FixesБрайвир5 20 Jun
17 Jun Changes Coming Soon to GBP Loot Box Prices We'd like to give you a heads up that the GBP prices of Overwatch Loot Boxes will be adjusted on May 3. Some changes are incoming to the GBP prices of Overwatch Loot Boxes. We regularly evaluate the pricing of Blizzard games and services across various countries and currencies, in relation to regional market conditions. While we never take pricing changes lightly, we sometimes need to make adjustments when local economies fluctuate—which is the case here. The following new prices will begin on May 3 for Windows. Please visit the PlayStation®Store and Xbox Store for console pricing. Prices from May 3 2 Loot Boxes - £1.99 5 Loot Boxes - £4.99 11 Loot Boxes - £8.99 24 Loot Boxes - £16.99 50 Loot Boxes - £34.99 As ever, we're fully committed to delivering an experience worthy of your passion and support for Overwatch.Vaneras32 17 Jun
01 Jun [PC] Overwatch Patch Notes – June 6, 2017 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 these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date. BUG FIXES General Fixed several bugs that allowed players to reach unintended locations on multiple maps Fixed a bug that caused players to fall from moving platforms while dancing Fixed a crash that would occur when rendering fog for players with certain hardware User Interface Fixed a bug that caused the “Oni” and “Law” player icons to appear locked even after being unlocked Fixed an issue that allowed blocked players to send Custom Game invitesVaneras0 01 Jun
18 May Competitive Season 4 Blog - Follow Up In case you have not yet read the Competitive Season 4 Blog, you can do so here. The following information was posted by Scott Mercer, Principal Designer on Overwatch, for the purpose of providing some insights on matchmaking and the distribution of skill: Thanks for all the feedback about Season 4 of Competitive play and the changes we made. I wanted to first talk about how the distribution of skill rating looks across our competitive population. There’s always been a lot of speculation about this due to the lack of complete “official” data, and there are actually some very distinct differences between the perceived population based on third party sites and our complete data. The data below is based on season 3 data (season 4 is too new), and the maximum (not current) skill rating of the player during the season. The values below are also rounded, so that’s why it doesn’t quite add up to 100%. Bronze - 6% Silver - 22% Gold - 34% Platinum - 23% Diamond - 10% Master - 3% Grandmaster - <1% Some interesting notes: - Median maximum skill rating is not 2500, it’s actually a little above 2300. So if you have a maximum skill rating of 2350, you have a higher SR than 50% of the population! - If you do a breakdown based upon the more volatile current skill rating, there’s even fewer players above 3000 SR than listed above. Only around 8% of the population was above 3000 SR for season 3 at any one time. With this information in mind, let’s talk about skill decay. As mentioned in the competitive blog, only having to play 1 game per week didn’t make your current skill rating very accurate or meaningful. Current Skill Rating should reflect your skill rating as an active player. We also show your Season High Skill Rating in your profile, and that won’t change during a season due to inactivity decay. While you have to play 7 games in a week to avoid any decay, we wanted players to have flexibility within the week. Play in one long session on a weekend, or several smaller sessions during the week, as long as you play seven games it’s fine. We felt like 3000 Skill Rating was a good breakpoint for the decay rules, as it was around 10% of the competitive population (see above). If you do decay, it only affects your current displayed skill rating. This decay does not affect the internal matchmaking rating we use, so we can still place you in fair matches. When you do come back and actively play matches, you’ll also typically gain more SR from a win until your displayed skill rating and internal matchmaking rating have again reached “equilibrium”. If you’re curious about when you need to play a game to avoid decay, you can see that by looking on the on the right hand side of the information screen of the competitive play card. Behind the scenes, we’re going to be making another change to our matchmaking that deserves its own discussion. The simple and primary goal of our matchmaker is creating fair matches. To do that, it evaluates potential matches by synthesizing an expected win %. The matchmaker is normally really good about creating matches with a win % that is close to 50%, but if the participants in the match are either at very high or very low SRs then it gets quite a bit more difficult. There simply aren’t many players at the extremes of SR to find. This is especially true in our lower population regions AND they’re playing at off peak times such as 04:00 in the morning AND the players queue in a large group. Normally in these situations, we wait to try and find a good match, but eventually compromises have to be made so the players in question don’t wait forever in queue. Well, we’re not going to compromise as much anymore. The matchmaker will no longer create a match above a certain win percentage threshold, and we’re going to turn this new behavior on very soon. When we do, you could possibly wait a very long time or even not find a match at all in extreme cases. To find fair matches quickly, try to play during prime hours for your region. It also easier to match you if you’re solo or in a smaller group. In a future patch, when we think we can’t find a match based on the current matchmaking population then we’ll warn you that the wait might be a very long time. We didn’t want to overreact and create a strict rule such as “You can’t queue as a group above X Skill Rating.” There are some locations and times that can handle high skill groups and still find fair matches for them. We’ll start with this new threshold not being very aggressive, but we can adjust dynamically if needed. When we do add the UI, we’ll also make the check more aggressive. Moving forward, we are currently looking at our win/loss streak bonuses and SR volatility, tuning and improving our expected win % calculations, and other elements of the matchmaking system. Competitive Play and Matchmaking are two systems that we’re constantly working to refine over time, and as always your feedback helps us tremendously. Keep it coming, and good luck in season 4!Vaneras7 18 May
02 May Overwatch Uprising Event Re-Enabled Hey everyone, Yesterday, our Overwatch Uprising event ended earlier than intended. This was a mistake, and we've already re-enabled the brawl, Uprising Loot Boxes and the ability to unlock Overwatch Uprising-themed cosmetics with credits on all platforms. If you are online at the time that the update is deployed, you will need to log out and log back in before you play the King's Row Uprising brawl again. Apologies for the inconvenience, and thanks so much for your patience! Overwatch Uprising will formally conclude in all regions on all platforms on May 3 at 02:00 am CEST.Virnethael0 02 May
27 Apr [ALL] Overwatch Patch Notes – April 27, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. 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. GENERAL General Added a slider for aim smoothing. This can be found under the “Controls” tab in the “Options menu. Click “Advanced” under the “Controller” heading Developer Comments: By default, aim smoothing/acceleration is set to the same value that players are used to (full smoothing, low acceleration), but as you drag the slider toward 0, you'll experience less smoothing (higher acceleration). Once the value hits 0, smoothing will be entirely disabled (instant acceleration). Players can now select a new Aim Technique: Linear Ramp. This can be found under the “Controls” tab in the “Options menu, along with the Dual-Zone and Exponential Ramp option. Click “Advanced” under the “Controller” heading Developer Comments:This technique, along with disabled aim smoothing, will cause your crosshair to rotate proportionally with the angle that the stick is deflected. The effect is multiplied based on your sensitivity settings. Competitive Play On Assault and Assault/Escort Maps, teams now need to capture at least 33% of the objective before the tie-breaking system is activated Developer Comments: When the new tie-breaking system was implemented on April 11, 2017, teams only needed to capture 1% to trigger the system. This occasionally resulted in confusing situations when games would end without a lot of information about how the point was captured, due to the brief capture time. To alleviate this problem, we’re requiring that teams progress past 33% before the tie-breaking system begins tracking progress. If neither team manages to cross 33%, the match will end in a draw. If you’d like to know more, click here. BUG FIXES General Fixed a crash that could occur during the end-of-round screen Arcade Fixed a bug that prevented the payload from showing damage until after the escort phase in the Overwatch Uprising brawl Fixed a bug that allowed players to get under the payload using certain heroes’ movement abilities in the Overwatch Uprising brawl [PC] Fixed a bug that caused the payload’s health bar to interfere with the scoreboard, forcing players to hold down the spacebar to view the scoreboard in the Overwatch Uprising brawl Fixed a bug that caused Genji’s “You’ve rescued me again, Dr. Ziegler” voice line to play after being resurrected in the Overwatch Uprising brawl, regardless of which hero performed the resurrection Fixed an issue causing the chat window to block the ‘refresh’ button when the Overwatch Uprising leaderboards were open [PS4] The “Handle With Care” Achievement now correctly states the payload must remain above 80% health [PS4/XB1] The Overwatch Uprising scorecard now correctly tracks stats from Sombra’s Hack [PS4/XB1] The Overwatch Uprising scorecard now correctly tracks Ana’s healing stats Custom Games and Game Browser Fixed a bug that prevented the ‘Start Game Mode’ button from appearing when creating a Capture the Flag or Elimination game Heroes Fixed a bug that gave Genji’s Dragonblade ability a slightly increased swing speed while at a higher latency. Dragonblade’s default swing speed has been slightly increased to compensate Fixed a bug that prevented Genji’s Dragonblade ability from registering hits correctly Fixed a bug to prevent hit effects from being inflicted on D.Va’s human form while piloting the mech [PS4/XB1] Fixed a bug causing D.Va’s hair to appear inflexible during her Selfie highlight intro when her Palanquin skin was equipped [PS4/XB1] Fixed a bug causing the ice on Pharah’s Frostbite skin to stretch when her Flair emote was activated [PS4/XB1] Fixed a bug causing textures to flicker during Roadhog’s Feast highlight intro [PS4/XB1] Fixed a bug causing Soldier: 76’s cape to clip during the Push-Ups emote when his Strike Commander Morrison, Daredevil: 76, or Stunt Rider: 76 skin was equipped Maps Fixed a bug causing glass that has been shattered by an explosion to be colored blackVaneras0 27 Apr
21 Apr Upcoming Comp. Play Change - Assault Objectives Scott Mercer has just shared some information on upcoming competitive play change: Last week as part of the release of patch 1.10, we made a change to how a competitive match victory was determined on Assault and Assault/Escort maps. We had received a tremendous amount of feedback that ties on these maps felt unsatisfying, particularly on maps such as Hanamura. We then decided to change the general rule that required a team to fully capture one more objective than your opponent to win. You now only need to gain more progress than your opponent. While this new rule makes ties exceedingly rare, there are now some gameplay situations that ended up feeling more awkward with the new rule. If Team A is on Hanamura defense and prevents Team B from ever gaining any capture progress, then when Team A is on offense they only need to reach 1% capture progress to win the game. This means Team B needs to always have someone contesting on the capture point, or they risk losing. Even with both teams aware of the new victory conditions and adapting appropriately, the instantaneous nature of the victory often resulted in confusion about what happened. Did the defenders not have someone on the point due to a mistake, or did the attacking Lucio pull off an amazing boop? This lack of clarity is not ideal, so we’re going to make a change in a future patch. Instead of needing to simply earn 1% more progress on an objective than the enemy team to break a tie and win, a team will also now also need to achieve a minimum of 33% progress. Here’s some examples: Team A attacks the first objective on Hanamura, but only gains 10% progress after a really rough offensive round. Team B then attacks, but they can only gain 20%. This is a TIE. Neither team achieved the minimum of 33%. Team A attacks the first objective on Hanamura, and gains 90% progress. (So close!) Team B attacks, and only gains 40%. progress. Team A WINS, as they had a minimum of 33% and more progress than their opponent. Team A attacks the second objective on Hanamura, and fully captures it with 3:00 left. Team B attacks the second objective on Hanamura, and captures it in overtime with 0:00 left. Team A now is back on the attack, trying to take the first objective. They can only reach 20% progress after their time bank of 3:00 elapses. This is a TIE. They did not meet the minimum target of 33% progress. If Team A had reached 33%, then they would have won the match. This change means slightly more ties will occur than the present rules (still WAY less than the 6% rate across all competitive matches we saw before), but we feel that the additional clarity of the victory moment and ability for the defense to react to the offense are worth it. We appreciate all the feedback we’ve received about this issue, and remember that this change will be forthcoming in a future patch.Брайвир7 21 Apr
18 Apr [PS4/XB1] Overwatch Patch Notes – April 18th, 2017 A new patch is now live on PlayStation 4 and Xbox One. 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. BUG FIXES Arcade Fixed a bug that could prevent Null Sector bots from attacking throughout the escort phase of the Overwatch Uprising brawl The Overwatch Uprising 2017 player icon will now unlock when you log in to the event Firing shots while standing on the payload in the Overwatch Uprising brawl will no longer cause accuracy issues for your hero Turret damage (from Torbjörn and Symmetra) has been increased by 15% in the Overwatch Uprising brawl Heroes Fixed an issue that allowed players to move freely when being hit by Mei’s Blizzard or Endothermic Blaster Fixed a bug that prevented Torbjörn and Symmetra from placing turrets on moving platformsVirnethael0 18 Apr
18 Apr [PC] Overwatch Patch Notes – April 17, 2017 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 these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date. BUG FIXES General Fixed an issue that caused the game client to crash when Overwatch was launched Arcade Fixed a bug preventing the Null Sector bots from spawning during the payload escort phase of the Overwatch Uprising brawl The Overwatch Uprising 2017 player icon will now unlock when you log into the event Firing shots while standing on the payload in Overwatch Uprising will no longer cause accuracy issues for your hero Fixed an issue preventing players from placing turrets on moving platforms (i.e. the payload) The Overwatch Uprising scorecard now correctly tracks stats from Sombra’s Hack The Overwatch Uprising scorecard now correctly tracks Ana’s healing stats The Overwatch Uprising scorecard now correctly tracks D.Va’s enemy eliminations Competitive Play Fixed an issue that could cause inaccurate results when breaking ties based on capture percentage on Assault and Assault/Escort maps Heroes Fixed an issue that allowed players to move freely when being hit by Mei’s Blizzard or Endothermic Blaster Fixed a bug causing D.Va’s hair to be rigid in the Selfie highlight intro when her Palanquin skin is equipped Fixed a bug causing Soldier: 76’s cape to clip during the Push-Ups emote when his Strike Commander Morrison, Daredevil: 76, or Stunt Rider: 76 skin was equipped Fixed a bug causing the ice on Pharah’s Frostbite skin to stretch when her Flair emote was activated Maps Fixed a bug causing glass that has been shattered by an explosion to be colored black Virnethael0 18 Apr
12 Apr Matchmaking Update - April 11 Scott Mercer has just shared some information on a change introduced to the Matchmaking system with the 1.10 patch: Hello again, everyone! Today I wanted to talk about a behind the scenes change to our matchmaking systems that just went live with the 1.10 patch, but first I should take a step back and provide some background information. As Jeff Kaplan noted in a recent post about smurfing, we do a decent job of quickly determining someone’s skill at playing Overwatch. The faster we can update your matchmaking rating (MMR) to match your “real” skill, the fewer unfair matches get created with a player with inaccurate skill. Another way to look at it is that when we’re incorrect at identifying someone’s skill, then win or loss streaks can occur. One of the tools we use to accelerate a player to their appropriate MMR is a multiplier to the rating change based upon these consecutive wins or losses. While this streak multiplier has been working well in the “smurf” case, win or loss streaks can also just naturally occur when the matchmaking system has already properly identified skill. After all, the matchmaker is trying to place in you fair matches where you have a 50% chance to win. It’s rare, but sometimes you flip a coin 5 times and it lands on heads every time. So, when these natural streaks occur, the multiplier has been accelerating gains and losses away from your “true” skill. You end up having a larger variance in skill rating over time, which in turn hurts the overall quality of the matches. Therefore, we’re changing the tuning of the streak multiplier to be quite a bit less aggressive. You now need to win or lose more games in a row before any multiplier is used, and it scales up at a slower pace. Furthermore, we will now try to only use the multiplier in cases where the matchmaking system has some confidence that the player’s MMR and skill are wildly mismatched. In cases of natural, random streaks, you ideally shouldn’t see any acceleration either up or down at all. We’ll be monitoring how these changes affect overall match quality going forward, and continue to adjust tuning over time to improve the fairness and quality of Overwatch matches. Thanks for the continued feedback, and good luck in your matches!Wuluxar0 12 Apr
12 Apr Custom Game Saves/3v3/6v6/Leaderboards Disabled [UPDATE] 4/12/2017 Custom Game saves, 3v3 elimination, 6v6 Capture the Flag, and Leaderboards have been re-enabled on all platforms. Thank you again for your patience! ---------------------------------------------------------------------------------------------------------- Hey everyone, Due to ongoing technical issues with our latest patch, we have temporarily disabled the following features on PC, PlayStation 4, and Xbox One (effectively immediately): Custom Game saves 3v3 Elimination 6v6 Capture the Flag Leaderboards We don’t have an ETA for when the technical issues will be resolved and these features re-enabled, but will provide updates in this thread as they become available. Apologies for the inconvenience and thank you for your patience!Брайвир0 12 Apr
11 Apr [ALL] Overwatch Patch Notes – April 11, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussionforum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights General Hero Updates Bug FixesVirnethael4 11 Apr