Blizzard Archive

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
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
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
10 Apr [PS4/XB1] Overwatch Patch Notes – March 23rd, 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 Custom Games and Game Browser [PS4] Capture the Flag maps and mode have been reactivated BUG FIXES General [PS4/XB1] Fixed a bug that prevented background music from playing [PS4/XB1] Fixed a bug that prevented the Damage Amplified value from being displayed correctly [PS4/XB1] Orisa’s movement now slows slightly while firing in midair Developer Comments: Much like D.Va’s Fusion Cannons, Orisa’s Fusion Driver is intended to slow her movement while she is firing. However, unlike D.Va, there was an issue that prevented this slow from working while firing from the air.Lliodelur12 10 Apr
28 Mar [PC] Overwatch Patch Notes – March 28, 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. BUG FIXES General Fixed a bug that prevented the Damage Amplified stat from appearing in the scoreboard at the end of a game Heroes Fixed a bug to prevent Orisa to deploy her Supercharger inside of the payload Fixed a bug that prevented Sombra’s “BOOP” voice line from playing Orisa’s movement now slows slightly while firing in midair Developer Comments: Much like D.Va’s Fusion Cannons, Orisa’s Fusion Driver is intended to slow her movement while she is firing. However, unlike D.Va, there was an issue that prevented this slow from working while firing from the air.Meldheron0 28 Mar
21 Mar [OW][ALL] Overwatch Patch Notes – March 21, 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 Bug FixesWuluxar4 21 Mar
21 Mar Orisa Disabled for 1 week of Competitive Play When patch 1.9 releases later today, Orisa will not initially be available for Competitive Play. We want to give players some time to learn about and play Orisa before she's placed into the crucible of Competitive Play. She'll still be immediately available in Quick Play, the Arcade (including custom games with the competitive ruleset), and Play vs. AI.Virnethael0 21 Mar
09 Mar PTR Hero Changes As we iterate on the PTR patch, we are going to be trying out the following hero changes. These should be up on the PTR very soon, hopefully tomorrow morning. As always these updates are subject to change. Ana Biotic Rifle Damage decreased from 80 to 60 Biotic Grenade Impact damage reduced from 60 to 30 Impact healing reduced from 100 to 50 Junkrat No longer hurts himself from his own explosions. (Effect added to current passive: Total Mayhem) Orisa Fusion Driver Magazine size lowered from 200 to 150 Supercharger Cost increased by 15% Sombra Stealth Sound effects and VO distance for entering and exiting Stealth reduced to 15 meters. Translocator Cooldown reduced from 6s to 4s Winston Barrier Projector Cooldown now starts when the barrier is placed, instead of when it ends Zenyatta Orb of Destruction Alternate fire recovery reduced from 1s to 0.6s Orb of Discord Can now target enemies through barriersVaneras1 09 Mar
07 Mar [ALL] Overwatch Patch Notes – March 8, 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. Please note that changes marked as [Console Only] have already been implemented on PC in a previous patch. GENERAL Arcade [Console Only] 1v1 Mystery Duel game mode is now available in the Arcade Custom Games Players can no longer gain EXP from skirmishes in custom games AFK detection has been added to skirmishes in custom gamesVaneras0 07 Mar
03 Mar [PC] Overwatch Patch Notes – March 3, 2017 A new patch is now live on Windows PC. Read below to learn 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. HERO UPDATES: General The total damage reduction that a hero can receive while buffed (e.g. from Ana's Nano Boost and Orisa's Fortify) has been capped at 50% (formerly 70%) Bastion Ironclad Bastion now takes 20% less damage while in Configuration: Sentry or Tank (formerly 35%) Developer Comments: After introducing the new Ironclad passive ability in the last patch, Bastion felt a little too difficult to deal with. This reduction maintains his survivability while he’s transformed, but he shouldn’t feel so overbearing to enemies. Zarya Particle Barrier No longer protects Zarya from knockback Projected Barrier No longer protects allies from knockback Developer Comments: This change is actually reverting an attempted bug fix from a previous patch. Now, Zarya’s barriers no longer protect players who are hit by a knockback effect that pierces the shield. This change does not affect knockback abilities that occur outside the barriers. For example, if Zarya has a barrier on herself and is hit by one of Pharah’s concussive blasts, she won’t be affected, because the barrier blocked the effect. However, if Winston uses his ultimate and starts to swing at Zarya, it will now knock her back even if a protective barrier is active, since melee attacks pierce barriers. BUG FIXES Arcade Fixed an issue preventing heroes in 1v1 Mystery Duel from being shuffled correctly Competitive Fixed an issue preventing players from loading the Season 1 and 2 leaderboards Heroes Fixed an issue preventing D.Va’s Defense Matrix from properly blocking enemy fire that has passed through another enemy hero Fixed an issue preventing Winston’s hitbox from lining up with his pose while crouchedVaneras0 03 Mar
28 Feb [ALL] Overwatch Patch Notes – February 28, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn 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 Hero Updates Map Balance Changes Bug FixesБрайвир4 28 Feb
17 Feb Jeff Kaplan On Hero Balance Many players seem to think of things in a very binary or black and white sort of way. For example, a hero needs either a buff or a nerf. A lot of players also come at things from a binary point of view, meaning they either see themselves as that hero or the victim of a hero. We try to approach things from a more objective stance (and many other players do as well), meaning we want to represent both the people playing a certain hero as well as those fighting against that hero. While "maining" heroes is perfectly natural and bound to happen (even though it is a team-based game where you have access to all the heroes and team composition really does win fights more often than not), the "maining" mentality of calling for nerfs/buffs is often pretty flawed. When "mains" of a certain hero call for nerfs against another hero, they are often not satisfied until that hero has any viability whatsoever. We try to be as objective, deliberate and careful as possible when it comes to balancing heroes. We don't usually think of things as simply as, "Hero X needs a buff or Hero Y needs a nerf". Heroes sometimes need to be adjusted... and that can mean a mix of tuning certain things up and tuning certain things down. We try to preserve what we believe to be the core of a character and try to balance around this core without destroying the spirit of what the character was supposed to be/do. So I know not all of you think this way, but a lot of our players are only happy with very binary balancing: nerf or buff. And even though it might seem like that's what happens with a lot of heroes, we rarely start from that place in our balance discussions. We try to represent the players of those heroes as much as the victims of those heroes. In a perfect world, you all should technically be both... I think it's totally fair to disagree with some of our balance decisions. I just wanted to share some insight as to how we approached balance.Vaneras0 17 Feb
16 Feb Playing Fair & Battle.net Account Notice - Korea You've often heard us reiterate that one of Blizzard’s core values is "Play nice; play fair." As part of that, we always strive to preserve the integrity of our game environments for our players, and when necessary, take serious action against hacks, cheats, and behaviors that keep players from enjoying our games to the fullest. We know how frustrating it can be to find yourself in the cross-hairs of someone with an unfair advantage—so today, we’d like to go over some of our ongoing measures to curb cheating behaviors in Overwatch, as well as provide an update on our Battle.net account policy designed to make sure the Overwatch battlefield remains a fair and fun place to play. Read on for more information. Technical Solutions, Monitoring, and Account Bans It’s an unfortunate reality that clever people will never stop coming up with new ways to exploit games, but Blizzard has teams dedicated to investigating and analyzing cheats and hacks as they arise, as well as developing ways to detect and counteract them. While we can’t get into the technical details to avoid giving away our own secrets, these countermeasures have taken many forms, including patches, behind-the-scenes networking and server-related updates, and much more. We’re frequently making updates—many of which you aren’t even aware of—to improve our detection capabilities and thwart new cheating programs as they arise. And when we do detect cheating or exploitative behavior, we take rigorous action against it, and have been steadfastly improving our real-time monitoring capabilities to catch exploitative player behavior. Actions Against Developers & Distributors of Cheat Methods Often, the most effective way to combat cheating is to combat the source. In many real ways, the development and distribution of cheating programs has an even greater negative impact on the game than the use of these programs. It’s critical for us to be able to maintain the integrity of our games, and for that reason, we will always seek to stop the development and distribution of these programs through whatever means we can—including taking legal actions against developers and distributors when necessary. We're also looking for other ways to fight cheating that arise from factors external to the game environment. In the short term, we are taking action to address inappropriate IGR service companies that offer so-called VPN services, which cheaters use as a way to abuse the game. Battle.net Account Policy We’ve been listening to community concerns over foreign Battle.net accounts without an Overwatch license being able to access the game in IGRs, and will soon be taking an action to curb that. Effective February 17, 2017, we will be adjusting our Battle.net account policy so that only players with valid game licenses in their Battle.net account home region will be able to play Overwatch in Korea. The policy will be applied first to Overwatch, followed by Diablo III and StarCraft II at a later date. This means that Battle.net accounts registered outside of Korea without the respective game licenses will not have access to those games, including in IGRs. Please note that the policy will not affect players who hold valid Korea-based accounts playing in IGRs. These players will still be able to play exclusively on Asia servers regardless of whether they have a permanent license. Blizzard’s IGR services are designed for the unique IGR culture and environment in Korea. This approach will help us ensure we’re providing the best possible game experience for our community, while at the same time allowing us to address any unintended side-effects that occurred from allowing non-Korean Battle.net accounts without game licenses to access Korean IGR services. Ultimately, we’re making these adjustments to preserve the integrity of our games, support our community, and ensure a fair and equitable play environment for everyone. As always, we want to thank you for your passion, support, and commitment to helping us make Overwatch and all of our games the best they can be.Vaneras0 16 Feb
16 Feb Season 3 Ending Soon Hey, everyone. Season 3 of Competitive Play is coming to an end very 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 3 will officially end on Wednesday, February 22 at 1:00 a.m. CET (or Wednesday, February 22 at 00:00 UTC). Season 4 is currently scheduled to launch one week later on Wednesday, March 1 at 1:00 a.m. CET (or Wednesday, March 1 at 00:00 UTC). For time zone assistance, and to see when the season will roll in your region, visit thetimezoneconverter.com. SEASON 3 REWARDS If you completed your placement matches during Season 3, 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 at any point during the season you managed to break into the Top 500 players on your platform (and in your region), 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 3: 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 STAY TUNED! Throughout Season 3, we’ve been listening to the community and modifying our plans based on your feedback. We really appreciate hearing your opinions, and can’t thank you enough for taking the time to help us make Overwatch better. We’re always excited about the future of Competitive Play, and we'll be talking more about Season 4 in the coming weeks. Until then, keep your eyes on playoverwatch.com, as well as our Twitter and Facebook pages for the latest news.Vaneras0 16 Feb
15 Feb Competitive Discussion Forum now open! Hi everybody :-) Just popping in to let you know that we now have a new Competitive Discussion forum :-) We encourage you to use the Competitive Discussion Forum to provide feedback and/or discuss your experiences while playing Overwatch competitively :-)Vaneras40 15 Feb
07 Feb [PC] Overwatch Patch Notes – February 9, 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 prevented the Year of the Rooster version of Lijang Tower from being playable in Quick Play and Competitive PlayVaneras0 07 Feb
02 Feb PTR Updated Hero Balance Changes We're about to push a new build to the PTR with some new changes: Roadhog Hook Added some more line of sight checks towards the left/right of a potential hook target. This means it should be easier to hook someone who is sticking halfway out of a doorway, or behind a thin pole, etc. These checks are also used for the persistent line of sight check, so if a hook target moves behind a slim object like a stump or a lightpole, they won't be released anymore. Hooked targets are now slowed heavily while they are stunned, even if they are in the air. This means if someone is strafe jumping away from you and you land a hook, they are a lot less likely to slide out of line on sight, breaking the hook. Fixed a bug that could allow you to hook someone and pull them behind you if you spun around before the hook landed. Ana Biotic Grenade duration reduced from 5s to 4s Sombra Hack cooldown reduced from 12s to 8s Thanks for the feedback so far! Hopefully we'll have this new patch up very soon so you guys can check it out and let us know what you think.Vaneras76 02 Feb
31 Jan [PC] Overwatch Patch Notes – January 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 a bug that allowed the flag to get stuck outside the standard gameplay boundaries in Capture the Rooster Fixed a bug that allowed Competitive Matches to continue indefinitely Fixed a bug that allowed Tracer and Mei to reach unintended locations outside the standard gameplay boundaries on several maps Fixed a bug preventing Reinhardt’s shield from displaying cracks at low health when the Wujing skin was equippedVaneras0 31 Jan
24 Jan [ALL] Overwatch Patch Notes – January 24, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn 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 Balance Updates Bug FixesWuluxar4 24 Jan
18 Jan Upcoming PTR Hero Changes Hey guys, Our Principal Designer, Geoff Goodman, shared the following information about our upcoming PTR patch that is due out very soon: We are going to try something a little different this time, so you might be surprised when you see the patch notes for it. Previously we've been using the PTR, first and foremost, to make sure the game is solid and there aren't any heinous issues that would prevent us from releasing the patch. There was a nice secondary goal of gathering feedback on any changes we're planning and trying to iterate on them quickly, but we didn't always have time to try multiple different iterations of any particular change. This time around, the PTR is likely to be around a bit longer than before, so we're taking this opportunity to try out some more significant hero changes, and the push more significant iterations throughout this PTR cycle. The PTR patch changes you guys see are unlikely to make it through PTR unchanged, unlike previous PTR cycles. We want to try a bunch of things and see whats fun and working, and iterate more quickly from there. In this way, we get to have you guys involved earlier in the process. One quick note, since we already know this will come up. There aren't any Symmetra changes for this patch. Her changes ended up being much more significant and require more time to finish up, but shes feeling pretty great internally so hopefully we can get her out there pretty soon. We don't have an exact ETA on when this PTR will update, but we're hoping for later this week some time. As always, the more you guys jump on and give feedback the better the game will be! Thanks.Vaneras73 18 Jan
12 Jan [PC] Overwatch Patch Notes – January 12, 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 Feature: Simple Checkout Purchasing Loot Boxes has never been easier. Our streamlined system gives players access to more payment options from directly within the Overwatch client. GENERAL UPDATES General Decreased the volume of passing cars on the Oasis background in the Hero Gallery BUG FIXES Heroes Fixed a bug that was allowing Mercy to resurrect players that had fallen off the map to their death Maps Fixed a bug to prevent the garden point on Oasis from being contested/captured from the second-floor walkway above it Fixed a bug that allowed Sombra to reach unintended locations on several mapsVaneras0 12 Jan
03 Jan [ALL] Overwatch Patch Notes – January 3, 2017 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn 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 Control Map: Oasis Oasis is one of the world's most advanced cities, a shining jewel rising from the Arabian Desert. A monument to human ingenuity and invention, researchers and academics from around the region came together to found a city dedicated to scientific progress without restraints. The city and its inhabitants are governed by the Ministries, a collection of brilliant minds who possess many secrets, which have attracted the interest of powerful organizations from around the world.Vaneras0 03 Jan
20 Dec [PC] Overwatch Patch Notes – December 20, 2016 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.Vaneras1 20 Dec
13 Dec [ALL] Overwatch Patch Notes - December 13, 2016 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn 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 Balance Updates Bug FixesVaneras4 13 Dec
11 Dec Fix for Leaving without Penalty A fix is being currently deployed to our live servers that addresses a bug allowing a player to leave at the very beginning of match without loss or leave penalty. As a reminder, leaving competitive matches will result in escalating time penalties preventing use of competitive play. Leave enough matches and you could be banned from competitive play for the current competitive season and forfeit any end of season rewards.Vaneras43 11 Dec
01 Dec [PS4][XB1] Overwatch Patch Notes - December 1, 2016 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 prevented Ana from being selected in 1v1 matches Heroes Fixed a bug that allowed Mercy to receive Ultimate charge when using her Cadueus Staff to increase teammates’ damage when they’re not damaging enemiesVirnethael0 01 Dec
30 Nov [PC] Overwatch Patch Notes – November 30, 2016 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 Ana from being selected in 1v1 matches Heroes Fixed a bug that allowed Mercy to receive Ultimate charge when using her Cadueus Staff to increase teammates’ damage when they’re not damaging enemies Fixed a bug preventing Reinhardt from deactivating his Barrier Field after being hacked by Sombra Fixed a bug preventing Sombra’s Hack from cancelling Soldier: 76’s Sprint ability Sombra no longer receives credit toward her on-fire meter when her EMP ultimate hits Symmetra’s turrets When multiple Sombras attempt to hack a health pack, the player that initialized the hack first will now control it Fixed a bug preventing Sombra from seeing practice bots, whose health has fallen below 50%, through the walls on the Practice Range Fixed a bug preventing Sombra’s reticle from consistently expanding while firing her machine pistolБрайвир0 30 Nov
21 Nov Overwatch: First Strike Graphic Novel Update [POSTED ON BEHALF OF MICHAEL CHU] Hey everyone, I wanted to let you know that we have decided to cancel the release of the Overwatch: First Strike graphic novel. While we are grateful to the team for the fantastic work they put into it, we've ultimately decided to take the story in a different direction. The original idea for the graphic novel dates back to the early days of the game's development and came from our desire to tell the story of the founding of Overwatch during the Omnic Crisis. In the years since First Strike's conception, we have done a lot of development on the universe and its stories. While the core of this story remains, we have changed and expanded upon how we see the events that took place during the first days of Overwatch. So for now the early adventures of Gabriel Reyes, Jack Morrison, Ana Amari, Reinhardt Wilhelm, Torbjörn Lindholm (and more!) wait for another day. But we know that this is a story that you are excited about, and it's one we still plan to tell. I'd like to thank everyone for the enthusiasm, passion, and support you've shown towards the Overwatch universe. We have a number of stories in development that will delve deeper into the world and its heroes, and we can't wait to share them with you in the coming months. MichaelVaneras0 21 Nov
17 Nov [PC] Overwatch Patch Notes – November 16, 2016 A new patch is now live on Windows PC. Read below to learn 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 which prevented players from saving their Graphics Quality settings when attempting to use the “Epic” preference (Options > Video) Fixed a bug that allowed healers to gain Ultimate charge more quickly than intendedVaneras0 17 Nov
15 Nov [ALL] Overwatch Patch Notes – November 15, 2016 A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn 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 Balance Updates User Interface Updates Bug FixesVaneras5 15 Nov
10 Nov Ongoing Hero Balance Changes During the PTR As Geoff Goodman mentioned in a recent forum post, we're currently experimenting with a number of significant hero changes. We don't typically have the time to try multiple configurations to our hero balance composition, but the extended length of this PTR gives us a unique opportunity. Throughout the PTR, we'll be continuously adjusting our heroes' stats, which will provide valuable data needed to make some tough decisions. None of these changes should be considered final, and we'll continue to update this post as the PTR progresses. Please feel free to provide feedback throughout this test. We're looking forward to hearing what you think. Hero Balance Changes General Dealing damage to non-players (like like Torbjorn's turrets or Symmetra's teleporter), no longer charges ultimate abilities Ultimate costs have been increased by 25% for all heroes D. Va Mech health increased to 200 (formerly 100). Armor remains at 400 Movement speed while firing has been increased by 25% Soldier: 76 Pulse Rifle Bullet damage increased from 17 to 20 Maximum bullet spread Increased from 2.2 to 2.4 Ana Nano Boost No longer increases move speed Mei Blizzard Ultimate cost has been increased by 15% Lúcio Amp It Up Healing-per-second has been decreased by 10% Zarya Particle Barrier Power gained from barriers decreased by 20% Projected Barrier Power gained from barriers decreased by 20% Torbjörn Scrap is now automatically generated over time The amount of scrap collected from a fallen enemy has been decreased by 40% Forge Hammer Swing speed increased by 25% Damage decreased by 27%Virnethael2 10 Nov
23 Oct A Message From Chris Metzen [POSTED ON BEHALF OF CHRIS METZEN] I had just turned twenty years old when I started working at Blizzard. Seems like a lifetime ago. Guess it was. Those first few years were the start of a very grand adventure for me, one that would take me around the world, introduce me to thousands of wonderful geeks just like me—and ultimately shape the course of my adult life. Of course when I started, I had absolutely no idea what I was doing. I had no idea how to make games or build entertainment products.… But I had an insatiable passion for ideas. For stories. For heroes. My only real training before joining Blizzard was the long-running D&D campaign I had with my closest friends—Sam, Mike P., Daniel, and Mikey C. (you know who you are, boys…HAMRO!). Building ideas—vast worldscapes, characters, and plotlines with my friends was my first great love. I lived for it. It was a safe space amid the tension and change of some rough teenage years. The grand refuge of D&D was a glorious meeting of minds and imaginations where I felt I truly belonged. It was a space where friendship and imagination were inextricably linked. The sharing of ideas on the fly, the crazy, unexpected turns other players would take—it stretched our imaginations in ways we’d never have dreamt of on our own. I loved how roleplaying through adventures taught us so much about each other—and, more often than not, ourselves. Imagining together helped us make sense of the crazy world we were growing up in. It made us stronger together. I wouldn’t really understand the depth of it for many years, but I had learned an important truth from my friends back then: Creativity is relational. Looking back at my years at Blizzard, I see now how profoundly this idea has shaped my career. I see how profoundly my friends and coworkers at Blizzard have shaped me as a person. For nearly twenty-three years I’ve had the very distinct privilege of shaping worlds and building games with the brightest creative minds in entertainment. I’ve walked with giants (and stood on some giants’ shoulders, too). In short, I’ve had the time of my life. I pretty much had the coolest job ever—but the truth is, sometimes it was really hard. Building games with dozens of brilliant, passionate alpha-geeks with their own red-hot instincts and perspectives can be pretty tricky. Coming to consensus about certain design decisions, story motifs, or courses of art direction takes a lot of communication, patience, and “give and take.” It stretches you. Sometimes it wasn’t all that pretty. But engaging with your teammates and collaborating through the potential quagmire of all that creative tension is where the real magic happens. It’s not just the decisions you come to—or even the final shape of the product you craft.… It’s bigger than that—and infinitely more important. True collaboration builds trust—and trust is the basis of all lasting relationships. With trust you build more than just a great product. You build a TRIBE…that can build anything. A family of craftsmen. That’s what Blizzard has been for me. My second family, through all of life’s ups and downs, it’s always been there. The great, geeky backdrop of my life. I don’t just mean “the job” or even the creative mission—but the people. The people who over and over lifted me up, believed in me—and pushed me to find my potential as both an artist and as a leader all these years. To my Blizzard brothers and sisters…I wish I had the words. Everything just sounds…trite. All I can think of is… You helped me believe in myself and achieve every one of my wildest dreams. I am forever grateful to you. I love you all with everything I’ve got. Thank you. And to all of you out there in Blizzard’s vast gaming community—those of you I’ve had the pleasure of meeting in person and all of you around the world I’ve only heard about—thank you. Thank you all for letting me be a special part of your community. For letting me belong with you. We’ve shared countless adventures together and I’ve always been overwhelmed and humbled by your passion for our games as well your commitment to each other. Thank you for all the BlizzCon hugs, smiles, handshakes, and stories over the years. You will never know how much you’ve all touched my heart and inspired me to give my all into this craft. With that said, I’ll try to get down to the point, here. I’ve come to a turn in the road. A new, far quieter chapter in my life looms ahead. I am retiring. Yup. Hangin’ up my guns. Clockin’ out. Takin’ the last gryphon out of Stormwind. You get the picture. Crazy, I know. It’s a massive change for me, but it’s one I’ve been looking forward to for a while now. It’s ironic given the fact that things have never been better or more energized at Blizzard. Just this year alone has been incredible. Legion’s arrival. The launch of Overwatch. The Warcraft feature film. I’ve never been more proud of Blizzard and the quality of its products than I am now. It’s remarkable that even after all these years we can still reach new heights and take the world for an amazing ride. I believe Blizzard’s future is brighter than ever. I won’t lie—it’s going to be really hard stepping away from these worlds that I love. But I’m content that I’m leaving them in the hands of the most passionate, talented, and dedicated craftsmen ever assembled. I can’t wait to see where Blizzard’s worlds go next—and to experience them first-hand like everyone else does. As a fan. As an adventurer. Right back to the start. That’s just so cool… The reason I use the word “retire” is because I’m not going to some other company or starting up new projects or anything remotely like that. It’s been a long, amazing stretch of years. Now it’s time to slow it down. Rest. Lay around on the couch and get fat. Well, fatter.… Seriously though, I’ll be focusing on the one thing that matters most to me in all the world—my family. They’re the core of my life and the source of my deepest joy and inspiration. In addition to raising our two little ones, we recently welcomed our new baby into the family! Being home with them all, having time and space to really live…to love my wife with all my strength…that’s my career now. And I’ve never been happier. Ever. :) Peace out, y’all. I love you all. I’ll see you online. - ChrisVaneras24 23 Oct