I agree, it may be fun. Touched the v1.0 patch few times, I wasn’t interested in the game at first, started to play more often around 2 or 3 years after release.
All the OW2 new players will know the DPS instalock nightmare, until a team comes to 5 Winton/Genji and 1 Mercy memes, Bastion with shield~, Symetra as support (with infamous troll TP) and the most unbalanced version of the game.
They reverted Ram nerf in the last patch today. =]
Energy Javelin
Fortify
Pummel
Quad Cannons
Grappling Claw
Hack
Translocator
EMP
Orbital Ray
Probably they will buff her slowly, until players starts complaining about other players exploiting her abilities to solo kill Zen, Ana, or any heroes without mobility skills. The Sombra patching loop.
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GENERAL
Tank Role Passive
• Knockback resistance reduced from 40% to 25%.
Fortify
Take a Breather
Hyperspheres
Configuration: Assault
Configuration: Artillery
Flashbang
Deadeye
Storm Bow
Explorer’s Resolve
Coalescence
Thorn Volley
Destruction Orb
Orb of Discord
CLASH
FLASHPOINT
Winston
DAMAGE
The Viper
Virus
SUPPORT
Mediblaster
Defense Matrix
Energy Javelin
Particle Cannon
Base health reduced from 250 to 225.
Frag Launcher
Railgun
Base health reduced from 250 to 225.
Virus
Impact damage increased from 25 to 35.
Stealth
Bonus movement speed increased from 45 to 60%.
Developer Comment: This shift in armor health for Torbjorn is to increase survivability against the heroes which are most affected by armor’s damage reduction, such as Tracer.
Solar Rifle
Captive Sun
Projectile environment collision size reduced from 0.15 to 0 meters.
Mediblaster
Pulsar Torpedoes
Hyper Ring
Orbital Ray
Base health reduced from 250 to 225.
Kunai
Healing Blossom
Petal Platform
Rejuvenating Dash
Caduceus Staff
Biotic Grasp
Sonic Amplifier
Primary fire damage increased from 18 to 22.
Mediblaster
Pulsar Torpedoes
Glide Boost
Hyper Ring
Orbital Ray
Flashpoint
Push
General map & Mode updates
We’ll be running at least one Quick Play: Hacked based on this idea in Season 13
Nemesis Form
Particle Barrier
Projected Barrier
Healing Pylon
Captive Sun
Sonic Amplifier
General
Developer Comments: This stun time reduction applies to the knockdown that happens when two charging abilities collide and result in a tie (with Reinhardt, Doomfist, Brigitte, Mauga, Bob). The counterplay and interaction of two charging abilities impacting each other is great, but it took both players out of the fight a little too long.
Developer Comments: These changes will improve D.Va’s effectiveness against smaller targets as she became less effective against armored enemies in the previous patch.
Fusion Cannons
Boosters
Developer Comments: The Tank knockback resistance passive was affecting Junker Queen’s pull effect more than intended. The distance can be affected by their movement, but Tanks are now pulled in about 5-6 meters instead of only 3 meters or so.
Jagged Blade
Rampage
Developer Comments: Orisa’s survivability was reduced more than necessary in her last round of changes so we’re partially reverting the cooldown increase to Javelin Spin.
Javelin Spin
Developer Comments: Roadhog’s already-powerful survivability increased significantly with the headshot damage reduction from the tank role passive so these changes are to help bring that back in line.
Take a Breather
Developer Comments: We’re reverting the Magnetic Grenade ability to be deployed like Cassidy’s previous Flashbang ability, but it will keep the Hinder effect instead of a full stun. We’ve heard feedback surrounding the Magnetic Grenade ability and agree that while the fantasy of a homing grenade was fun, the moment-to-moment gameplay of it often felt too unpredictable as to whether it would land or not. The Hinder effect has been a useful tool to act as a counter to highly mobile heroes without going back to a full stun and the enemy player losing the ability to fight back.
The Deadeye ultimate is getting an adjustment to increase its flexibility toward the end of its duration, enabling it to get value outside of buying time for Cassidy or his allies, though it may be riskier to hold it for a long time as the damage reduction will fade away along with the movement speed penalty.
Peacekeeper
Combat Roll
Flashbang
Deadeye
Developer Comments: Mei’s damage output over time is intended to be on the low end for a Damage hero, as she offers strong utility and survivability through her ability kit, but we would like to make the secondary fire icicle more rewarding by increasing the damage and slightly more difficult to land consistently.
Endothermic Blaster
Developer Comments: With the previous patch change to how armor reduces damage, shotgun weapon heroes like Reaper lost some value since much of their gameplan revolved around pressuring large tank heroes. To help shift Reaper toward being more effective against smaller targets we’re tightening the weapon spread on the Hellfire Shotguns and reducing the amount of time enemies have to react to his Shadow Step teleport.
Hellfire Shotguns
Shadow Step
Developer Comments: This change is reducing the burst damage potential of the secondary fire Railgun shot to both lessen frustration from playing against that burst damage, and to shift power into her sustained primary fire damage. This should smooth out the feast-or-famine nature of Sojourn consistently hitting the secondary fire shots.
Railgun
Overclock
Developer Comments: To help solidify Symmetra as a close-range threat, we’re increasing her health to better survive in that range, along with how quickly her primary fire beam damage ramps up.
Photon Projector
Developer Comments: Illari’s Healing Pylon is intended to be useful for healing her team in relatively safe positions without much focus required, which enables her to either apply pressure with her primary fire or spot heal in bursts from her more limited secondary fire healing beam. To encourage this, it now has improved health and healing output, but is less effective when Illari uses it to heal herself.
Outburst
Healing Pylon
Developer Comments: “Hard knockdown stuns” refer to most all of the existing knockdowns where the player is stunned and laying on the ground (such as Reinhardt’s Earthshatter), with the exception of Ana’s Sleep Dart effect, which is removed upon taking damage or Protection Suzu’s cleanse.
Swift Step
Protection Suzu
Colosseo
Developer comments: Roadhog benefitted greatly from the recent headshot reduction passive for Tanks so we are nerfing his survivability. This change to Take a Breather is aimed at encouraging more mindful resource management. The change to Whole Hog will make the ultimate more of a zoning tool while lowering its lethality, especially against tanks with their recently increased knockback resistance.
Take a Breather
Whole Hog
Developer comments: Our last patch aimed to make some Tank ultimates more forgiving to use during combat. Sigma’s Gravitic Flux can suffer from missing due to slight line of sight checks but we don’t believe this change had proper communication for all instances. We may return to this change for Sigma down the line with updated visuals.
Gravitic Flux
Drill Dash
Burrow
Developer Comments: As we continue to monitor Venture’s gameplay throughout their release Season, we are making a change today that adds more flexibility to using Drill Dashes. Players will now be less punished for using their Drill Dash above ground and immediately burrowing due to the new accelerated cooldown while underground.
Developer comment: Armor is being reverted to its original functionality to better resistance rapid fire damage and shotgun-type weapons. Out-of-combat health regeneration has been a positive but subtle addition to the game, but had a much smaller impact for tank heroes due to their massive health pools, so we’re adjusting it to heal for a percentage of maximum health.
Role Passive
Developer Comment: Although armor health will now be more effective in some of the more difficult matchups, it will also be losing potency against the typically slower, higher damage instances. To help reduce the feeling of tanks being taken out too quickly by high bursts of damage, the role-wide passive now provides improved defense against critical headshot damage.
Junker Queen
Commanding Shout
Developer Comment: Junker Queen being able to activate Commanding Shout while swinging her axe or during her Ultimate ability will make it more responsive for when an additional burst of health or movement speed is needed.
Sigma
Gravitic Flux
Developer Comment: Similar to how Graviton Surge functions, Gravitic Flux no longer needs line of sight to affect enemy targets in its area. There are a fair amount of counterplay options to deal with this ultimate so we’re making it more reliable to grab enemy targets within its area of effect.
Wrecking Ball
Grappling Claw
Piledriver
Minefield
Developer Comment: Wrecking Ball has been performing much better after his recent update and these tuning changes will help his abilities feel more impactful.
Zarya
Graviton Surge
Developer Comment: We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Graviton Surge was still very useful to set up combos with other ultimate abilities but we want to makes sure it’s powerful enough on its own.
Junkrat
Frag Launcher
Developer Comment: Junkrat’s weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We’re increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute.
Echo
Duplicate
Developer Comment: While the main benefit of Duplicate is a second health pool and the utility of another hero’s abilities, it was often too difficult to charge an ultimate in the Duplicate time limit so we’re increasing the bonus multiplier slightly.
Hanzo
Dragonstrike
Developer Comment: The Dragonstrike ultimate hasn’t been very effective outside of being used in a combo with other abilities that restrict enemy movement, so we’re increasing its speed to help position it as less of a zoning tool and more likely to deal some damage.
Brigitte
Rally
Developer Comment: Resetting the Shield Bash cooldown on ultimate activation was too much potential burst damage for Brigitte when the average maximum health of everyone was lower, but it’s much more reasonable now that it won’t be as lethal.
Perhaps no one asked for it, yet it strengthens and promotes both brands. It’s good to keep the game in the mainstream.
Fortify
Javelin Spin
SMART Excavator
Drill Dash
Tectonic Shock
TL;DR in S11 Ximmers will be restricted to play competitive, forced to play against PC players in Quick Play with aim assist off
HERO UPDATES
Cardiac Overdrive
EMP
Photon Projector
Sentry Turret
Developer Comments: This patch is focused on fine-tuning some of the systemic hero changes made in Season 9. In addition, we’re adjusting individual abilities to make them feel more impactful due to heroes having larger health pools.
PROJECTILE SIZE UPDATES
Developer Comments: We are decreasing the size of the fastest travel time projectiles because it reduces the frequency of these projectiles failing to headshot due to hitting the enemy’s chest hit volume first.
ROLE PASSIVES UPDATES
Developer Comments: The Damage role passive reduces the potency of in-combat healing and helps equalize the effectiveness between burst and damage over time. Nevertheless, we are going to experiment with a lower value to relieve some of the pressure on tank and support roles. We’ll be keeping a close eye on this change as we want the healing reduction to still be noticeable.
OTHER HERO UPDATES
Added a new UI element above the player’s first-person health bar to show all active healing status effects (Anti-Heal, Amplified Healing, Reduced Healing).
Meteor Strike
Developer Comments: We are changing Cardiac Overdrive to make it more forgiving when used for yourself especially when Mauga is low health.
Overrun
Cardiac Overdrive
Terra Surge
Ravenous Vortex
Fire Strike
Developer Comments: We’re improving the consistency of the Hook combo. Enemies are pulled closer to Roadhog and aren’t launched as high when Pig Pen activates, making the Scrap Gun follow-up shot more consistent.
Chain Hook
Pig Pen
Developer Comments: We’re reverting the previous change to the base projectile size of Hanzo’s arrows and replacing it with the general global reduction, which affects all travel time projectiles with a speed greater than 50 meters per second, resulting in Hanzo’s arrow projectile staying the same total size as before this patch.
Endothermic Blaster
Cryofreeze
Death Blossom
Developer Comments: Virus deals critical impact damage when it hits Hacked targets, and this change makes using it as a follow-up more compelling. The Translocator now destroys breakable objects, preventing Sombra from teleporting a shorter distance than expected.
Virus
Translocator
EMP
Photon Projector
Sentry Turret
Teleporter
Deploy Turret
Biotic Grenade
Repair Pack
Rally
Developer Comments: We are adjusting the firing cadence of the Solar Rifle, making it more responsive to use and increasing the damage per second but not the burst damage.
Solar Rifle
Developer Comments: We’re increasing the burst potential of the Heal Blossom to reinforce Lifeweaver’s role as a high healing throughput support. The heal per second is roughly the same as before, but individual Heal Blossoms can be charged further.
Heal Blossom
Yeah you are right. So few days of meme comps and then instalock comps with 5 DPS and 1 SUP. People will notice the “real” OW Classic. Gonna play anyways, just for the nostalgic feelings. lol