The Overwatch patch notes for the Season Six midseason are here! And boy, is Zarya back and in a big, big way.
Looking for some Overwatch patch notes? Esports.gg has you covered with all the notes, observations, and more regarding the game's ever-changing landscape. Below you'll find a rolling list of the patch notes so far in 2023.
Be sure to bookmark this page so you can keep track of what's going on in everyone's favorite shooter.
Overwatch patch notes - Sept. 7, 2023
HERO UPDATES - TANKS
- Impact damage increased from 50 to 65.
This makes perfect sense, as there's a real skill involved with chucking Queen's knife. And if we've learned anything from the Overwatch patch notes recently, it's that skill shots get results.
- Cooldown begins when the ability is activated instead of when it ends.
- Cooldown increased from 12 to 16.5 seconds.
- Overhealth bonus decreased from 125 to 100.
Considering just now unkillable Orisa has been recently we cannot be shocked at a balance nerf. That cooldown increase is real, but simply means that Orisa will need to choose between using her Golden Form to be aggressive or to defend--not both.
- Health increased from 200 to 225.
- Cooldown decreased from 10 to 8 seconds.
- Size increased 15%.
Haha, who okayed this change? Funny enough, this one balance update takes Zarya from a weird, situational pick to one of the best in the game. Dive Heroes now get a significant boost from Zarya's bubble, and it comes back quicker. And in a world where beam weapons are showing more and more value this just makes Zarya all the better.
- Reload time decreased from .25 to .2 seconds.
Good! Reloading as Ashe has always been one of the most awful feelings in the world. Hiding or standing back in the shadows, hoping nobody notices you shoving shells into your gun before you get killed. It's a small change, but a big quality of life boost.
A-36 Tactical Grenade
- Impact damage decreased from 30 to 15.
- Can no longer deal critical hits.
Bzzzrt. Whooooopo, whooooooopo, mrzzzzrrrrrrrtt. Beep. Blorp. Grrrrrrrrzt. Wrmrmrmrmrmrmmmmmmm.
- Damage increased from 65 to 70 per second.
- Duration before slow falls off between primary fire hits increased from 0.5 to 0.6 seconds.
- Bonus damage can now also be triggered with Mei's quick melee.
Mei's damage feels paltry compared to other damage Heroes, but for good reason. She quickly snowballs (haha) into the territory of being broken with each positive adjustment. That said, this makes her less of a wall bot and more of an active threat to the Genjis of the world.
- Instant healing decreased from 50 to 40.
- Heal over time decreased from 50 over 5 seconds to 40 over 4 seconds.
An overall healing decrease for Bap isn't a shock given how effective he is when at work. Given his increase of playtime across the board as of late this seems to balance out his ability to save Burst as an "oh crap" button.
- Now passes through enemy heroes.
We did it! The good Heroes is now even better!
Overwatch patch notes - Aug. 24, 2023
- Heal decreased from 40 to 30.
- Shields decreased from 75 to 50.
- Projectile Impact and explosion are now blocked by barriers.
- Projectile size decreased from 1.5 to 0.75 meters.
- Sunstruck duration decreased from 7 to 6 seconds.
Well, here's your pre-Overwatch League nerf patch for Illari. Honestly, the changes are fine and, in this instance, making the Captive Sun projectile smaller is a buff. All of this seems fair.
Overwatch patch notes - Aug. 10, 2023
Illari joins Overwatch
We will have a more complete breakdown and guide a bit later in the week on the newest Overwatch Support, Illari. Her explosive kit and powerful off-healing turret allow the solar warrior the flexibility to deal damage while not leaving her team high and dry like so many Reddit Lucios.
Here’s the list of her abilities.
Solar Rifle (Primary Fire)
Long-range auto-charging rifle.
Solar Rifle (Secondary Fire)
- Medium-range healing beam that consumes solar energy.
Outburst (Ability 1)
- Launches you in the direction you are moving, knocking back enemies. Hold jump to go higher.
Healing Pylon (Ability 2)
- Deploy a pylon that heals allies.
Captive Sun (Ultimate)
- Fire an explosive ball of solar energy. Enemies hit are slowed and explode after taking significant damage.
Flashpoint PVP mode added
We’ve talked about Flashpoint on the site before, but now the massively map-bearing mode is here for one and all. This five-on-five mode of King of the Hill has a distinct Overwatch feel. Check back in later in the week for our guide on how to manage the daunting new mode.
- Cooldown reduced from 4 to 3.5 seconds.
- Pilot is now damage immune for 0.4 seconds while ejecting.
The change to Eject Mech is a long time coming. After all, there’s nothing more annoying as a DVA player than working hard to get your Evangelion back, only to have it stolen from you by happenstance. Or Hanzo. Same thing. A good change!
- Cooldown reduced from 7 to 6 seconds.
- Now reduces damage from stuck projectiles.
The Seismic Slam cooldown change puts him back in line with the other dive tanks, in regards to movement. One second may not seem like a lot, but it’s usually the difference between Doom getting back out or Doom dying in the backline.
- Damage falloff range increased from 15 to 20 meters.
- Fortify health bonus increased from 75 to 125.
Like we said last patch, Orisa is in this new cycle of getting nerfed, then buffed over and over. It looks as if we’re still in the ‘buff’ portion of the cycle. While the damage falloff is real, Fortify continues to be amazing and takes back its crown as the best defensive button in the game.
Nemesis – Block
- Block now reduces damage from stuck projectiles.
- Ultimate cost increased 12%.
Annihilation is still one of, if not the best Ultimate in the game. A slight cost increase won’t change that.
- Secondary fire charge time reduced from 1.2 to 1 second.
- Secondary fire recovery time increased from 0.5 to 0.75 seconds.
I’m sure these numbers matter to someone, but it isn’t me. Just the weird back and forth finetuning that comes with each patch.
A-36 Tactical Grenade
- Maximum explosion damage falloff reduced from 70% to 50%.
- Detonation time reduced from 0.5 to 0.35 seconds.
- Recoil adjusted to recover more quickly.
- Projectile size increased from 0.2 to 0.25.
- Impact damage increased from 15 to 30.
- Reload time reduced from 1.5 to 1.2 seconds.
- Configuration Assault
Transforming into Configuration Assault now repairs 50 armor health.
- Targeting state movement speed increased from 20 to 25 meters per second.
I assume the nonstop Bastion buffs are someone from Blizzard apologizing for him being unplayable for six years. Well, not anymore. Bastion just jumped up the ranks of the DPS tier list, gaining significant buffs. The grenade is better and snappier, he gets armor for turning into a turret, and his Ultimate tracks faster.
- Base health increased from 200 to 225.
- Peacekeeper damage falloff range rescaled from 25-45 meters to 25-35 meters.
- Projectile now has a maximum travel time of 1.5 seconds.
- Slow amount reduced from 30 to 25%.
Speaking of Heroes stuck in a balance cycle, Cassidy joins Orisa in a never-ending back-and-forth. Once more the cowboy’s health is raised and the falloff range changes. Nonstop. Much like war, Cassidy buffs never change and they’re constant, like gravity.
- Arrow draw progress is no longer preserved while wall climbing.
Hey, remember when they said they were going to nerf Hanzo? Haha. Good times.
- Ultimate cost increased 15%.
- No longer destroys Lifeweaver's Tree of Life.
Given she’s getting a full rework next season I’m surprised Sombra got any changes at all. However, the Ultimate cost change is… Something, I guess. Shrug. I still hate playing against her. Also, we love a Lifeweaver buff.
- Explosion damage reduced from 90 to 80.
- Ultimate cost increased 10%.
Speaking of Heroes who got buffed a bit too much. Whoo boy, has it been a good year for Soldier players. These two small changes aren’t going to make a bit of difference in his effectiveness, but it’s the thought that counts.
- Weapon swap time reduced from 0.5 to 0.4 seconds.
- Primary fire recovery time reduced from 0.55 to 0.48 seconds.
- Swing recovery time reduced from 0.75 to 0.6 seconds.
More changes stemming from the damage reduction to his turret from the last patch. Small tweaks, but as a Torb player I can say that they’ll be noticeable. And, hey: Everyone loves a faster Forge Hammer.
- Damage and healing per projectile reduced from 75 to 70.
- Unscoped projectile size increased from 0 to 0.1.
This only looks like a nerf if you don’t read the fine print. In essence, this will make hip-fire shots with Ana far easier. Considering this is the most effective way to main tank heal I’ll consider it a massive win.
- Barrier Shield health reduced from 300 to 250.
- Ultimate cost increased 6%.
Brig is good. Too good. And while these changes don’t look like a lot, they are at least an acknowledgment of said goodness. Good.
- Knockback removed.
- Healing reduced from 50 to 40.
- Now heals for an additional 30 health when cleansing a negative effect.
- Damage increased from 40 to 45.
- Recovery time reduced from 0.55 to 0.5 seconds.
- Critical damage multiplier reduced from 3 to 2.5x.
Strange changes for Kiriko on both the offensive and defensive side of things. The Suzu change to provide a heal upon cleansing is neat. Meanwhile, the Kunai changes will hopefully make her less of an annoying chase-down Hero in my Quick Play games. Overwatch patch notes giveth and taketh away.
- Base health reduced from 200 to 175.
- Base shield health increased from 0 to 50.
- Reduced spread for one of the two Thorn Volley projectiles fired per shot by 25%.
- Healing increased from 25 to 50.
- Mobility lockout duration increased from 0.45 to 0.75 seconds.
Tree of Life
- 50% of Tree of Life’s overhealing is now converted into Overhealth – up to 100 maximum Overhealth.
Truly, I do not know why they felt the need to buff Lifeweaver. The last patch saw massive changes, and despite that fact his play rates must still be down. But, hey: As someone who loves playing him and thinks he’s one of the best healers in the game, I guess we’ll take it. Especially nasty is Tree of Life’s Overhealth change. Just truly and potentially busted.
- Self-healing penalty is now reduced from 60 to 0% for the duration of Amp It Up.
I don’t play Lucio because I’m not a degenerate, but one of my teammates says this is huge. I guess I’ll believe him.
- Caduceus Staff
- Secondary fire damage boost reduced from 30 to 25%.
After all the hand-wringing and crying on forums from the annoying fans of Overwatch comes the big change they waited for all season. Yes, that’s right: A whole five percent damage boost reduction. Amazing. Now be quiet and boost that Illari like a good boy or girl.
Overwatch patch notes - July 11, 2023
- Damage reduction increased from 40 to 50%.
Orisa has felt more and more fragile with every patch since Overwatch 2. A lot of this has to do with the fact that she was near-unstoppable for a long time. The advent of Sombra buffs plus a number of Heroes getting direct counters to her Ultimate didn't help. This increase in sturdiness feels appropriate.
- The projectile now passes through enemy heroes but is still blocked by barriers.
The physics on the Vortex projectile always feel wonky. This set of Overwatch patch notes looks to rectify this issue and make it a bit easier to deploy. I don't think any Ram mains will take issue.
- Maximum health increased from 1200 to 1400.
Up, down, up, down. The health of Rein's shield must be one of the most adjusted numbers in the game's history. This should help Rein hang in the fight a bit longer. Bigger DPS numbers have led to his shield feeling like the cardboard that comprises his most recent premium skin.
- Manual reload time reduced from 2 to 1.6 seconds. This does not affect the automatic reload while transformed into a ball, which is still 2 seconds.
A Wrecking Ball buff? Are we sure? Is it my birthday? This isn't so much of a buff as it is a quality of life change. Most Hammond players only ever reload from being in Ball form. Still, this is nice.
- Number of shots to reach maximum spread increased from 8 to 12.
- Spread reduced by 12%.
I'm not sure Sojourn needed to be made better. However, this will make her gun feel less like a guess when it comes to the spread.
Heavy Pulse Rifle
- Damage increased from 18 to 19.
- Explosion damage increased from 80 to 90.
- Healing per second increased from 35 to 40.
Soldier is a tough Hero to balance. He either feels dominant at certain levels or you don't see him chosen at all. These changes will allow him to stay in the box a bit longer and maintain a certain level of DPS over time. Pharah's beware.
- Secondary Fire maximum impact damage increased from 45 to 50.
- Secondary Fire maximum explosion damage increased from 45 to 50.
- Damage per second reduced from 40 to 25.
- Turrets now reveal enemy heroes to allies while dealing damage and for 1 additional second afterwards.
Well, speaking of buffs nobody asked for but will gladly take. This change makes Sym not only a much stronger shield counter, but also gives her some solid utility against Sombra while not being game-ruining. The enemy reveal from the turret gives some interesting and added utility.
- Secondary Fire spread reduced from 5 to 4.5 degrees.
- Damage reduced from 14 to 11.
- Cooldown increased from 10 to 12 seconds.
- Now reloads 6 ammo on use.
Did Torb's Turret need a nerf? It's never felt like that big of a problem, but certainly feels like a stealth Tracer/Genji/Pharah buff. That increase on the cooldown is especially brutal. However, a tighter shotgun spread and an instant reload on Overload is a fair and interesting trade.
- Recovery reduced from 1 to 0.9 seconds.
Eh, sure. That's fine.
Orb of Discord
- Maximum range reduced from 40 to 30 meters.
- Time to wear off the target when not in line-of-sight reduced from 2 to 1.5 seconds.
We knew the Discord Orb nerf was coming, but I think most of us thought it would be to the damage. Instead, this will force Zen players to not only be more selective, but play heads-up in regards to how often they switch Orb targets. Honestly, it's a fine change.
Overwatch patch notes - June 28, 2023
- Seeking radius lowered from 1.5 to 1.3 meters.
- Homing duration lowered from 1 to 0.75 seconds.
I think we all saw this change coming. The new MagNade ability for everyone's favorite cowboy is amazingly strong. While I'm not sure how much these changes will tone it down, it is something to keep in mind.
- Maximum slow applied by primary fire reduced from 50% to 40%.
- Primary fire damage per second increased from 55 to 70.
Deep Chill (Passive)
- Maximum slow applied when this effect activates reduced from 75% to 65%.
I think what we're learning here is that the Blizzard devs didn't realize just how much folks prefer damage over crowd control. While the slow amount changes will most likely be unnoticable, the primary fire damage increase is a smart swap.
- Increased the number of projectiles to reach maximum spread from 0 to 20.
- Maximum ammo increased from 70 to 80.
Sure, yeah. Great. Keep buffing him. We love to see it.
Overwatch patch notes - June 13, 2023
Get your D20s ready, because the Dungeons & Dragons-themed Season 5 is here! Along with a new battle pass comes some major updates to Mei, Lifeweaver, Widowmaker, Cassidy, and even... uh... Roadhog?
Are we sure? Huh. Well, I guess they couldn't nerf him any further.
Fire returns to highlight your incredible plays with these new features:
- New State: BLAZING - What’s better than being On Fire? Being even more On Fire! A team’s most exceptional playmakers will now begin Blazing. Blazing cannot be maintained as easily as regular Fire, so you’ll need outstanding play to keep the heat on.
- Reignited Visuals and Sound Effects - Fire returns to the hero portrait and the scoreboard with new animations. Fire makes its debut in the kill feed as well.
- Catching Fire - Killing enemies that are On Fire grants Fire.
- Fan the Flames - The Fire has spread to more than just Genji players. Beyond eliminations and damage, Fire comes from mitigated damage, saves, healing, assists, capturing/contesting objectives, boosted damage, and crowd control. Pay attention to which heroes on your team are On Fire and help them out to increase your Fire score.
Get BLAZING, mon.
- Ultimate cost increased by 15%.
- Temporary health reduced from 200 to 150.
There was going to be an inevitable slight-debuffing for our resident Giant Woman. However, all of these feel like needed and important changes to keep JQ from feeling too overbearing. The increase in Ultimate cost is especially important, given that even just using Rampage gives her a ton of charge.
Take a Breather
- Now amplifies healing received by 50% for 2.5 seconds after finishing Take a Breather.
Well, if Hog can't kill anyone else in one hit then I guess nobody should be able to do the same to him. While not a rework, this makes an already stout boi perhaps one of the most unkillable tanks in the game.
Which, you know, is at least one reason to pick him now.
- No longer has a maximum projectile travel range of 10 meters.
- The projectile now magnetizes toward an enemy target from 1.5 meters away and chases them for up to 1 second.
- Impact damage increased from 0 to 10.
- Explosion damage reduced from 120 to 70.
- Stuck targets now have their movement slowed by 30%.
- Stuck targets are now affected by a “Hindered” status effect, interrupting and preventing movement abilities from being activated.
This takes MagNade from being a kill-confirming ability to almost a zoning skill. The most interesting aspect of the change is its removal of the travel range, which essentially makes it a full-on homing missile--at least for one second. This also seems like a newfound way to keep Tracer and Genji off your butts.
- Impact sound effect now plays for enemies.
- Visual effect is now briefly visible to enemies when first deployed.
- Maximum damage reduced from 125 to 120.
I won't lie: If you had asked me if enemies can see when they're hit with Sonic Arrow I would have said "yes." Maybe I'm playing too much VALORANT these days. Either way, smart changes abound here and helps players from being Hanzo'ed as often.
- Damage per second reduced from 100 to 55.
- Primary fire slow is no longer always 40% and now scales from 30-50%.
- Primary fire impacts now build up to a slowing effect that sticks to the enemy target for 1.5 seconds and slows them for 75%.
- Secondary fire impacts can detonate this new slow effect, dealing an additional 40 damage.
Huh. Well, that's certainly a change. Once the complete bain of dive Heroes and tanks alike, it looks like meat's back on the menu for Mei players. Her newfound "exploding" slow is going to be a supreme pain for the likes of Doomfist, Ball, and Dva.
- Can no longer be activated while affected by mobility-locking effects (Magnetic Grenade, Steel Trap, Graviton Surge, etc.).
- Spread increased by 15%.
The developers claim this is a bug fix, but I feel like we've already gone down this road before. Regardless, this is a DPS nerf for Tracer and probably one that she needed, no matter how minor.
- Scoped shot damage falloff min-max range reduced from 70-100 to 40-60 meters.
- Scoped shot maximum damage falloff scalar increased from 30 to 50%.
It appears the Widowmaker Era is over. Both changes are a massive nerf to her ability to dominate a match single-handedly. It also means that good Widow players will be the ones who can stand in the fire and find targets while under pressure. A much needed--and welcome--change.
- Petal ornaments on his back have had their size and hit volume reduced by 10%.
- Maximum healing increased from 65 to 75.
- Damage per projectile increased from 5 to 6.
- Projectile radius increased from 0.1 to 0.125.
- Ammo increased from 60 to 70.
- Walkable area increased by 15%.
- Area to trigger lift now shrinks from a radius of 2 to 0.75 meters after initial placement.
- Cooldown reduced from 20 to 16 seconds.
- Now heals the target ally for 50 health.
Tree of Life
- Ultimate cost increased by 8%.
Well, someone just became one of the best healers in the game. Leave it to Blizzard to overtune underperforming Heroes to the point of being in the meta. Don't get me wrong, all of these changes were needed to make Wifeleaver feel dynamic. Especially important is that Life Grip cooldown reduction.
Maybe now we'll see him in Overwatch League matches.
- Can no longer be activated while affected by mobility-locking effects (Magnetic Grenade, Steel Trap, Graviton Surge, etc.).
Overwatch patch notes - May 9, 2023
Your season 4 midseason update is here! And boy howdy, does it have a number of big changes. The biggest of which is that not only is Junker Queen good now, but she may be in the top tier of tanks. Let's look at all the notes and give you some commentary along the way.
Maximum ammo increased from 6 to 8
- Jagged Blade
Projectile size increased from 0.15 to 0.20 meters
Now deals 40 impact damage
Wound damage decreased from 100 to 60
- Adrenaline Rush
Adrenaline passive healing multiplier increased from 1.25 to 2x damage dealt by wounds
Hoo, boy. The biggest problem with Junker Queen to date was that her self-healing wasn't enough to keep her alive. At least not in the way that the likes of Wrecking Ball, Sigma, or even Doomfist could self-sustain. Well, that's not a problem anymore! Her self-healing got a major boost, along with a sizable DPS buff via an ammo increase and a bigger Jagged Blade.
Hope you're ready to see more Junker Queen in your games. But, hey: We do love a giant woman.
Augmented Fusion Driver
- Damage increased from 12 to 13
It's nice to see the ole' horse girl get something after multiple patches in a row of Orisa nerfs.
- Damage radius before falloff begins increased from 1 to 1.3 meters
- Effect duration decreased from 9 to 7 seconds
Honestly, this is fine. Wrecking Ball still remains the most durable tank in Overwatch and this won't change that fact. However, it does mean that Ball players will need to be more aware of their shield and use it in better positions.
- Ultimate cost reduced 25%
- Ultimate generation decreased from 5.5x to 4x while Duplicate is active
I'm not sure Echo needed any more help. But this does mean that she'll get to Dupe far more but that she'll have to be pickier and the when and where of it all. It can sometimes be hard to get your full Ultimate meter while Duplicated, so be smart out there and only dupe Roadhog!
- Maximum damage increased from 100 to 110
Oh. Good. Junkrat buffs. Pardon me while I go projectile vomit.
- Explosion healing decreased from 100 to 60
Given Ana's ability to burst heal big HP targets this feels like a way to bring her back down to earth. As an Ana main I'll miss the ability to take the likes of D.va from 10 HP to full in a matter of seconds. This doesn't hurt her overall effectiveness, but this does mean you'll need to focus a healing target while 'nade is up.
- Cooldown decreased from 25 to 23 seconds
A small change, but one that is welcome. Lamp is still one of the best non-Ultimate abilities in the game and getting it two seconds faster is just dandy.
- Kunai reloads after 65% percent of the animation has completed (formerly 75%)
- New Hero option: "Healing Ofuda Cancels Reload"
This seems like a non-change, but this will actually allow Kiriko to reload-cancel with her melee akin to Ana. Which is to say, this is a major buff to her damage and a welcome addition.
- Reinhardt is no longer a valid target for Life Grip during Earthshatter, and using Earthshatter will cancel Life Grip.
Well, that's not the change I thought we'd see for the new boy. However, Rein players everywhere should rejoice at their Earthshatters no longer being ruined.
Overwatch 2 patch notes - April 25, 2023
Here is your "Hey, we're fixing Lifeweaver!" update.
Lifeweaver’s Controls & Options have been changed, with a new default control scheme added:
- Rejuvenating Dash has been moved from Ability 1 to Jump while in the air
- Petal Platform has been moved from Secondary Fire to Ability 1
- Petal Platform can now be manually destroyed with the Ability 1 input
- Secondary Fire will now automatically swap to the Thorn Volley weapon and fire it, and while Thorn Volley is equipped, Primary Fire will weapon swap back to Healing Blossom and begin charging
- Added a new Hero Option: "Use Manual Weapon Swap Control Scheme" which reenables the original control scheme for swapping weapons and changes the Rejuvenating Dash and Petal Platform ability assignments
- Added a new Hero Option: "Interact Cancels Petal Platform" which reenables using the Interact input to destroy the Petal Platform and disables the Ability 1 input from destroying it
- Diverged the Healing Blossom and Life Grip targeting sensitivity options so that they can be adjusted separately
- Automatic reload time for the inactive weapon increased from 1.5 seconds to 2.5 seconds
- Ammo count increased to 20 from 12
- Slow now steadily applies after 1 second of max charge being held
- Projectile Size reduced from .125 to .1
- Spread pattern adjusted, with random spread reduced. 1 of the 2 projectiles per shot now fires closer to the crosshair
Tree of Life
- Health increased from 1000 to 1200
- Healing pulse increased from 50 to 75
Parting Gift (Passive)
- Parting gift has been removed
It will be interesting to see if this moves Lifeweaver from the "fine, but difficult" category and into being overpowered. We'll come back later this week with a piece on whether or not that has, in fact, occurred.
Overwatch 2 patch notes - April 11, 2023
The start of Season 4 is here! With it comes a new Support Hero in Lifeweaver, a number of new challenges and events, and most of all: Some major, meta-upending patch notes. Oh boy. Time to tear into this thing.
New Hero - Lifeweaver
- Armor health reduced from 300 to 250
- Base health increased from 175 to 200
This may seem like a strange change and maybe a nerf. However, an increase in base health is never a bad thing in a world where Sombra continues to gather power. 600 HP is still a big number for a big man with a big hammer.
- Impact damage reduced from 60 to 40 (80 damage total with explosion)
- Knockdown duration increased from 0.8 to 1.1 seconds
Blizzard doesn't like tanks getting one-shot kill combos, apparently. This change does remove a lot of Sigma's ability to deal with dive Heroes such as Genji. However, the ability to kill anyone with 200 HP with one cooldown and a single click as a Tank was maybe a bit much. The stun duration is a nice change, even if it feels like a bad omen of stun creeping back into the game.
- Base health reduced from 225 to 200
- Damage reduced from 131 to 120
The base health change for our resident cowboy is far more surprising than the Mag Nade change. Magnetic Grenade is very good and, with a single body shot, currently allowed Cassidy to OHK 200 HP Heroes. Tracer and Widow will still need to fear him, but everyone else will be on a more fair footing against Cassidy.
- EMP can now disable Blizzard
What else is there to say? After massively nerfing Sombra at the start of Overwatch 2 she's now gained power in three straight patches. Additionally, she is now a hard and direct counter to more Ultimates than anyone else in the game. Guess they had to give her something, given that Brig now has her stun back.
- Brigitte now gains 100 restorable armor health pool for the duration of Rally
- Brigitte no longer gradually builds temporary health like her nearby allies
- Rally now upgrades her Barrier Shield, increasing both its size and health
- Barrier health increased from 300 to 750 during the ultimate
- During Rally, Shield Bash now impacts multiple enemies and briefly stuns them
- Bonus movement speed reduced from 30 to 15%
- Range reduced from 30 to 25 meters
Hey, did you like Overwatch in 2018? No? Well, we have bad news. Removed at the advent of 5v5 along with most other stuns, Brig's Shield Bash stun removal was a major nerf. Since then she's struggled to find a place in the meta other than "that Hero you pick against Genji." However, this massive change to Rally may be a bit too far in the opposite direction. She now possesses an AOE stun while also giving her team mobile cover.
Be prepared to see a lot of Brigitte in your games starting next week.
- Maximum duration on Tank heroes reduced 30%, from 5 to 3.5 seconds
Fair. I don't have to like it as an Ana main, but I get the point. Tanks need to not feel impotent, as to protect their fragile egos. The change makes perfect sense. Carry on.
- Healing-per-second increased from 45 to 55
- Healing is no longer increased for allies under half health
- Cooldown reduced from 2.5 to 1.5 seconds
- Jump and Crouch cancel active ability state duration increased from 1.0 to 1.5 seconds
- The Jump and Crouch cancel active ability state can no longer be manually interrupted to begin the cooldown early
- Support role passive healing is now active for the duration of Valkyrie
Hey, all you people that complained that you thought the Mercy changes last patch were bad? Congrats, you whined and moaned your way into making the Hero less fun once more. Not only is she now without the critical healing power that recently made her useful, but now Guardian Angel is just plain worse.
- Can now be activated during Coalescence
- Bonus movement speed reduced from 50 to 40%
- Lingering heal duration increased from 2 to 3 seconds
WHY DO WE KEEP BUFFING MOIRA? I hate to yell, but who at Blizzard thinks that Moira needs any more incentive to jump into the enemy backline in my Quick Play games? I assume at this point that the mid-season patch is just going to give her back the ability to Fade out of Rein charge at this point.
Overwatch 2 patch notes - Mar. 7, 2023
One Punch Man is here! Along with the first major collaboration event in the history of Overwatch comes a new set of patch notes to comb through. This time around is mostly smaller adjustments, so buffs for Sombra, Road Hog, and Hanzo are on the table. Let's take a look.
- Terra Surge can now be interrupted by Hack
Well, I picked a great time to start playing Sombra, huh? Terra Surge has felt more than a bit overwhelming since its introduction in the fall. Added with the fact that Sombra has lost much of her former power, it makes sense to put the two together. Expect to see some Orisa hard-counter switching coming to a Quick Play match near you.
- Using Annihilation while in Nemesis Form refreshes your bonus armor
This is a workaround and quality of life change, doing for players what they were already doing themselves. Now Matt mains don't have to shift out of Chad Mode before hitting Q to get their armor bonus.
- Hog's Chain Hook cooldown now starts when the ability ends instead of at the start
- The Chain Hook cooldown reduced from 8 to 6 seconds
Poor Roadhog. he gets jerked around almost as much as he jerks enemy players into that hole on Illios. However, these two changes are warranted given that a hit Hook is no longer a guaranteed death sentence.
- Added the hero-specific option “Relative aim sensitivity while rolling”
- Added the hero-specific option “Relative gyro sensitivity while rolling” (Nintendo Switch™ Platform Only)
- Added a timeout indicator for Grappling Claw located above the ability icon
- Minefield arming time increased from 1 to 1.25 seconds
Well, that Minefield buff didn't last long. As usual, I completely understand that Wrecking Ball can feel downright oppressive if tuned too far. That said, the timeout indicator for his Grappling Claw is a much-welcome addition.
- The shared cooldown for Particle Barrier and Projected Barrier reduced from 11 to 10 seconds
Rejoice, all 12 of you Zarya mains. Blizzard remembered that you exist.
- B.O.B. now prefers to shoot at enemy targets that Ashe damages with her rifle
Hey, someone got B.O.B. some ADD medication. In the past, Ashe's robot man-servant tended to aim wherever he pleased. With this change you can now direct traffic a bit better. Now if they'd only let me play as B.O.B. Sigh. Perchance, to dream.
- Lunge cooldown decreased from 5 to 4 seconds
I mean... Did Hanzo need a buff? C'mon.
- Blizzard ultimate cast time reduced from 0.5 to 0.4 seconds
An animation change meant to help both the caster and those who may eat Blizzard. Not much to see here.
- Jump Jet movement is now influenced by directional inputs
I mean, all the cool kids these days seem to play Pharah by just running around on the ground. But if that isn't your style then this change should make her feel a bit more responsive when securing the skies.
- Torso hit volume width increased by 20%
A nerf in the weirdest of ways. Too many men out here complaining about the width of their waifu's torsos.
- Immortality Field minimum health threshold increased from 10 to 25%
Honestly, a solid change. Immortality Field has a huge cooldown and it often feels real bad to watch it get blown up and see your team all die at once. While not a major change, this goes a long way to letting Baptiste players feel like they are doing something good and cool.
Overwatch 2 patch notes - Feb. 21, 2023
Blizzard has teased in developer blogs for months that the Overwatch 2 Season 3 patch would bring about a ton of Hero tuning. Well, they weren't lying, as this patch tweaks and modifiers nearly half the roster. In addition to making Ramattra and his Annihilation Ultimate feel a bit less oppressive, a surprise Mercy buff may turn her into one of the best clutch healers around.
Let's look at the patch notes, released earlier today.
Overwatch 2 Season 3 patch Tank changes
- Base health in Role Queue modes increased to 450
Considering one of the Queen's biggest drawbacks is survivability it's hard to turn down a bit more health.
Augmented Fusion Driver
- Damage falloff range reduced from 25 to 15 meters
Orisa struggles to look up and deal with floaters and fliers. This change should help her contend with the occasional annoying Pharah and Echo while also being able to pressure snipers.
- Damaging enemies with the ultimate now slows the duration timer down instead of pausing it entirely. Lasts up to 20 seconds
- Ultimate cost increased 12%
Ole' Matt needed a bit of tuning, especially when it came to his Ultimate and overtime. Annihilation, much like Wrecking Ball's old spin-to-win, felt a little bit too insurmountable. The time cap will keep the feel of the ability while not making it a surefire way to finish a drawn-out encounter.
- Cooldown reduced from 8 to 7 seconds
- Damage increased from 90 to 100
- Direct hit damage reduced from 250 to 170
- Knockdown duration increased from 2.5 to 2.75 seconds
- Ultimate cost increased 7%
- Knockback impulse reduced from 10 to 6
All good news for Rein fans, considering the Hero has struggled against a faster, more in-your-face meta. The big stealth buff here is the knockback impulse reduction, which will make it less likely to knock targets away while swinging.
- Base health in Role Queue modes reduced from 600 to 450
- Shield health increased from 0 to 150
- Cooldown reduced from 10 to 8 seconds
- Ultimate cost increased 9%
- Arming time reduced from 1.5 to 1 second
THE LONG AWAITED DAY IS FINALLY HERE. Folks, this editor is supremely excited for Wrecking Ball to finally get any positive changes, as it feels like it's been a lifetime. While Hammond is still one of the top-tier tanks in Overwatch 2 Season 3 already, these tweaks will allow him to let out even more pent-up aggression than before. After all, it's always time for flapjacks.
- Health reduced from 700 to 650
Who hates Winston at Blizzard?
- Ultimate cost increased 7%
Shrug. Sure. Okay.
- Maximum duration increased from 6 to 8 seconds
- Ultimate cost increased 8%
Well, he may not be able to kill anyone anymore, but at least he'll have his Ultimate for longer. That's nice.
- Ultimate cost increased 8%
The Zarya nerfs will continue until morale improves.
Season 3 DPS changes
- Movement is no longer blocked by enemy player collision
- Primary fire falloff range increased from 20 to 25 meters
Not getting stuck against a wall by a tank when rolling is a bonus. Likewise, the damage range falloff will allow Cassidy to contend pressure on sniping targets in ways he couldn't before.
- Maximum damage reduced from 120 to 100
This will require Junkrat to be more accurate than usual--a completely foreign concept to Junkrat mains.
- Ultimate cost reduced 5%
- Ultimate cost reduced 5%
- Ultimate cost reduced 8%
- Ultimate cost increased 10%
MORE ULTS. AND LESS ULTS.
Heavy Pulse Rifle
- Number of shots to reach maximum recoil increased from 4 to 6
- Recoil reduced 12%
If you don't play VALORANT than Soldier's gun recoil must feel absolutely oppressive. This should help players pew-pew a bit better.
- Damage per projectile increased from 7 to 7.5
- Health pack hacked duration increased from 30 to 45 seconds
Honestly, the last few Sombra nerfs probably brought her down a few too many pegs. The damage increase, while small, at least means more consistent damage.
- Turret base health reduced from 250 to 225
A good Turret location can absolutely feel like a 6-on-5 encounter, so the health change should make it feel a little less lop-sided to take on Torb.
- Base health reduced from 200 to 175
Probably the most important change of the patch for DPS, Widowmaker play has gotten widespread as of late. The reversion of the health change is a good idea and will help keep the one-shot sniper in check when taking chip damage.
Season 3 Support changes
- Cooldown increased from 1.5 to 2.5 seconds
- Holding the backwards directional input and canceling the ability with Jump now moves 20% slower
- Healing-per-second reduced from 55 to 45
- Healing is increased by 50% for allies under half health
- Regeneration Passive removed
New Passive: “Sympathetic Recovery”
- Mercy heals herself for 25% of healing done with the Caduceus Staff
One of the biggest issues with playing Mercy is that you've always had to work harder than other support players to get the same results. Not only do these changes make Mercy a clutch critical damage healer, but the change to her recovery during the Valkyrie Ultimate makes her almost unkillable if she's healing. Expect to see more Mercy play this season.
Orb of Destruction
- Ammo increased from 20 to 25
I'm guessing the same person at Blizzard who hates Winston is also a Zenyatta stan, giving him this absolutely unnecessary but very acceptable buff.
- Ultimate cost reduced 5%
- Ultimate cost reduced 7%
Wax on, wax off.
- Effect duration reduced from 4 to 3.5 seconds
This is probably fair, given Bio Nade is one of the best abilities in Overwatch 2 and will continue to be in Season 3.
- Healing over time reduced from 55 to 50 per second
- Applying a Repair Pack now instantly heals for 25 health on impact
- Ultimate cost reduced 10%
A Brig rework is rumored to be coming, so perhaps these small changes will tide hungry fans over. The instant-heal on Repair Pack is a nice change, especially given how it can be easy to feel like you're always out of Packs.
For the full notes check out the Blizzard patch notes page.
And keep watch on Esports.gg for more news when the Overwatch 2 Season 3 patch goes live tomorrow.