Hey there, this is the ID of the hotfix that is applied to the instance you’re connected to. Typically this value isn’t important to know, but occasionally we could ask about it if you were having a specific technical issue.
Cheers
Hey there, this is the ID of the hotfix that is applied to the instance you’re connected to. Typically this value isn’t important to know, but occasionally we could ask about it if you were having a specific technical issue.
Cheers
Hey there, we have a fix for this in testing and hope to roll it out next week in a bug fix patch. Sorry for the hassle.
Cheers
Hey there, we have a fix for this in testing and hope to roll it out next week in a bug fix patch. Sorry for the hassle.
Cheers
Thanks for helping us test the game! We are now concluding the 1.44 Public Test.
The Public Test Region will not be accessible until we update it with new content in the future. As usual, we will leave the PTR Forums active so you can continue to provide any additional feedback and bug reports.
Thank you for participating!
Disclaimer: This is not a complete list of all currently tracked issues affecting this build of Overwatch, rather this is a targeted list of some known specific issues with this release.
Ashe
Brigitte
Genji
Junkrat...
Read moreexceeding 12 players per match would cause significant technical challenges (we’re highly optimized towards 12 right now). experimenting with less than 12 is more realistic. it’s not that we cannot do it… it’s that the cost would be extremely high.
Thanks for the huge explanation on this!
I am very glad to hear that you guys are trying to find ways to experiment with reducing queue times for all roles.
Also any thoughts on if there is any effort to minimize the impact of leavers in role queue modes? (I have a huge thread I just posted on this earlier today, but might as well ask here).
Thanks as always for continuing to make Overwatch a fun game to play!
Wow, it was super weird to stumble on this thread.
In early December, we were brainstorming ways to shorten DPS queue times and the idea was proposed to try changing the role queue team composition to be 1 Tank, 3 Damage, and 2 Support. Our matchmaking engineers did some modeling around queue times, expected behaviors etc. and all indications pointed to an overall positive improvement to all queue times under a scenario like that.
From a design perspective we were reluctant for a number of reasons. Before implementing 2/2/2 role queue, we had done experiments with the team compositions being 1 Tank, 1 Support and 4 damage. The playtests under a 4-1-1 comp were terrible. The problem was the solo support. As a solo support, you felt unable to keep the rest of the team alive. Added to that, at all times, you had 5 very aggressive players prioritizing you as the target every time. As soon as the support player on one side died, the entire team would fall like a house of ca...
Read moreyes. not all will be the same lengths or carry the same level of importance… but for now, the plan is yes, intro/outro for all story missions
Jeff, will every mission in Overwatch 2 have an intro and outro?
Both the introduction and outro that we showed at Blizzcon were not the final pieces. The planned introduction is a little bit longer. The planned outro (which is still in development and we were reviewing yesterday) is much longer and not intended to be a cliff hanger. Spoiler alert: Lucio doesn’t die. For Blizzcon, we could only final so many shots… so we did an abbreviated cliffhanger for the demo. The final piece is much longer and shows Lucio’s rescue as well as “more awesome story stuff” that sets up the next mission.
We appreciate the feedback and glad you’re asking for more and not less ;]
The way Hanzo arrows work is there is a base speed of 25 and it adds another bonus speed determined by how long the shot was charged up.
Last patch this was 25+100 x Charge for a total maximum speed of 125.
The PTR value is now 25+85 x Charge so the max speed is now 110, the same value as it was before the Hanzo rework.
I think the old patch notes are incorrectly only listing the bonus speed value and not including the base speed.
GreyFalcon they went with your suggestions… well done!
Read moreA new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.
Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and onl...
Read moreHey, thanks for trying to clarify this! I’m definitely hearing a ton of feedback over the last day and am learning a bunch from this experience.
I came to share my personal viewpoint, listen to the community, and try to make the game better together. I’m truly not attempting to callously disregard anyone’s concerns and say everything is fine.
I’m aware there are distinct increases in power across several aspects of the game such as raw healing output, the introduction of new heroes and mechanics, or things like Wrecking Ball’s extreme mobility. I don’t think this is inherently negative as balance is relative across a large number of factors. There have also been losses of power such as the recent barrier changes.
The idea I was trying to express (and failed to, clearly…) is that I don’t personally feel like there is an unreasonable amount of excessive power creep that makes the core gameplay not feel like Overwatch anymore.
For example, GO...
Yes pick rates are definitely important to consider when trying to interpret win rates. The win rates I’m looking at are from un-mirrored competitive ladder stats (specifically for PC players on patch 1.43 at the GM+ MMR range), meaning games where the hero is not being actively played on both teams.
We don’t balance solely off of stats anyway but they help inform us when something could be really out of whack or can give us a slightly more unbiased lens when trying to identify the root causes of gameplay issues.
Stats don’t do a great job of telling us subjective things like how fun something is, player feedback does. We can try to infer a little bit of that from pick rate but there are too many competing factors.
The most common feedback I’ve been reading recently is that Baptiste and Mei are very overpowered (there are some upcoming changes to these two as well) and Genji/Soldier are clearly the weakest heroes.
When I looked into the current patch stat...
Read moreDropping by with a fun fact!
Looking at GM players for the current patch (1.43), Genji and Soldier: 76 are #6 and #7 in terms of win rate for damage heroes (out of 16 total).
They’re not doing quite as poorly as the general community sentiment would imply. Game balance perceptions/opinions are often repeated and perpetuated enough that they start to become accepted as fact by many players.
We also should remember that things like win rates and hero power/effectiveness can fluctuate significantly depending on the players’ skill level. If someone complains that Reaper is too strong and another says that Reaper is too weak, they could both be correct for their current skill level.
When making balance changes we typically look at the high end potential of player skill for a hero but also try to keep in mind if a given change would be a significant detriment to the overall gameplay experience in lower ski...
Read moreCan we expect other changes to other heroes like Mei, Hanzo, Doomfist? I know these heroes are most commonly talked about here on the forums. Baptiste too but Jeff Kaplan addressed him yesterday. I’m looking very forward to the next patch.
We’ve actually been playtesting a Boosters cooldown reduction recently.
It sounded kind of intimidating on paper (tested a 3 sec CD first) but in practice hasn’t been that crazy and allows D.Va to play the midfield more freely, which works well with the current 10 meter Defense Matrix range.
Some version should make it to the next PTR cycle.
Season 20 of Competitive Play is here, introducing a new map pool to the Competitive playlist.
Unlocked at level 25, Competitive Play is designed for those players who want to put their skills to the test, and offers a more serious experience than our Quick Play or Arcade Modes.
GETTING STARTED
Before you can kick off your competitive career, every player will be required to complete five placement matches in a selected role to obtain their seasonal skill rating for that role. Players will earn separate skill ratings (SR) for each role in Competitive Play, for a total of three distinct SRs. This rating will be a number between 1 and 5000, with higher values indicating a greater skill level. Players will also be assigned a tier per role based on their rating—Bronze, Silver, Gold, Platinum, Diamond, Master, or Grandmaster – and climbing into the next tier is possible as you improve.
Skill ratings and tier icons will be visible at the ...
Read more