Overwatch

Overwatch Dev Tracker




06 Jun


04 Jun


03 Jun

Overwatch 2 wouldn’t be where it is without the amazing talent that goes into the various Esports programs that help showcase the best players in the game and the casting talent who call all the action. One rising star in that field is Ceebee, who brings you the action when you watch Calling All Heroes, the Esports program that provides a competitive space for players of marginalized genders to compete. We sat down to chat with CeeBee, who shared what it’s like to be involved in the growing community for Overwatch and how she is looking to make Esports a place for everyone.


Hello CeeBee, would you introduce yourself to our community?

CeeBee: Hello, my name is Ceebee. I am an Esports caster focusing primarily on competitive Overwatch. I found a  lovely home in the Calling All Heroes scene, where I get the opportunity to call the action and be an active part of that community to help support marginalized gender players...

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02 Jun


01 Jun


31 May

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Hello! This is a new file that ships with Overwatch and is intended to be installed.


30 May

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Hello, we just now released a pc client update that should resolve this issue for you. Please make sure you’ve patched to build 125747, give it another shot and let us know if you still see this happening.

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Hi all, this fix was published with today’s client patch. Sorry for the inconvenience.

Pride Month returns to Overwatch 2! Pride season is a time where folks across the globe gather to celebrate and bring visibility to both the challenges as well as the joys surrounding the LGBTQ+ community. The passion shared by the Overwatch community is a constant source of inspiration and support, as we recently witnessed with the welcome and love you extended our latest LGBTQ+ heroes, Lifeweaver and Venture. All of the time, we see amazing community created fan art and cosplay of our diverse heroes and their stories. Overwatch 2 would not be the game it is without heroes, and that includes our players who have the courage to stand up and show the world who they are. Which is why we’re celebrating Pride with you, the Overwatch 2 community.

Get to Know Our LGBTQ+ Creators

Throughout the month of June, we’re featuring some of our popular content creators from the LGBTQ+ community. We’ll sit down with a few of these creators in a series of blog posts to learn more...

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28 May

Post
    Kaedi on Forums - Thread - Direct

There will be an upcoming bug fix patch to Overwatch 2 which will wipe existing replay codes on May 30 at 11:00 AM PDT. Please take the time to record your favorite matches before they are gone for good! Thanks and we’ll see you in game.


24 May

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Are you able to get a replay code for this match? If so, could you send it to me?


23 May

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Originally posted by Skiesti

Hey! I have 2 Mercy questions:

  1. Is the team looking at Mercy at all for any changes/small buffs?
  2. What is Mercy's pick and win rate now compared to Season 3?

Back in Mid Season 9, the DPS passive was reduced and a dev blog stated Mercy wouldn't see changes as she should 'be more reliable moving forward' with the reduction. That nerf was reverted and Mercy stayed the same.

The community has been ranking Mercy as a D Tier support for a few Seasons now and she's in this weird spot where people don't like playing against her, with her, or as her anymore. I and many others still enjoy her most out of all the other heroes but she doesn't play nearly as fun as she used to after the changes that've been made to her (mainly nerfs) and the game over the last year. Thanks!

  1. I think we are more happy in the 20% DPS Passive world than the 15% (it cuts through a lot better, helps mitigate the healing more effectively) so Mercy is more worth a look when that world is permanent. There are some questions of how far we can push her movement and know that is one of the most requested changes.
  2. Mercy is still a top-picked 3/4 Support and even higher on console until you hit GM/Top 500. Her performance follows a similar trend, where she's in the top grouping for most ranks and remains above average at the highest ranks. Doesn't mean that she wont receive changes but that is where she is at currently.
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Originally posted by Scared_Funny_1865

I'm not really sure how I am supposed to ask this, but

Is the current Balance Team confident about being able to fix the biggest problems the Tank role has been suffering since the OW2 release?

I'm specifically talking about the Counterswap Meta and unhealthy Tank designs being "allowed" to exist, like Tank busters and unkillable tanks (Roadhog, Mauga, and Orisa).

Are we confident that making Tanks able to do almost everything is the right thing to do?
Are we confident that we can make Tank fun again for the majority of the player base without straight buffs?

The headshot reduction and knockback reduction changes are especially interesting to me because I really don't think that simple number changes will fix how Tanks feel to play.

I don't want to counterswap.
I don't want to face unkillable and easy-to-play Tanks.
I don't want Tank Busters.

I really LOVE this game but...

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At its core, Overwatch is a game designed around being able to swap heroes to gain a tactical advantage or help solve a challenge you might be encountering. This contributes to keeping the moment-to-moment gameplay experience dynamic, drives hero diversity and offers a wider range of both strategic gameplay and skill expression in learning when/where/how to play multiple heroes.

There is a question of how much of an advantage is too much compared to the cost of switching. Ideally we want counters to be clear and understandable, but soft enough that it's still possible to outplay a disadvantaged matchup. It is a team game though and 1v1 matchups are not the highest priority when assessing the heroes.

Tanks do feel this the most with only one of them per team in 5v5 role queue, but all roles do experience the pressure to counter and be countered to an extent.

We're striving to find a balance between swapping heroes every death, (which certainly feels too of...

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Originally posted by Mabangyan

Hi there, I think one of the most obvious questions people here will have is what are the plans to balance out roadhog. With the Midseason tank adjustments I’m sure the general sentiment is that hog is an outlier for survivability and dmg amongst the tanks, especially since Orisa isn’t there to keep him in check now.

The headshot dmg reduction and his soft rework from before means his survivability is through the roof, and his dmg is as high as ever. What are the plans to reign him back in?

I will also personally say I don’t think the solution is to buff Orisa, rather nerf Hog to keep him in line. Aside from Hog I think the tank balance is pretty great right now otherwise.

Also is there going to be something done about the overbearing passiveness of heroes like LW, that will simultaneously not interact with the enemy team at all whilst also not providing any offensive utility for his own team? I think for all other 9 players in the lobby it’s a pretty mise...

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Answered the Roadhog question in a different place, but yes changes coming soon.

For Lifeweaver, one of the discussions we are having right now (actually this week) and have been having for a while is around the friction that comes with switching between his healing and damage. Giving him more flexibility here would be a great boon to his capability within team fights. Additionally, we've experimented a lot with his Petal Platform. Personally would love for that to be a more attractive area to stand on as a teammate (whether that be through a buff the platform gives you or something else) but there's a lot of learned behavior to work through as allies hop off the platform quite often.

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Originally posted by Mefionir-Omnic

Ok, I'll try to ask some general questions. Free to choose which one to answer: ^_^"

  1. In February I noticed that you had received great feedback on the maps after the first hacked mode. but I was wondering when those ideas would be implemented (especially for flashpoints);

  2. Personally, I liked Clash Mode. But I also wanted to know what kind of results you received that require modification in your opinion. or if you have noticed any optimal results to maintain, or imitate for other game modes;

  3. Heroes in reworks: how is it going for Reaper? and which characters are you eyeing for a possible gameplay adaptation in the future? the community seems worried about Symmetra, generally.

  4. Mirrorwatch has shown quite a bit of popularity both functionally and entertainingly: will there be more modes like this in the future?

  5. A general concern about events: so far we have had some unpredictability about the return of ...

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These fall outside of hero design but can talk briefly about the first two questions

  1. Think you are referencing the speed boosts that would potentially come to Flashpoint. Took us some time to get these in a good place but they have been promising in playtests and are on track for a later season. It's important to us that when we add elements like that to a mode that it not only brings quality gameplay but is also communicated well through Sound and VFX. Feel good here now.
  2. We got a lot of great feedback but there are some things the team wished we did better with the Clash Preview. Firstly, it should have showed up more in Quick Play so y'all got more reps on it and can get a better feel for the flow of the game mode. Secondly, we don't think it was best suited for Open Queue in Arcade. If we do something like this again, we'll clean that up. With the feedback we received, we've been investigating how to make the final point more appealing to capture for the ...
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Originally posted by Heropon4Hyrule_010

Hello,

With the major tank changes (e.g. armor changes, knockback changes, headshot change, and individual balance changes) that released last week, I am very curious: have there been any noticeable, immediate shifts in the win rates and pick rates amongst tanks? Has there been any collateral shifts within the dps and support role because of the recent tank changes? I know that, for instance, after the recent armor changes, some heroes have become weaker against armored tanks (i.e. tracer and reaper) while others have become significantly stronger (i.e. cass and hanzo). I'm interested in knowing how the team's behind-the-scenes statistics have measured lately as a result of the recent tank changes—that is, if it is possible for you guys to share it. If not, understandable.

Some of this is related to meta happenings or balance changes but also related to armor changes/headshot reduction for Tanks. From what we can see the biggest winners (in terms of their performance delta) of the patch are: Ana, Junkrat, Pharah, Roadhog, Sigma, Wrecking Ball, and Zarya.

Many heroes stayed relatively similar while a handful saw a decrease in performance (Bastion, D.Va, Mauga, Orisa, and Reaper).