Overwatch 2 Feb 7 patch notes: New map, Mercy rework, Brig buffs, Junkrat nerfs, more - Dexerto

2023-02-16 15:59:44 By : Ms. Andy Huang

News, reviews, tips and guides for the biggest and best games

The big Overwatch 2 Season 3 patch notes are here highlighting a lot of huge changes coming to PC, Xbox, PlayStation and Nintendo Switch.

Season 3 of Overwatch 2 doesn’t feature a new hero, but it will be introducing a new control map in the form of Antarctic Peninsula and whole bunch of features to improve the state of the game.

Of note, plenty of heroes are having their ultimate cost changed and tanks are undergoing some major health decreases in non-role queue modes such as team death match and open queue.

Additionally, there are some major changes to competitive play with players no longer needing to win 7 matches to see their rank go up or down with more updates on the way soon.

Of course, a patch wouldn’t be complete without some hero updates. Junkrat’s concussion mine is getting its damage decreased, which should be a welcome update. Reinhardt’s firestrike is getting some love, as is the damage for Sombra and Soldier 76’s weapons.

Support-wise, Brigitte and Zenyatta are getting buffed while Mercy is even gaining a brand new passive ability that will reward players more for healing.

Drop into season three to explore the depths of the coolest new control map, Antarctic Peninsula. Compete in limited-time in-game events, such as Ultimate Valentine. Customize your heroes with new skins and cosmetics from the Battle Pass and weekly Shop drops. Now earn Credits in the Battle Pass that can be redeemed for over 250 cosmetics from the original Overwatch, and go premium to get exclusive rewards, such as Mythic Amaterasu Kiriko. 

Journey across the frozen Antarctic Peninsula. Discover the abandoned station where the Overwatch Ecopoint team once searched for the source of a dangerous anomaly threatening the world and explore the wreckage of the icebreaker ship that failed to rescue Mei-Ling Zhou and her friends.

Players can now activate Streamer Protect options in-game settings. These options will provide players with ways to hide identifying information when livestreaming matches.

Season 3 competitive play begins now! Here are some of the latest updates aimed at improving the competitive experience in Overwatch 2:

We added new menu options when reporting a player. Our goal is to give players more ways to report inappropriate behavior so that we can take action in a timely manner. As a result, you can select the category and sub-category that best explain why you are reporting the player or their custom content. The major categories include:

Developer Comment: As part of this patch, there was a tuning pass for how often ultimate abilities are being generated, so expect to see several ultimate cost adjustments across multiple heroes.

Developer Comment: This change to the tank HP pools helps to address the relative power of those heroes in game modes where there can be multiple of them on the same team.

Developer Comment: The overall base health for Junkerqueen is increased by 25 HP.

Developer Comment: The idea of an ultimate ability potentially lasting forever is an exciting concept, but the reality is that if it’s too easy to do it causes a lot of frustrations and with Ramattra’s ultimate in particular, an excessive amount of visual noise. We’re limiting the maximum duration to 20 seconds, which is still highly impactful for most team fights, but it guarantees it’ll end in a reasonable amount of time.

Developer Comment: In similar fashion to Roadhog’s Chain Hook combo changes last season, we’d generally like to avoid heroes in the Tank role from killing enemies in one shot. Earthshatter direct hit damage is being reduced with that goal in mind. In most cases, targets on the receiving end would die anyway during the knockdown stun, but it does open up some potential for their allies to intervene.

For now, we’re fine with Charge pin staying lethal to many characters due to the difficulty and risk involved. The Fire Strike damage increase does mean it could once again one-shot when combined with Baptiste’s Amplification Matrix, but that requires an ultimate combo with another hero. We’ll see how it plays out and adjust if necessary.

The Rocket Hammer knockback reduction sounds like a loss of power though it is actually aiming to reduce the number of times Reinhardt accidentally knocks enemies out of his melee range.

Developer Comment: Allowing Roadhog to use abilities during his ultimate made it much more reliable in a solo tank environment, though doing so was often much like just canceling the ultimate as it ran out of time. We’re adding a couple seconds to the maximum duration to increase the flexibility of player choices during the Whole Hog ultimate, but we’ll keep an eye on if it’s simply too much damage or knockback overall.

Developer Comments: Wrecking Ball received some of the fewest changes in the transition to 5v5 as he proved to be one of the most effective solo tanks in early testing. His extreme mobility and massive health pool enable him to choose when to fight much more freely than other heroes. These changes are aimed at reducing his downtime so he can press that advantage even further. The regenerating shield health pool often leads to not needing to search for as many health packs before getting back in position.

Developer Comment: Combat Roll not being blocked by players is mostly a small quality-of-life change to make the ability feel smoother, particularly when rolling in a direction that you’re not facing.

Developer Comment: As the Concussion Mine already has damage falloff the further from the explosion the enemy player is, lowering the maximum damage will require Junkrat to be slightly more accurate to achieve the same lethality with some of his combos.

Subscribe to our newsletter for the latest updates on Esports, Gaming and more.

Developer Comment: This is more an adjustment for the gun feels rather than strictly trying to add power, but it does have an effect on both. It makes the weapon handle more similar to the original version in that you can burst fire more accurately before the recoil kicks in.

Developer Comments: Sombra is underperforming after her last round of changes. While we make progress on a small rework for her abilities, this damage increase will help strengthen Sombra even against targets that aren’t affected by her Hack effect. It’s a small increase per projectile, but it adds up quickly due to her fast fire rate. The health pack duration increase is a minor buff to avoid needing to re-hack them quite so often.

Developer Comment: With the move to 5v5 and one less player to shoot at it, Torbjorn’s turret tends to survive longer than ever. We’re reducing its health slightly to help it feel less like a sixth player and be easier to deal with once someone turns their attention to it.

Developer Comment: We experimented with Widowmaker at 200 health for a while due to concerns that the increased power of tanks made her too vulnerable to them. Ultimately she gains more advantages from 5v5 than she loses so we’re returning her back to 175 HP to better enable more heroes to contest her lethal ranged capabilities.

Developer Comment: Repair Pack having a small amount of instant healing will help Brigitte have more agency in saving an injured ally and generally makes the ability feel more responsive and impactful.

Developer Comment: Replacing Mercy’s Regeneration passive with a more interesting interaction was something we wanted to do after all support heroes gained a similar version of it through their Role Passive.

For the Caduceus Staff change, this will empower Mercy even more as a triage healer and enable her to more often save low health allies. The overall time it takes to fully heal a 200-health hero from 1 hp is about the same as before.

For Guardian Angel, the cooldown increase is necessary to reduce the greatly increased mobility resulting from the recent rework to the jump cancel. It enabled Mercy to quickly launch herself long distances in any direction and be overly evasive for such a short downtime.

Developer Comment: We’ve been discussing options to potentially increase Zenyatta’s survivability. We’ve seen previously in the beta that Zenyatta is on somewhat of a knife’s edge for balance. Even just 25 more shield health pushed him into overpowered-must-pick territory at the pro level. To balance his powerful damage output, the lack of mobility is an intentional disadvantage by design, so we’d prefer not to change that too much. Instead, we’re adding more ammo to lengthen the times between when Zenyatta is most vulnerable, which is when he is reloading.