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Season 11 of Competitive Play Is Here!

Season 11 of Competitive Play Is Here!

Season 11 of Competitive Play Is Here! overwatch Season 11 of Competitive Play Is Here! yesterday at 09:10 AM It’s time for another season of Competitive play! Even as the whole community is buzzing about the new Hero Wrecking Ball , who’s up on the PTR as we speak, the live servers are ready for some top (and bottom) level competition and Symmetra can’t wait to get her new self into some matches! June 28 ( source ) Get ready to sharpen your skills and perfect your strategies—Season 11 of Competitive Play has begun!
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. What’s New
To begin your competitive journey this season, click on the “Play” button, select “Competitive Play” from the submenu, and you’re ready to enter a match. You can join on your own or in a group, and Overwatch’s matchmaking system will automatically find the best game possible for your skill level.
Before you can kick off your competitive career, every player must first complete 10 placement matches to obtain their initial skill rating. 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 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 beginning of every match. As you compete, your rating will increase or decrease with each win or loss based on a number of factors, including your own performance and the skill of the other players in the match.
A detailed breakdown of the skill tiers, along with icons and information about the corresponding skill ratings can be found by pressing the “Information” button under the Competitive Play menu.
In addition to experiencing the thrill of victory, players can also unlock unique rewards through Competitive Play. Anyone who completes their placement matches during a season will receive a special spray and player icon. If you are placed within the Top 500 players on your platform (and in your region) at the end of the season, you’ll receive an extra player icon and animated spray.
On top of that, as you complete competitive matches, you’ll earn a currency called Competitive Points. When the season concludes, you’ll also receive a number of those points (based on your overall performance) to spend on golden versions of your favorite heroes’ weapons.
Blizzard SMS Protect Starting in Season 11, players must have Blizzard SMS Protect enabled on their account while completing a minimum of 50 matches in a region to be eligible for the Top 500 (PC only).
Season 11 is live RIGHT NOW on PC, PlayStation 4, and Xbox One, so power up your favorite gaming machine and join the fight. We’ll see you on the battlefield!
yesterday at 06:28 PM
Placement matches: 8 /10 win, 3 POTG , 2-3 gold medal per match nd 1849 XD Well done Blizzard, you develope this game so (f ) brilliant! In my first season (8) I was almost platinum and since that with +-60% win rate I’m just going down down down and every new season start just lower than previous. I’m sure my next starting tier 2 months later with 10/10 win will be bronze. This competitive system ridiculous. Share this post 25 minutes ago, Hypersonic said:
Placement matches: 8 /10 win, 3 POTG , 2-3 gold medal per match nd 1849 XD Well done Blizzard, you develope this game so (f ) brilliant! In my first season (8) I was almost platinum and since that with +-60% win rate I’m just going down down down and every new season start just lower than previous. I’m sure my next starting tier 2 months later with 10/10 win will be bronze. This competitive system ridiculous.
Nothing wrong with the system in your case, more likely the player. Share this post 49 minutes ago, Weltenfeind said:
Nothing wrong with the system in your case, more likely the player.
I dont know dude.. started with 2400 and 3 seasons later with this placement stats almost bronze. I’m just not feel to worth play competitive after this and obviously I’m better player than a half year ago.
Maybe this is the reason why have a lot of people new account. Edited 3 hours ago, Hypersonic said:
Placement matches: 8 /10 win, 3 POTG , 2-3 gold medal per match nd 1849 XD Well done Blizzard, you develope this game so (f ) brilliant! In my first season (8) I was almost platinum and since that with +-60% win rate I’m just going down down down and every new season start just lower than previous. I’m sure my next starting tier 2 months later with 10/10 win will be bronze. This competitive system ridiculous.
I’m quite sure there are threads out there, that explain this matter more in depth, but the placement matches only determine your rank based on your last season’s success*. So if you finished season X with 1500 SR and you win 0/10 placement matches you may degrade back to 1000 SR, with 5/10 you stay where you were and with 10/10 wins you can get up to 2000. Of course these are made-up numbers, but they illustrate, that the ladder has memory – a former bronze player can’t get up to diamond level just by winning all his placement matches. *It’s MMR to be precise, but since it highly correlates with SR, we can assume they are equally good measurement of player performance. 1 7 hours ago
That’s not how it works at all actually, last time I read about this what they do is lower your MMR straight up in every new season and thus you get relatively easy matches on placements but even if you win them all you will only be able to claw back to where you were before.
So the new season placements are mostly putting you the same place as you were before, even though you usually get better results on them than on your normal seasonal games (because of the artificially lowered MMR). Share this post 3 hours ago (edited)
Uhm, MMR and SR are not the same, while obviously connected, they essentially work independently. Example: A Top500 player can decay to diamond SR, but his MMR will still be equal to what the MMR is in Top500.
So to correct a bit on Seksi’s post, it lowers the SR; your MMR will essentially be where you left off last season. I’m also fairly certain they changed this a while back.
Eitherway, that wasn’t really my point with my some what rude post, but more that everytime people don’t get the rank they think they deserve they blame everything else but themselves, despite there being obvious evidence that you can climb the ladder. So just get climbing and improve. Edited 15 minutes ago 7 hours ago, Seksi said:
That’s not how it works at all actually, last time I read about this what they do is lower your MMR straight up in every new season and thus you get relatively easy matches on placements but even if you win them all you will only be able to claw back to where you were before.
So the new season placements are mostly putting you the same place as you were before, even though you usually get better results on them than on your normal seasonal games (because of the artificially lowered MMR).
Yeah, actually this happened, but if you did better result you why get the same placement? It’s work like a joke. In my opinion if you are better, then your are so the placement will be also higher than your previous season high. Share this post Create an account or sign in to comment You need to be a member in order to leave a comment Create an account No registered users viewing this page. Similar Content By Zadina Overwatch’s newest hero is actually a hamster in a mech suit called Hammond, also known as Wrecking Ball! You can try it out on the PTR at the moment, along with some hero changes – notably to Hanzo and Sombra. Jeff from the Overwatch team is here to talk about the Wrecking Ball, Overwatch’s 28th hero. We learn more about his backstory and his abilities: You can go ahead and check the new hero out on the PTR, that went live yesterday. The patch also contains some hero changes, with Hanzo finally being toned down a little bit and Sombra getting some help that will make her feel more like an infiltrator and a scout. Tom Powers PATCH HIGHLIGHTS New Hero: Wrecking Ball (Tank): Wrecking Ball’s tinkering capabilities and iron-clad mech make him a formidable tank hero, capable of bowling through the front line of the opposition and causing mayhem in the back line. His primary weapon, Quad Cannons, are two sets of twin machine guns that shred enemies caught in their crosshairs. No team is too much for Wrecking Ball to engage against with his Adaptive Shield, which generates more health based on the number of enemies nearby. This shield makes him incredibly difficult to kill when he bulldozes into the fray and, once he starts to get low on health, also provides him the endurance to escape. The Roll ability allows Wrecking Ball to withdraw the mech’s robotic limbs, transforming it into a ball with increased movement speed. No obstacle can stand in Wrecking Ball’s way when he uses Grappling Claw, a short-range ability that grips the environment, letting him swing across terrain gaps or around corners to smash enemies. Grappling Claw also allows Wrecking Ball to reach top speed and ram into foes, dealing destructive damage and knocking them back. While airborne, the mech’s Piledriver ability causes Wrecking Ball to slam down from the air and knock his enemies off their feet. When Wrecking Ball is at his strongest, he can use Minefield which flings mines onto the ground that deal a considerable amount of damage to enemies unfortunate enough to trigger them. To learn more about Wrecking Ball, click here HERO UPDATES Several heroes have received major changes to their damage falloff: Bastion Configuration: Sentry and Configuration: Recon – Minimum damage at max range increased from 30% to 50%. McCree Peacekeeper – Minimum damage at max range increased from 30% to 50% Mei Endothermic Blaster – Removed all damage falloff from her secondary fire projectile Soldier: 76 Heavy Pulse Rifle – Minimum damage at max range increased from 30% to 50% Widowmaker Widow’s Kiss – Now has damage falloff applied on her automatic primary fire (50% at max range) Developer Comments: The goal of these changes is to slightly reduce the impact of damage falloff on mid-range weapons. While assessing falloff mechanics across the board, weapons intended primarily for close-range combat benefited too greatly from lowering their falloff restrictions. We also normalized a couple of outliers in that Mei had a long-range travel time projectile with falloff applied and Widowmaker’s automatic fire did not have any. Hanzo Storm Arrows Duration reduced from 6 to 5 seconds Cooldown increased from 8 to 10 seconds Developer Comments: Hanzo’s new kit has proven to be a bit too powerful, especially his new Storm Arrows ability. We’re lowering the frequency that he can have this ability available to make it more reasonable to play around. Sombra Stealth Now lasts indefinitely No longer can contest objectives while invisible Enemy detection radius increased from 2 meters to 4 meters Movement speed buff decreased from +75% to +50% Translocator Now lasts indefinitely Can now be destroyed (has 5 health) Developer Comments: These changes allow Sombra to more easily play as an infiltrator and scout for her team, as well as give her time to pick and choose when to reveal herself to ambush her enemies. MAP UPDATES Assault Maps Objective time reduced from 5 minutes to 4 minutes per control point in Quick Play and Arcade modes Developer Comments: We have reduced the overall game time for Assault maps in Quickplay and Arcade Modes. Players now have four minutes to capture each point instead of the current five minutes per point. In some games, Point A would be captured rather quickly resulting in what could be lengthy battle over Point B. Point B is typically more defendable than Point A and, in some games, defenders were able to hold for the entire duration of remaining time which could potentially be 8 minutes or more. We felt that in these instances the overall time was simply too long for either team, with attackers unable to take the point and defenders having to hold. The reduction in time is now consistent with the Competitive Play times which provides an ample amount of time for both attackers and defenders, but hopefully removes the occasional game where it feels like you are playing against the timer and not the other team. BUG FIXES General Fixed a bug that caused the group leader’s UI to appear that they’re canceling or leaving Waiting for Players when using a controller Fixed a bug that prevented players from receiving an AFK warning for not moving after receiving the No XP warning for not being in combat Fixed a bug that caused Competitive Elimination to display as your last match played in the Recent Players menu Fixed a bug that prevented players added to Avoid as Teammate from being removed if that player was added to their friends list Endorsements Fixed a bug that caused the Team Information screen to display an Endorsement level of a player who left the game Fixed a bug that prevented the Endorsement input from opening the Endorsement tray if it shared that input with another input Fixed a bug that prevented the Nearby Players menu from displaying Endorsement levels Game Browser & Custom Games Fixed a bug that allowed heroes to deploy multiple barriers or turrets when a decreased cooldown modifier was applied in a Custom Game Fixed a bug that caused players to sometimes spawn into a wall or floor when playing a Deathmatch Custom Game with Respawn as Random Hero enabled Heroes General Fixed a bug that prevented heroes from playing a hit reaction animation when shot Brigitte Fixed a bug that prevented Doomfist’s Rising Uppercut animation from playing when used after hitting something with Rocket Punch Fixed a bug that caused Brigitte’s portrait to show a non-existent ponytail with her Shieldmaiden skin equipped Doomfist Fixed a bug that caused Doomfist’s Rocket Punch to stop if he hit Symmetra’s Turret when it was in midair Fixed a bug that prevented Doomfist’s Meteor Strike from hitting Reinhardt if he faced his Field Barrier upward Fixed a bug with Doomfist’s Rocket Punch that prevented it from canceling Genji’s Cyber-agility, Lúcio’s Wall Ride, or Hanzo’s Wall Climb on impact D.Va Fixed a bug that prevented D.Va’s mech rear hatch from connecting to her mech when viewing D.Va’s Peace Victory Pose. Junkrat Fixed a bug that prevented Junkrat’s Frag Launcher grenades from dealing the correct amount of damage on direct hits Fixed a bug that allowed Junkrat to set multiple Steel Traps in Custom Games Fixed a bug that prevented teammates from viewing Junkrat’s respawn timer if he died while piloting RIP-Tire. Fixed a bug that allowed the player to move the camera when Junkrat’s RIP-Tire was frozen Moira Fixed a bug that prevented Moira’s Healing Orb from healing friendly training bots in the Practice Range Fixed a bug that prevented Moira’s Biotic Orbs from trigging controller vibration when using a controller Reinhardt Fixed a bug that prevented Reinhardt’s Charge from propelling him forward if he was airborne due to Doomfist’s Rising Uppercut Roadhog Fixed a bug that allowed Roadhog’s Chain Hook target to be pulled to his new location when he used Symmetra’s Teleporter. Symmetra Fixed a bug that prevented Symmetra’s Turrets from displaying a red outline when viewed by the enemy team Fixed a bug that caused Reinhardt’s Earthshatter to sometimes go through Symmetra’s Photon Barrier Fixed a bug that prevented Symmetra’s Teleporter from using visual effects with her Oasis skin equipped Fixed a bug that allowed Symmetra to receive credit toward her Huge Success achievement if she teleported her Sentry Turrets Tracer Fixed a bug that allowed Tracer to gain capture point progress during her Recall ability Zarya Fixed a bug that prevented Zarya’s Particle Cannon from gaining energy when attacked by an enemy Symmetra or Zarya if they were too close to her when she used Particle Barrier Looking for Group Fixed a bug that caused all game modes to be selectable when adding a player to an LFG group Fixed a bug that prevented the Choose Roles menu from offering a default role when accessed Fixed a bug that prevented players from receiving messaging notifying them why they were unable to change a Looking for Group title if they were suspended from changing Custom Game names Fixed a bug that prevented role icons from displaying on hero portraits Fixed a bug that allowed two players were able to queue for the same Looking for Group spot (source) By Starym The 28th Overwatch Hero has been revealed and he’s… furrier and smaller than expected! The 28th Hero has officially been announced! The guesses were somewhat on point as to who it will be, but Hammond wasn’t quite the type of animal that was expected! The most resourceful rodent you’ll ever see got himself some gear in Junkertown and is now going to go head to head with the rest of the Heroes. The little guy is, of course, a tank, and has massive mobility and some displacement abilities, but take a look at the full origin story, all of his abilities and background. Wrecking Ball (source) A resourceful tinkerer with remarkable mechanic skills, Wrecking Ball is rolling around the world seeking out his next challenge to overcome. Name: Mech Pilot, Mechanic Base of Operations: Horizon Lunar Colony (formerly), Junkertown (formerly) Affiliation: None “Do not anger the hamster.” In one of the many experiments carried out at Horizon Lunar Colony, animals were given genetic therapy to assess their adaptation to extended periods of habitation on the moon. As an unexpected side effect, several of them exhibited exceptional growth in physical size and brain function. While most of the test subjects were gorillas or other primates, there were some exceptions, including a hamster named Hammond. Like the others, Hammond’s intelligence grew, and he became more curious about the world around him. Much to the puzzlement and amusement of the scientists, Hammond would frequently escape into different parts of the moon base. Though they’d always find him and return him to his cell, they never figured out the true purpose behind his nightly escapades. What they didn’t know was that Hammond was busy teaching himself the skills of a mechanic, which would soon come in handy. The colony was eventually thrown into chaos when some of the gorillas rose up against the human scientists and took control. Not all of the animals participated, however, and one of the gorillas, Winston, was making a plan to escape to earth. Hammond sensed his opportunity. He built a makeshift capsule and secretly hitched it to Winston’s craft as the gorilla blasted off. As the two entered earth’s atmosphere, Hammond broke off and landed in a different location: the wasteland of the Australian Outback. Hammond modified his escape pod to enter the lucrative mech battle arena of the Scrapyard. Working his way up the ranks, “Wrecking Ball” went from contender to champion, though the pilot’s identity remained a mystery to all. Gathering his winnings, Hammond was able to upgrade his mech enough to survive the dangerous trek out of the Junker-controlled Outback. Now free to travel and do as he pleases, Hammond is exploring the world and finding new adventures along the way. QUAD CANNONS Automatic assault weapons. ROLL Transform into a ball and increase maximum movement speed. GRAPPLING CLAW Launch a grappling claw to rapidly swing around the area. Enables high speed collisions to damage and knockback enemies. MINEFIELD Deploy a massive field of proximity mines. ADAPTIVE SHIELD Create temporary personal shields. Amount increases with more enemies nearby. PILEDRIVER Slam into the ground below to damage and launch enemies upward. Wrecking Ball’s tinkering capabilities and iron-clad mech make him a formidable tank hero, capable of bowling through the front line of the opposition and causing mayhem in the back line. His primary weapon, Quad Cannons, are two sets of twin machine guns that shred enemies caught in their crosshairs. No team is too much for Wrecking Ball to engage against with his Adaptive Shield, which generates more health based on the number of enemies nearby. This shield makes him incredibly difficult to kill when he bulldozes into the fray and, once he starts to get low on health, also provides him the endurance to escape. The Roll ability allows Wrecking Ball to withdraw the mech’s robotic limbs, transforming it into a ball with increased movement speed. No obstacle can stand in Wrecking Ball’s way when he uses Grappling Claw, a short-range ability that grips the environment, letting him swing across terrain gaps or around corners to smash enemies. Grappling Claw also allows Wrecking Ball to reach top speed and ram into foes, dealing destructive damage and knocking them back. While airborne, the mech’s Piledriver ability causes Wrecking Ball to slam down from the air and knock his enemies off their feet. When Wrecking Ball is at his strongest, he can use Minefield which flings mines onto the ground that deal a considerable amount of damage to enemies unfortunate enough to trigger them. As the sixth tank hero in the Overwatch lineup, Wrecking Ball provides disruption while also being an aggressive bruiser that bullies the enemy’s backline, eliminating vulnerable heroes that are left unguarded. He excels at disrupting enemies’ positioning with his Roll and Piledriver abilities while also posing a serious threat if he’s left alone to train his Quad Cannons on key targets. Wrecking Ball can confidently start team fights at any time by rolling into the enemy team and popping Adaptive Shield, which makes him incrementally more difficult to eliminate for each enemy nearby. If a fight is no longer going in his favor, Wrecking Ball can easily escape from the fray by using Grappling Claw to quickly swing back to the safety of his team. Minefield can prevent enemies from reaching a preferred location or can be dropped on top of them to cause an explosive burst of damage on all foes in a single location. He can also get the drop on his foes by using the Grappling Claw to swing over his enemies, showering Minefield on top of them, and then finishing with Piledriver to pull them into the mines for an explosive burst of damage. Wrecking Ball is available for testing right now on the Overwatch PTR! If you’d like to help us hamster—hammer—Wrecking Ball into fighting shape, all you need to do is roll your way onto the PTR, then head to our official forums to report your findings. Click here for more info. By Starym One of the bigger patches ever, we see the Symmetra rework, new social features, Hero and map changes and more! One of the biggest patches in recent memory, today’s additions range plenty of Hero changes to complete reworks, new social systems, map improvements and much more! First off we have the big Symmetra rework from the PTR, with her new ultimate, teleporter as a standard ability and changes to just about everything else. The other Heroes also got some significant changes, as Orisa’s ultimate had its cooldown reduced by 15%, McCree’s Deadeye had it’s range massively increased and Doomfist got both mobility and defense upgrades. The Horizon map got a lot of changes and additions, while the social features previewed on the PTR were introduced today as well. And finally, we have a truly massive list of bug fixes, improving the game on all fronts. June 26 (source) We’re super excited about this patch because we are adding some social features that we hope you guys really like! First, our Endorsement system. Endorsements give you a way to acknowledge other players for having a positive impact on your gaming experience. We have ways to report people for poor conduct, but now, if you have teammates who coordinated well, a leader who gave great direction, or even someone who was just being positive you can now let them know how much you appreciated it with an endorsement! Second is Looking for Group. A long-awaited feature that we’ve being dying to get in the game. Looking for group allows you to find like-minded players before you queue to make sure you have the kind of Overwatch experience you want! Things like specifying what game mode want to play, preferring voice chat, and knowing that a player wants to play a certain role before you go into battle together goes a long way toward solid hero compositions and team work. One small tip: Once you have created a LFG group you can browse the list and search for groups that meet your needs and invite them to join up! This is a more proactive approach to getting a group together faster. We can’t wait for you guys to start using these systems! —Jeremy Craig, Principal Game Designer PATCH HIGHLIGHTS Endorsements Acknowledge your fellow Overwatch players’ positivity with endorsements! Recognize commendable behavior for players exhibiting sportsmanship, being a good teammate, or for shot calling. Commend players who lead you to victory, put the team’s needs above their own, or exhibit humility in victory or grace in defeat. Endorsements are readily available to view on Career Profiles, the Groups menu, and more so you can tell at a glance the types of players you’re playing with. Those who consistently maintain a high endorsement level will receive periodic rewards, while those who display negative behavior or accrue suspensions will lose their endorsements. Looking for Group Play your way using the Looking for Group feature! You can control your gameplay experience before stepping into a match by using specific parameters to create your dream team. Join a team of other like-minded players or lead a group of your own by creating a group with your personal preferences such as game mode, role enforcement, and more. Those who want to queue up for Quick Play, Play vs AI, or any competitive mode can set the types of roles others can play. These specifications will then be activated in-game (e.g. players who chose a support role will be restricted to only using heroes in that category). GENERAL UPDATES General Developer Comments:”Since the line between Offense and Defense heroes has become increasingly blurred, we’ve decided to group all those heroes into a single new “Damage” category. We believe that the term more closely matches the role name that is now being used in Overwatch League and across most of the game’s community.” All heroes in the Defense and Offense categories have been merged into a new category: Damage Combat can now be heard 25% further away Changed the name of the Varok spray to Saurfang [PC] Players must have Blizzard SMS Protect enabled on their account to be eligible for the Top 500 The Acknowledge and Interact buttons are now separate input bindings Career Profile Added an Inspire Uptime Percentage statistic for Brigitte on the Career Profile Removed some statistics for Symmetra on the Career Profile Added a Scoped Critical Hit Accuracy statistic for Widowmaker on the Career Profile Career Profiles will no longer be public by default (now defaults to Friends Only). An option to make Career Profiles visible has been added under Options > Social > Profile Visibility ARCADE UPDATES General Symmetra can now be played in 1v1 duel game modes (e.g. 1v1 Limited Duel and 1v1 Mystery Duel) HERO UPDATES Doomfist Developer Comments The increased movement speed on Meteor Strike gives Doomfist new options in how and where to deploy it. His passive is also being increased, allowing him to survive more often when diving into enemies. Meteor Strike Bonus movement speed increased from 150% to 200% The Best Defense… Shield gain increased from 30 to 35 for normal abilities McCree Developer Comments While McCree’s Deadeye rarely came into play at 70 meters, we are increasing the range so it cannot be a limiting factor during normal gameplay. Deadeye Range increased from 70 meters to 200 meters Orisa Developer Comments Supercharger wasn’t getting enough use, considering its impact. This change allows Orisa to use her ultimate more aggressively, knowing that she will be able to generate them more easily. Supercharger Ultimate cost reduced by 15% Symmetra Developer Comments The goal of these changes is to move Symmetra to her new damage role and make her more flexible and viable across more areas of the game than she was previously. Now that Symmetra is no longer a support hero, she is expected to be able to dish out heavy damage, and these changes allow for her to do so. She should be more powerful and interesting in more team compositions and maps, and she should also be stronger on offense and defense. Photon Projector No longer locks onto targets Range increased to 10 meters Damage ramping now takes 2 seconds per damage level instead of 1 second Damage ramp increased from 30/60/120 to 60/120/180 Now generates ammo instead of spending it when hitting a barrier Ammo reduced from 100 to 70 Alternate Fire No longer pierces targets Now explodes on contact Projectile speed increased Charge up speed increased Damage changed to 60 impact / 60 explosive Sentry Turret Turret is now placed like a projectile instead of being set in place Can hold a max of 3, down from 6 Can now deploy a max 3, down from 6 Damage increased Amount of slowing effect increased Teleporter Can now place the exit up to 25 meters away from Symmetra Entrance will automatically be built in front of Symmetra, rather than at her team’s spawn point Lasts 10 seconds Health lowered to 300 More things can teleport through it (e.g. Junkrat’s RIP-Tire) Entrance can be destroyed If either the entrance or exit is destroyed, the other is removed New Ultimate: Photon Barrier Deploys a barrier that is big enough to span and cut through an entire map Orientation can be changed by pressing the ultimate button again Lasts 15 seconds Has 5000 health MAP UPDATES Horizon Lunar Colony Developer Comments: We’ve wanted to make some gameplay improvements to Horizon Lunar Colony for some time now. The defenders’ spawn room had a problem with its main exit that allowed defenders to quickly duck back inside and regain health while attackers shot at them without doing damage. Since we were already reworking the entire back area, we decided to make some more changes addressing player feedback. The idea behind the rework of Point A was to not only help the defenders a bit, but also provide some gameplay options aside from sitting on the point and trying to hold it for as long as possible. Easier access to high ground, as well as limiting the routes for attackers (or at least allowing for defenders to more easily spot the attackers), will allow more opportunity for counters and create a better gameplay experience. We’ve made a lot of additions and changes to the art throughout the map for you to discover as well. Point A Added a staircase on the right when exiting the Hydroponics Room Removed the door to the lower room on the right Removed the small wall on the catwalk above Point A Added some cover walls to the catwalk area Moved the door next to the staircase that led to Winston’s room The door is now on the side of the wall in the training pit Moved the large health pack to the back of the room Removed some clutter in the upper left computer room Hydroponics Room Switched the positions of the large and small health pack Changed some of the hydroponic plant cover on the right Point B Defender spawn room exits moved from the front to the sides out of direct line of fire Small rooms added at spawn room exits Additional cover added near the spawn room exits Added a route and larger platform leading to the back right corner Raised the platform to the same height as the attackers’ platform on the opposite side of the point The location of the old defender exit is now an alcove with a small health pack Both teams can still pass behind the point, but there is now a cut-through in the middle of the wall for better access The area above the window overlooking the point is now covered A large platform with cover has been attached to the left side of the catwalk The upper platform for the attackers has been reduced The doorway leading to the platform is slightly smaller BUG FIXES General Fixed a bug that prevented loading screens from displaying the game mode Fixed a bug that caused the capture point UI to display capture progress as 100% before the point was captured Fixed a bug that caused some sprays to be pixelated AI Fixed a bug that allowed Sombra bot to continue hacking health packs if the ability was disabled in a Custom Game Heroes Ana Fixed a bug that prevented Ana’s Naptime achievement from being granted when interrupting Moira’s Coalescence Fixed a bug that caused Ana’s Sleep Dart effect to persist on afflicted targets after changing heroes Bastion Fixed a bug that prevented McCree’s Flashbang from interrupting Bastion’s Configuration: Tank transformation Fixed a bug that caused Bastion’s treads to disfigure if he was frozen while in Tank configuration Brigitte Fixed a bug that caused Junkrat’s grenades to damage Brigitte when hitting her Barrier Shield Fixed a bug that allowed Brigitte’s Barrier Shield to become indestructible if her Barrier Shield Cooldown Time modifier was set to 0% in a Custom Game Fixed a bug that caused Brigitte’s Rocket Flail to clip into the ground during her Flail highlight intro on King’s Row Fixed a bug that allowed Brigitte to proc Inspire when hitting gondola omnics with her Rocket Flail in Rialto Fixed a bug that allowed Brigitte to proc Inspire by hitting the motorcycle in the Junkertown attacker spawn room Fixed a bug that allowed Brigitte to use Shield Bash while affected by Steel Trap or Graviton Surge Fixed a bug that prevented Brigitte’s Inspire passive from sometimes healing allies out of line of sight Fixed a bug that caused Brigitte’s knee pad and foot to clip the ground during her Kneel victory pose when wearing her Paladin or Engineer skins Fixed a bug that caused Brigitte’s arm animation to shake when using Repair Pack and Rally in quick succession Doomfist Fixed a bug that caused Doomfist’s Meteor Strike animation to place him back on the ground when used in midair Fixed a bug that prevented Doomfist’s Meteor Strike cooldown UI from being hidden if he died during its activation Fixed a bug that prevented the HUD messaging for Doomfist’s Meteor Strike to indicate that players can zoom their camera out Fixed a bug that prevented Doomfist’s Rocket Punch from dealing bonus damage when the target hit a friendly Mei’s Ice Wall Fixed a bug that allowed Doomfist’s Rocket Punch bonus damage to hit Genji after using Swift Strike to move through the punch Fixed a bug that prevented Rocket Punch’s bonus damage from applying if the enemy used an evasive ability at the same time they hit a wall (e.g. Moira’s Fade, Tracer’s Blink, or Reaper’s Wraith Form) Fixed an issue that prevented Doomfist’s Rocket Punch from impacting some walls Fixed a bug that prevented Doomfist’s Rocket Punch, Rising Uppercut, and Seismic Slam from not playing the appropriate sound effect if these abilities were disabled or on cooldown Fixed a bug that prevented enemies struck by Doomfist’s Rocket Punch from taking additional collision damage when hitting Mei’s Cryo-freeze Fixed a bug that prevented Doomfist’s Rising Uppercut animation from playing when used after hitting something with Rocket Punch Fixed a bug that allowed Doomfist to use Seismic Slam and escape Graviton Surge when within range Fixed a bug that caused Doomfist’s failed Seismic Slams to display the wrong UI information Fixed a bug that prevented Doomfist’s Seismic Slam from being usable if spammed in a Custom Game with 0% cooldown modifier D.Va Fixed a bug that caused D.Va’s mech to do a standing pose right before detonating Fixed a bug prevented the South Korean flag decal from displaying when she was in her mech Fixed a bug prevented projectiles from hitting D.Va if she stood behind her mech after it detonated Fixed a bug that prevented the Team Kill sound effects from playing for D.Va inside her mech Fixed a bug that allowed pilot D.Va could summon extra, empty mechs if she used Call Mech while standing on top of an enemy Fixed a bug that allowed D.Va to activate her mech boosters after activating her Self-Destruct Genji Fixed a bug that allowed Genji’s Swift Strike to do damage after he dies Fixed a bug that prevented stuns from applying if Genji used Swift Strike Fixed a bug that allowed Genji to wall climb while using emotes Hanzo [PS4] Fixed a bug that prevented Hanzo’s belt tassels from animating with his Young Hanzo or Young Master skin equipped Fixed a bug that caused Hanzo’s Storm Bow projectiles to sometimes use the sound effect for Storm Arrow Fixed a bug that allowed Hanzo to wall climb while using emotes Fixed a bug that prevented Hanzo’s Dragon Strike animation from playing if he was in a Graviton Surge Junkrat Fixed a bug that allowed Junkrat to place multiple Steel Traps Fixed a bug that caused Junkrat’s projectiles to become invisible if they were shot through railings Fixed a bug that caused the medal in Junkrat’s Medal victory pose to clip through his chin with his Scarecrow or Hayseed skins equipped Fixed a bug that caused turrets to target Junkrat’s Concussion Mines while airborne Lúcio Fixed a bug that prevented Lúcio from using his Sonic Amplifier when waving hello Fixed a bug that prevented Lucio from using Soundwave if he had zero ammo McCree Fixed a bug that prevented McCree’s Flashbang from giving credit for environmental kills Fixed a bug that caused McCree’s Deadeye targeting markers to persist if the target died while it was active Fixed a bug that caused McCree’s Deadeye reticle to lock onto players who die while the ability was active Fixed a bug that prevented the tumbleweed from appearing in McCree’s The Duel highlight intro Mei Fixed a bug that prevented Mei from receiving environmental kill credit if her targets were frozen Fixed a bug that caused Mei’s projectiles to appear that they weren’t passing through friendly barriers Mercy Fixed a bug that prevented Mercy’s Caduceus Blaster and Caduceus Staff from appearing when switching between weapons and using quick melee at the same time Fixed a bug that caused Mercy’s Caduceus Blaster shots to become invisible if they were deflected by Genji if her Pink skin was equipped Fixed a bug that prevented Mercy’s Guardian Angel cooldown from resetting if Valkyrie was used midflight Fixed a bug that prevented the cooldown on Mercy’s Guardian Angel from being refunded while Valkyrie was active Fixed a bug that caused the resolution quality of Mercy’s Today’s Top 5 highlights icon to drop with her Zhuque skin equipped Fixed a bug that prevented player names from displaying when being healed by Mercy Fixed a bug that allowed Mercy to see her eliminated teammates while resurrecting a target Fixed a bug that allowed Mercy to switch weapons while using her Caduceus emote Moira Fixed a bug that prevented Moira’s Biotic Grasp from damaging barriers Fixed a bug that caused Moira’s Biotic Grasp’s beam to disappear when attaching to barriers from certain angles Fixed a bug that prevented players from receiving the Excuse Me achievement when successfully interrupting Moira’s Coalescence Fixed a bug that allowed Moira’s Biotic Grasp to heal targets behind an enemy barrier Fixed a bug that allowed Moira’s Biotic Orb to pass through breakable objects Fixed a bug that caused Moira’s Biotic Grasp to attach onto the base of targets (e.g. Mei’s Cryo-freeze) Orisa Fixed a bug that prevented players from being awarded Orisa’s Halt State achievement Fixed a bug that prevented Orisa’s Fusion Driver from closing if her Halt projectile was affected by Defense Matrix or Deflect immediately after it spawned Fixed a bug where Orisa’s arm would clip into her leg during her Puppy emote Fixed a bug that caused the effect of Orisa’s Halt! to persist if Wraith Form or Fade were used immediately after being pulled in Pharah Fixed a bug that prevented Pharah from being knocked back by her Concussive Blast in spawn rooms Reaper Fixed a bug with Reaper’s Shadow Step sound effect continuously playing while moving around on breakable terrain in Petra. Reinhardt Fixed a bug that caused Reinhardt’s Barrier Field from not playing the correct sound effect if it was affected by Sombra’s Hack Fixed a bug that caused Reinhardt’s Barrier Field cooldown to cancel an active hammer swing when it became ready to use Fixed a bug that prevented Reinhardt’s Rocket Hammer eliminations from receiving credit in the Kill Feed Reaper Fixed a bug with Reaper’s Shadow Step sound effect continuously playing while moving around on breakable terrain in Petra Roadhog Fixed a bug that allowed Roadhog’s Chain Hook to reel in targets even if the ability was interrupted Sombra Fixed a bug that prevented Sombra’s Hack from interrupting Symmetra’s Teleporter placement Fixed a bug caused Sombra’s Hack to be interrupted by thin environment objects (e.g. lamp posts) Fixed a bug that prevented Sombra’s Translocator from being destroyed when it was thrown off a level Symmetra Fixed a bug that prevented Symmetra’s Photon Barrier from blocking Reinhardt’s Earthshatter Fixed a bug that allowed Symmetra’s Photon Projector to gain charge when used on breakable objects Fixed a bug that prevented Symmetra’s Photon Barrier from being placed with the correct orientation if the player rapidly turned during its placement Fixed a bug that prevented Symmetra’s Photon Barrier from being placed on moving platforms or payloads Fixed a bug that allowed Symmetra to place her Shield Generator inside gates on certain maps Fixed a bug that allowed Symmetra to place her Sentry Turrets inside chests and vending machines Fixed a bug that allowed Symmetra’s Sentry Turrets to deploy at maximum range without sticking to a surface Fixed a bug that prevented Symmetra’s Sentry Turrets from dealing the correct amount of damage and slow values Fixed a bug that caused Symmetra’s Teleporter to self-destruct when it was placed Fixed a bug that prevented Torbjörn’s turret from being built on Symmetra’s Teleporter Fixed a bug that prevented Symmetra’s secondary fire from consuming ammo when minimally charged Fixed a bug that prevented Symmetra’s Teleporter from teleporting allies that moved through it at high movement speeds (e.g. Genji’s Swift Strike) Fixed a bug that caused Symmetra’s Teleporter to fall through the ground if placed on platform edges Fixed a bug that prevented Symmetra’s eyes from aligning properly during her Askew and Snowflakes highlight intros with her Dragon skin equipped Torbjörn Fixed a bug that prevented Torbjörn’s Batter Up emote from playing sound effects if he switched weapons Tracer Fixed a bug that caused Tracer’s Pulse Bomb to stick on the opposite side of barriers when thrown at a certain angle Fixed a bug that caused Tracer’s animation to pause at the start of her Bomb Spin emote Widowmaker Fixed a bug that caused Widowmaker’s shooting animation to become stuck if she scoped while firing and then jumped Fixed a bug with the grammar in the flavor text for Widowmaker’s Comtesse skin Fixed a bug that prevented Widowmaker’s Venom Mine from being destroyed when thrown over the environment edges on Oasis Gardens Winston Fixed a bug where placing Winston’s Barrier Projector while going a step upwards would cause it to fall through the floor Zenyatta Fixed a bug that prevented Zenyatta’s Discord Orb sound effects from playing with his Cultist skin equipped Fixed a bug that caused Zenyatta’s arm to clip through his pants during his Heroic highlight intro Maps Blizzard World Fixed a bug that prevented Soldier: 76’s Helix Rockets and Zarya’s primary fire from popping balloons Horizon Lunar Colony Fixed a bug that caused armor packs to land behind crates and not be usable Petra Fixed a bug that prevented ability indicators for Seismic Slam and Ice Wall from being visible on the breakable terrain in Petra Fixed a bug that allowed Reinhardt’s Earthshatter to travel across holes in the breakable tile floor on Petra Rialto Fixed a bug where heroes would move left and right on their own while standing in one of the speed boats in the canal Fixed a bug where players were able to apply a spray on the surface of a body of water Watchpoint: Gibralter Fixed a bug that caused the first Attacker spawn room to extend past its walls Previous live patch notes. By Starym With the LFG tool coming to live soon Scott Mercer has taken it upon himself to address players’ general dislike of grouping in general. In the post below he clarifies the real effects of grouping on matchmaking, skill rating changes and more, to combat common misconceptions. We also get some great stats related to the matter, like the fact that the most common match-up in competitive play in the last 4 months has been 2,1,1,1,1 vs. 2,1,1,1,1! Scott Mercer (source) The Looking for Group tool in 1.25 is an exciting new in-game feature that gives players more control over their online play experience in Overwatch. It allows players to find like-minded or similarly skilled individuals who want to work together. Groups can lead to better team play with less negativity and, ultimately, more fun. Since Overwatch is at its very core a team game, there’s really no better way to play. We’ve seen some reluctance from the community when it comes to grouping, especially in Competitive Play. There are a lot of misconceptions about how grouping is handled by the matchmaker, as well as how grouping affects Skill Rating changes. I want to address some of these by explaining in detail how our matchmaking system handles groups, and also examine the effects of grouping on win rates. I’ll include quite a bit of data and statistics to help with the explanations. The first and maybe most common misconception I want to correct is the belief that the Competitive Play system decreases your SR gains and increases your SR losses when playing in a group. The simple answer here is that there’s no SR penalty based on your group status. It doesn’t matter if you’re solo, grouped with one other person, or in a full group of six. If you are a 2800 SR player grouped with five other 2800 SR players, the SR change after a win or loss is the exact same as if you played the game solo with five other solo 2800 SR players. We also do not artificially inflate the SR of the players in a group when finding matches. There is simply no penalty at all for the purposes of calculating SR and matchmaking. There are many other reasons for the SR gained or lost after a game to differ in magnitude that have nothing to do with grouping: What was the quality of the enemy team and your predicted win chance? You gain more on a win if your predicted win chance was 50%. Are you playing consistently? New accounts or accounts that have been inactive will see larger magnitude changes both upwards and downwards. This settles back to normal as you play additional games. Did your 3000+ SR recently decay due to inactivity? If this happened, you’ll gain more SR on a win until you get back to your “undecayed” SR. Are you a Platinum-tier player or below? If you performed particularly well or worse than what is considered a typical performance during a match, then there’s a small SR modification to reflect that. Is your current SR really high? Your SR increases less on a win than it decreases on a loss as your SR approaches the systemic limit of 5000. Now let’s talk about groups and matchmaking a bit. Interestingly enough, there’s actually more grouping going on than you might think! For the next set of data, we’re going to look at all competitive games from February 1st up to May 28th of this year. Only 16% of all games purely consisted of solo players. The most common match composition is 2,1,1,1,1 vs. 2,1,1,1,1, which represents 28% of the all matches. If you are in a full team of solo players, 73% of those matches were against another team of solo players and another 24% were against a 2,1,1,1,1 team composition. Only 3% of the enemy teams were groups of three or more players. If you’re in a duo, 74% of your matches are against other 2,1,1,1,1 teams, 14% against 1,1,1,1,1,1 teams, and 8% against 3,1,1,1 teams. Only 4% of the enemy teams you faced had groups of four players or more. If you’re in a full six player group, 92% of your matches are against the combination of other six player groups; 5,1 teams; 4,2 teams; 3,3 teams; and 2,2,2 teams. The matchmaker was designed to try and create games with equivalent-sized groups, especially for solo players, and these statistics show that it’s doing a pretty decent job. We believe that games with equivalent groups create the fairest possible experience, and fair games create the best chance of players having a fun experience. When the matchmaker does compromise, it’s usually during off-hours when there aren’t as many available players, as well as at the lowest and highest extremes of SR. There are limits to how much we compromise, however. Several months back we implemented a restriction that prevents the matchmaker from creating games that are severely one-sided. Whenever it wants to make a game, it calculates an expected win percentage for each team based on the SR of all the players. If one of the teams doesn’t have at least a predicted 40% win rate, then we simply don’t create the game. Even if you do end up in game where your predicted win rate is close to 40%, it’s important to remember that it also means that your SR will drop less when you lose, and you will gain more SR if you win. To help explain this further, here’s a simplified example to help explain how predicted win percentage affects your SR. As an example, let’s say you play 10 games in a row and all 10 games only have a predicted 40% win rate. If you win 4 of those 10 matches, your SR be the same as it started. Now, let’s look at all teams consisting of all solo players. They play against other all-solo teams 73% of the time, with a 50% win rate. Meanwhile, they’ll very seldomly be matched against a full six-stack (only once in every 1150 games) and they’ll have a 41% win rate. That percentage isn’t great, but it doesn’t happen often, and 41% is NOT unwinnable. If you then combine all the separate chances to encounter all the other possible enemy team compositions and their win rates, then the solo-only team composition has a total observed win rate of 49.5%. However, when you decide to queue for a competitive game as a solo player, we don’t only place you in all-solo compositions. Sometimes, you’re in a 2,1,1,1,1 composition which has an overall observed win rate of 50.03%. Other times, you’re in a 2,2,1,1 composition with a 49.46% win rate, or a 3,2,1 comp with a 49.93% win rate. All of the possible combinations considered, the combined win rate for solo players end ups being 49.94%. That’s very close to the perfectly fair value of 50%, which means that having groups and solo players queuing together has nearly no effect on a solo player’s win rate. Among all possible team compositions, the one with the highest win rate is the full team of six players. If we again take into account how often the six-player team composition plays other compositions (and close to 84% are against teams with at least a four-, five-, or six-player group) then they only have an observed win rate of 52.88%. So, there is a very modest advantage to playing in a six-stack. All the other composition possibilities have closer to 50% win rates. That’s a lot of math and data to demonstrate that playing solo or playing with a group doesn’t have much of a global systemic effect on your win rate or SR! That being the case, let’s talk about how grouping DOES provide a host of advantages that definitely make playing Overwatch more FUN. The greatest benefit of grouping is the simplest: You get to play together with your friends! There’s really no better way to play Overwatch. You can laugh at each other’s jokes and silly plays, celebrate together when someone does something awesome, and just enjoy hanging out while pushing a payload or defending a control point. Losing doesn’t feel so bad and winning feels even better. With the new Looking for Group tool, there are now even more opportunities to play as a group, find new friends, and have a better play experience. Whether you create or join a group, the tool allows you to find other players who share your goals. We also sort the groups in the LFG tool by SR and connection quality, so you can more easily find the best group for you. Grouping with like-minded players gives you a great head start to a more positive experience. Grouped players are often more willing to positively communicate with each other. Grouped players are better able to resolve conflicts concerning player roles and team compositions. When part of a group, you’re better able to handle adversity. All teams lose fights and experience setbacks during a game. Grouping helps make players more resistant to catastrophic tilt and go on to recover and win fights and games in the future. If you find new people that made your Overwatch matches more fun, you can add them to your friends list and play with them again. In spite of all this, some players think that that grouping isn’t a good idea. They’re afraid of being matched against other groups who may have been playing together for longer, and thus have greater synergy. There are several issues with this line of reasoning. Most groups don’t play very long together with the exact same lineup. It’s actually pretty rare for the same group of six players to play together for a long time. It’ll likely become even rarer with the Looking for Group feature, which makes it easier to create groups. Many of the benefits of grouping manifest soon after players come together. These benefits can increase the longer a group plays together, but they have diminishing returns. If two groups have similar mechanical skill and individual decision making, but one of the groups has a formed a synergy advantage from playing together for a long time, that advantage will naturally result in a higher SR. That means those two groups are not likely to be matched together because their players will have different Skill Ratings. Another reason players don’t group up is that it can be difficult to form groups. This is precisely the issue that the new Looking for Group tool addresses. If you enjoy playing tanks, you can find groups who really need you to hold the line. If you want to play with a very specific team composition, you can create a group that mandates it. The Looking for Group tool provides a lot of great flexibility, allowing you to both create your own or join other players’ groups. OK, that was a lot of words. For those who have read this far, I hope it was all helpful and educational. In conclusion, I’ll end with some bits of wisdom: Don’t worry too much about SR. Have fun, play to learn and improve, and your SR will rise over time. Playing games with other people is pretty awesome. The LFG tool helps make this happen, so give it a try. Be good to one another. Life’s too short. By Starym The 2nd Anniversary event is finished and the developers have something to say to the community! From the game’s launch to today’s over 40 million players, the devs passion is evident in the video and it’s a great way to end the event!

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