Posts by Jodie-11723

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Welcome to Season 34 of Competitive Play

Season 34 of Competitive Play is here!

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. Within the standard Role Queue competitive mode, 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. Open Queue will utilize the same rating and tier system, but since the...

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First, thank you so much for this incredibly illustration. I appreciate your work.

Second, the answer is the latter of your two scenarios. The ping detaches where their yellow X is for player 2.

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Hi, everyone!! I have been working with Gavin Winter and Adam Puhl to respond to some of the concerns brought up in this thread!

Thanks for looking out for potential issues with the ping system! We agree that Sombra is the hero most affected by this system, and we knew this was always going to be true if we decided to build Ping. She’s the main reason for a lot of the nuance in the Ping System.

Here’s an example:
If a player on your team pings an enemy hero that is not in your Line of Sight, we place a stationary ping with a question mark on it that will never update its position.
Obviously spamming ping as frequently as you can on an enemy hero will still happen. This would place those stationary pings as often as possible, but even if we didn’t automatically place these pings, Sombra could simply ping nearby them instead to convey the same data in a slightly less user-friendly way.

Each player can only place one ping in the world at a time. If they place a new one, their previous...

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You will still be able to access the map through custom games, but they won’t show up in QP or arcade modes.

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Overwatch Retail Patch Notes – March 15, 2022

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit the Bug Report forum.
For troubleshooting assistance, visit the Technical Support forum.

GENERAL

Overwatch League Grand Finals Championship Skin

The new Sombra Skin “Zhulong” celebrates the Shanghai Dragons’ achievement in becoming the 2021 Overwatch League champions. The skin is purchasable for a limited time for 200 Overwatch League Tokens.

NVIDIA Reflex

The trigger flash option has been removed from the options screen. To enable the trigger flash display for your Reflex Analyzer monitor, please update to driver version 511.79 or later and update GeForce Experience to version 3.25 or later. For more information on Reflex Analyzer please visit How to use the NVIDIA Reflex Analyzer | GeForce News | NVIDIA.

MAPS

Horizon Lunar Colony and Paris have been removed from Quick Play and related modes.

COMPETITIVE: 6V6 LOCKOUT ELIMINATION

Sea...

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Welcome to Season 33 of Competitive Play

Season 33 of Competitive Play is here!

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. Within the standard Role Queue competitive mode, 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. Open Queue will utilize the same rating and tier system, but since the...

Read more
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Overwatch Retail Patch Notes – February 22, 2022

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit the Bug Report forum.
For troubleshooting assistance, visit the Technical Support forum.

REAPER’S CODE OF VIOLENCE CHALLENGE

Discover Reaper’s origins with the new Overwatch short story, “Code of Violence” by Brandon Easton. During Reaper’s Code of Violence Challenge, earn limited-time rewards, including the new Dusk Reaper skin, by playing games and watching Overwatch streams on Twitch through March 8! Learn more about the challenge on the Overwatch website.

NEW SOUNDTRACK: OVERWATCH: HEROES & VILLAINS

Overwatch: Heroes & Villains

The Overwatch: Heroes & Villains soundtrack is now available, featuring music from the origin stories, archives events, and trailers of Overwatch! Find the albums on your favorite music streaming services. For more details see the Overwatch News website or check out the QR code on the main menu. Streaming ...

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BUG FIXES

D.Va

  • Fixed a bug where the general CC reduction for tanks was not applying to D.Va’s mech

Reinhardt

  • Fixed a bug that caused Charge to affect previously charged enemies

Winston

  • Fixed a bug where Leap was doing more damage than intended
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Overwatch Experimental Patch Notes – February 16, 2022

BUG FIXES
Mercy

  • Allies being Resurrected now have their respawn timers paused

Symmettra

  • Turrets now no longer heal full health targets
  • Turret healing now grants ultimate charge

Genji

  • Genji no longer loses the attack speed buff when the sheathing animation is interrupted

HERO UPDATES

Tank Heroes

General

  • Damage reduction lowered from 50% to 25%
  • Tanks gain 20% more Ultimate charge

Wrecking Ball
Piledriver

  • Damage increased from 50 to 100

Orisa
Halt!

  • Duration increased from 1.5 to 2.5 seconds

Supercharger

  • Range increased 30%
  • Health increased from 200 to 400
  • Ultimate cost reduced by 30%

Winston
Tesla Cannon

  • Ammo increased from 100 to 150

Jump Pack

  • Damage increased from 50 to 75

Roadhog
Take a Breather

  • Range of ally buffs increased 50%

Chain Hook

  • Now slows the hooked target by 40% for 2 seconds

D.Va
Micro Missiles

  • Cooldown decreased from 8 to 6 seconds

Sigma
Kinetic Grasp

  • No longer grants crowd control immunity
    ...
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Hiya,

I just wanted to let you know that the Creator Experimental Card is now live again!

Bug fixes have been added to the website and forum post: Overwatch Experimental Patch Notes – February 10, 2022.

Thanks for being patient with us. Appreciate y’all. :blue_heart:

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Hi, everyone!

We have temporarily disabled the creator experimental card while we work on fixes for a few known issues. The experimental card will be back as soon as possible!

We are so sorry for the inconvenience, and we can’t wait to get you back in the experimental mode!

Thank y’all!!
:blue_heart:

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Overwatch Experimental Patch Notes – February 10, 2022

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit our Bug Report forum.
For troubleshooting help, visit our Technical Support forum.

CREATOR EXPERIMENTAL UPDATE

In this limited-edition Experimental Card, we will feature over-the-top balance changes coming directly from Overwatch content creators. Each creator ideated on changes for heroes within their role. Here are the Creator Experimental Card participants responsible for each of the role changes:

  • ML7—Support Heroes

  • LemonKiwi—Tank Heroes

  • Jake—Damage Heroes

  • Wanted— Damage Heroes

Be sure to read up on the patch notes, jump into the game, and practice with your team to prepare for the Creator Cup tournament! Hop on over to the Overwatch Flash Ops: Experimental Card Creator Cup page to learn more and sign up!

HERO UPDATES


GENERAL

  • All hitscan damage now scales to 50% at maximum falloff range, from 30%
  • There is now a +...
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Hi, everyone!

My apologies for the confusion. The update for this Experimental Card will go live tomorrow, Feb 10, at 11am PST!

Hi, everyone!

My apologies for the confusion. The update for this Experimental Card will go live tomorrow, Feb 10, at 11am PST!

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We didn’t go anywhere, y’all!!

Well, I actually did go somewhere. I went to go visit my homie for my birthday last week. :grin:

AQUARIUS GANG :aquarius:

Andy and I are working on a lot of really exciting things for the community, and I can’t wait to share them with you! Thanks for being patient with me, and it means a lot that y’all ask about us when we aren’t on the forums for a few days.

I miss u, too. :pleading_face:

:blue_heart:

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Hi, everyone!!

The post I made has sense been updated, but I just wanted to point something out.

Mercy can now attempt to resurrect teammates who die OVER environmental death pits (not teammates who die in them).

My apologies for the confusion! Please let me know if I can help clarify any more.

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Hey, everyone!

I wanted to clarify an update I have made to the patch notes since publishing them on the forums!

  • Mercy can now attempt to resurrect teammates who die OVER environmental death pits (not teammates who die in them).

Sorry for any confusion, and please shoot any questions you may have over to me!

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I am so sorry for the confusion! I just made the edit on the patch notes, but please let me clarify here, as well!

  • Mercy can now attempt to resurrect teammates who die OVER environmental death pits (not teammates who die in them).

I hope this makes a little more sense, and please let me know if you have any more questions!!

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Don’t worry about it, man! It’s all good. :blue_heart:

I sincerely don’t mean to diminish anything that anyone here is feeling, but I do empathize with your frustration. We want to share everything we have with you guys as much as you guys want to know! It’s just taking us time, collaboration, and a LOT of hard work to get there.

I’m pretty confident playing tank is going to change dramatically when we move to 5v5, and I am interested in how that will change perceptions on Reinhart when we get there!

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Yup! I love the group of people working with gameplay insights data. They are too cool!

But they are one piece of the puzzle, right? Game dev is a science and an art. I’m stoked to see how your opinions on Reinhardt will change with the future of Overwatch. I know it can be frustrating right now, but we have some really cool stuff coming down the road.