Latest Overwatch 2 Patch Notes Season 9 Update March 2024
Latest Overwatch 2 Season 9 Release Notes
OW 2 Patch Notes - Update March 12, 2024
OW 2 Patch Notes - Update February 13, 2024
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GENERAL UPDATES
NEW GAME MODE – HERO MASTERY: GAUNTLET Hero Mastery: Gauntlet is a new co-op game mode where players work together to protect towers from enemy bots. Collect energy and buy powerful upgrades to survive all ten rounds! Focus your skills to earn high scores and compete on the leaderboards. Are you ready to enter the Gauntlet?
Gauntlet teams can have up to three players and must survive all ten rounds to win. Each game randomizes the upgrades, bots, and targeted towers to keep things fresh. The Gauntlet has four difficulties that vary all aspects of gameplay, including score. Work your way up to Legendary and dominate the leaderboards. Athena has upgraded the simulation with many new bots for this mode. Be on the lookout for dangerous elite training bots. Play with AI mode is available for teams to practice with 1-3 players. Scores and Challenges are not recorded in this mode.
Hero Mastery: Gauntlet is launching with a limited-time event that includes exclusive rewards and challenges. Can you defend the towers and unlock them all? COMPETITIVE PLAY UPDATES
Competitive Placements and Overview will now be displayed before Hero Progression at the end of a Competitive Match. Competitive Rank Range has been added to the scoreboard so players can view the rank range of a match at any time. Modifiers can now be viewed outside of the Competitive Overview with a rank info button found on the Competitive Play menu. A new modifier called “Demotion Protection” has been added to the Competitive Overview to notify players that if they lose another game, they will be demoted to the next lowest division.
HERO UPDATES
Developer Comments: This patch is focused on fine-tuning some of the systemic hero changes made in Season 9. In addition, we’re adjusting individual abilities to make them feel more impactful due to heroes having larger health pools. PROJECTILE SIZE UPDATES
Global projectile size modifier for travel time projectiles with a speed greater than 50 meters per second reduced from 0.1 to 0.075 meters.
Developer Comments: We are decreasing the size of the fastest travel time projectiles because it reduces the frequency of these projectiles failing to headshot due to hitting the enemy’s chest hit volume first. ROLE PASSIVES UPDATES
Heal reduction applied by the damage role passive lowered from 20% to 15%.
Developer Comments: The Damage role passive reduces the potency of in-combat healing and helps equalize the effectiveness between burst and damage over time. Nevertheless, we are going to experiment with a lower value to relieve some of the pressure on tank and support roles. We’ll be keeping a close eye on this change as we want the healing reduction to still be noticeable. OTHER HERO UPDATES
Added a new UI element above the player’s first-person health bar to show all active healing status effects (Anti-Heal, Amplified Healing, Reduced Healing).
TANK
Meteor Strike
Minimum damage increased from 15 to 50.
Developer Comments: We are changing Cardiac Overdrive to make it more forgiving when used for yourself especially when Mauga is low health. Overrun
Stomp damage increased from 45 to 60.
Cardiac Overdrive
Duration reduced from 5 to 4 seconds. Cooldown reduced from 12 to 10 seconds. Now fills his passive overhealth by 100.
Terra Surge
Charge rate for the first 2.5 seconds increased by 25%.
Ravenous Vortex
Total damage increased from 45 to 70. Cooldown decreased from 12 to 11 seconds.
Armor increased from 275 to 300.
Fire Strike
Damage increased from 100 to 120.
Developer Comments: We’re improving the consistency of the Hook combo. Enemies are pulled closer to Roadhog and aren’t launched as high when Pig Pen activates, making the Scrap Gun follow-up shot more consistent. Chain Hook
The enemy final position distance from Roadhog after being pulled decreased from 4 to 3 meters.
Pig Pen
Vertical knockback on activation decreased by 43%
DAMAGE
Developer Comments: We’re reverting the previous change to the base projectile size of Hanzo’s arrows and replacing it with the general global reduction, which affects all travel time projectiles with a speed greater than 50 meters per second, resulting in Hanzo’s arrow projectile staying the same total size as before this patch.
Base projectile sizes increased from 0.075 to 0.1 meters. The total projectile size, when combined with the general hero change, is still 0.175 meters.
Endothermic Blaster
Ammo increased from 120 to 140.
Cryofreeze
Heal per second increased from 50 to 62.5.
Death Blossom
Damage per second increased from 170 to 185. Ultimate cost decreased by 12%.
Developer Comments: Virus deals critical impact damage when it hits Hacked targets, and this change makes using it as a follow-up more compelling. The Translocator now destroys breakable objects, preventing Sombra from teleporting a shorter distance than expected. Virus
Impact damage increased from 10 to 25.
Translocator
Destroys breakables while in flight.
EMP
Ultimate cost reduced by 8%.
Photon Projector
Primary fire damage per second increased from 60 to 65, scaling with each stage. The new maximum damage per second is 195.
Sentry Turret
Health increased from 30 to 50. Damage per second increased from 25 to 30.
Teleporter
Health increased from 50 to 100. Shields increased from 150 to 200.
Deploy Turret
Turret damage increased from 11 to 13.
SUPPORT
Biotic Grenade
Explosion damage and healing increased from 60 to 90.
Repair Pack
Cooldown reduced from 6 to 5 seconds.
Rally
Cost reduced 8%.
Developer Comments: We are adjusting the firing cadence of the Solar Rifle, making it more responsive to use and increasing the damage per second but not the burst damage. Solar Rifle
Primary fire recovery time reduced from 0.3 to 0.2 seconds. Maximum charge time reduced from 0.7 to 0.65 seconds.
Developer Comments: We’re increasing the burst potential of the Heal Blossom to reinforce Lifeweaver’s role as a high healing throughput support. The heal per second is roughly the same as before, but individual Heal Blossoms can be charged further. Heal Blossom
Maximum heal amount increased from 70 to 80. Maximum charge time increased from 1 to 1.15 seconds.
Immortality Field
Minimum health threshold decreased from 25% to 20%.
BUG FIXES
GENERAL
Fixed an issue that caused the B button on gamepads to close a Replay instead of opening the Bookmarks. Fixed a bug that made all Souvenirs face backward when previewing them in the Battlepass. Fixed a bug with the ‘more items in shop’ button in the Event Hub, taking players to a blank screen. Fixed a bug that caused your own Progression Screen to display when viewing another player’s Progression Screen. Fixed a display issue that sometimes caused the Rank Update Progress Bar to display incorrect values. Fixed an issue that prevented the ‘Ring’ dot reticle from displaying correctly for all heroes. Fixed an issue that prevented you from opening the Options menu while a Deathmatch game was ending. Fixed a bug in Mystery Heroes that could cause jump pads to be disabled for players. Leaves now correctly count as a loss during Competitive Placements Matches.
Hero Mastery
Fixed a bug that gave Echo full Ultimate charge after restarting a run.
MAPS Junkertown
Fixed some spots where the lighting was incorrect.
King’s Row
Fixed an area of the map that allowed players to escape the playable space.
Samoa
Fixed some areas that allowed Torbjorn’s turret to be almost fully obfuscated by the environment.
HEROES
Fixed a bug that caused the DPS Passive to not be applied by: Symettra and Torbjorn Turrets, Riptire, and B.O.B.
Lifeweaver
Fixed an interaction with Tree of Life and Mauga that could launch Cage Fight into the sky. Fixed a specific instance that allowed Life Grip to pull allies to their death.
NEW EVENT: COSMIC CRISIS
Face off against eldritch abominations in the twisted reality of Cosmic Crisis, a brand-new co-op mission. Work with three other players to repair your ship and escape the ruins of Ecopoint Antarctica while fighting off the monstrous Null Sector. But keep an eye out for your teammates… an ancient power lurks in the shadows, waiting for its chance to strike.
COMPETITIVE PLAY UPDATES
Developer Comments: With your feedback, we’ve made new improvements to Competitive Play that aim to provide more transparency into your progress after every match, plus we introduced a new skill tier and new Competitive Rewards to earn. Skill Rank Reset
Given the significant changes to our heroes and the addition of a new skill tier, this reset is designed to give all players a chance to climb higher than ever before. All roles in Role Queue and Open Queue in Competitive Play have been reset to Unranked.
Placement Matches
Placements have been rebuilt from the ground up. Your predicted rank will be displayed after each placement match. You must complete 10 matches in a role to receive your Skill Rank for that role. Winning your placements will have a significant impact on your final rank.
Competitive Updates
Competitive Updates have been reworked. Instead of requiring five wins or 15 losses to get a Competitive Update, updates now happen after every match. Going forward, the Competitive Updates page now hosts information about your ranks in Role Queue and Open Queue, as well as your progress toward Competitive Point rewards.
Skill Modifiers
Modifiers now appear on the Competitive Progress page after each match. Skill modifiers provide information on how much a rank will gain or lose progress after a match, including win or loss streaks, rank instability, and match favorability.
New Skill Tier - Champion
A new rank has been added above Grandmaster, called Champion, that is more exclusive than any other rank in Overwatch. Only an exceedingly small percentage of players will ever occupy this echelon of Competitive Play.
Versus Screen
The range of ranks for players in a match of Competitive Play is now displayed on the same screen where both teams are shown with their name cards, player icons, and titles.
New Grouping Requirements
Bronze through Diamond Players may group with other players within 2 Skill Tiers of their own Skill Rank. Master players may group with other players within 1 Skill Tier of their own Skill Rank. Grandmaster players may group with other players within 3 Skill Divisions of their own Skill Rank. Champion players may group with only one other player within 3 Skill Divisions of their own Skill Rank.
Art & UI Updates
Skill Tier and Skill Division art for rank icons have been redesigned for improved readability. The Competitive Skill Tier legend has been redesigned to include updated and new relevant information.
Competitive Points
Each win now grants 10 Competitive Points. Each draw now grants 5 Competitive Points. Each loss still grants 0 Competitive Points.
Competitive Progression
Competitive Challenges that award additional Competitive Points at the end of the season have been replaced with a new Competitive Progression system. Every match grants progress toward your Competitive Progression meter, and after earning 30 you will receive an additional 100 Competitive Points. Wins award 3 progress toward your Competitive Progression meter. Draws and Losses award 1 progress.
Competitive Rewards
Jade Weapon Variants have been introduced. Each Jade Weapon Variant costs 3000 Competitive Points to purchase. All players will start this season with a balance of 0 Competitive Points. All existing Competitive Points have been converted into a new currency, Legacy Competitive Points. Each Golden Weapon Variant now costs 3000 Legacy Competitive Points to purchase. At the end of a Competitive Year, any remaining balance of Competitive Points converts to Legacy Competitive Points.
Matchmaking Rating
At the start of this season only, the internal Matchmaking Ratings for all players have been adjusted to push players closer to the normalized average (approximately at Gold 3). Matchmaking Ratings have been decayed. The higher the rank, the more it has been decayed. Most players will start at a lower skill rank and division than their most recent rank.
Competitive Challenges
Competitive challenges removed. Rewards and progress for Competitive Play are now displayed on the Competitive Progress page and titles are rewarded at the end of the season.
GENERAL UPDATES
Added a new set of visual upgrades. Hero/Game Mode badge upgrades start at Level 500. Progression Level badge upgrades start at Level 2500. Wrecking Ball title rewards are renamed from “Champion” to “Champ” to align with Junker Queen’s usage of the title (and to avoid confusion with the new Champion rank). Adjusted amount needed to level up certain sub-badges for Mauga and Illari.
The endorsement is only eligible if you’re in the match for a set duration. Endorsements are subject to the configured cooldown period of 12 hours. Endorsements are subject to cooldown even if you unfriend the recipient.
Added a feature for controller/keyboard users that remembers what you had focus when backing out of screens.
New Reticle Types have been added.
Square Box Line Triwing Falloff
New Reticle Dots have been added.
Ring Square Triangle Cross Heart
New Reticle color options have been added.
Brown Dark Red Light Red Light Purple Gray Teal
HERO UPDATES
Developer Comments: Season 9 features changes to the fundamentals of Overwatch 2 gameplay that affect every hero. We’ve heard the community feedback around some gameplay pain points, and these changes are in response to many of those. Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.
+0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer’s Pulse Pistols or Reaper’s Hellfire Shotguns). +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy’s Peacekeeper or Soldier:76’s Heavy Pulse Rifle). +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog’s Scrap Gun or Ramattra’s Void Accelerator). +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta’s Destruction Orb). +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah’s Rocket Launcher). Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa’s Energy Javelin or Reinhardt’s Fire Strike).
Hero combined HP (base health/armor/shields) increased by 15-25%.
150-175 HP heroes increased by 25 HP. 200-300 HP heroes increased by 50 HP. 300+ HP (Tanks) increased by 75-100 HP. Each hero’s precise health increases are listed in their patch notes below.
Ultimate Charge
All Ultimate ability costs increased by 10%.
Regenerative Passive for All Heroes
All heroes now regenerate 20 health per second after 5 seconds of not taking damage.
Support Role Passive
Now reduces the delay before regeneration begins by half (2.5 seconds).
Damage Role Passive
Reload speed bonus on elimination has been removed. New role passive: Dealing damage reduces enemy healing received by 20% for 2 seconds.
Quick Melee
Damage increased from 30 to 40.
D.Va
Pilot health increased from 150 to 175. Mech armor increased from 300 to 375.
Self Destruct
Explosion maximum damage increased from 900 to 1000. Inner explosion radius (range for maximum damage before falloff begins) increased from 4 to 6 meters.
Doomfist
Health increased from 300 to 375.
Rocket Punch
Max impact damage increased from 50 to 75. Max wall slam damage increased from 30 to 40.
Junker Queen
Health increased from 300 to 375.
Rampage
Wound damage over time increased from 60 to 90.
Mauga
Health increased from 300 to 400.
Orisa
Armor increased from 275 to 350.
Ramattra
Health increased from 200 to 275.
Reinhardt
Health increased from 200 to 250. Armor increased from 250 to 275.
Rocket Hammer
Damage increased from 85 to 100.
Charge
Wall impact damage increased from 225 to 275.
Roadhog
Health increased from 550 to 650.
Sigma
Shields increased from 200 to 275.
Winston
Health increased from 200 to 225. Armor increased from 200 to 250.
Tesla Cannon
Damage increased from 60 to 75 damage per second.
Primal Rage
Punch damage increased from 40 to 50.
Wrecking Ball
Armor increased from 100 to 175.
Zarya
Health increased from 100 to 175.
Particle Cannon
Primary fire beam width increased from 0.15 to 0.2 meters.
Health increased from 200 to 250.
B.O.B.
B.O.B.’s weapon damage increased from 14 to 17.
Bastion
Health increased from 200 to 250.
Cassidy
Health increased from 225 to 275.
Deadeye
Initial damage rate increased from 130 to 150. Damage rate increased from 260 to 300.
Echo
Health increased from 200 to 250.
Focusing Beam
Width increased from 0.2 to 0.25 meters.
Duplicate
Maximum combined health value increased from 300 to 350.
Genji
Health increased from 200 to 250.
Dragonblade Swing recovery decreased from 0.9 to 0.7 seconds. Hanzo
Health increased from 200 to 250.
Storm Arrows
Damage increased from 65 to 75. Cooldown reduced from 10 to 8 seconds.
Junkrat
Health increased from 200 to 250.
Frag Launcher
Base projectile size reduced from 0.25 to 0.2 meters.
Mei
Health increased from 250 to 300.
Pharah
Health increased from 200 to 250.
Rocket Launcher
Recovery reduced from 0.85 to 0.80 seconds. Projectile speed increased from 35 to 40 meters per second. Explosion self-damage reduced from 50% to 25%.
Jet Dash
New Secondary Fire Ability. Provides a quick horizontal boost in the direction Pharah is moving. 8-second cooldown. Added a setting to activate Jet Dash on Double Jump instead.
Jump Jet
Now restores 50% of Hover Jets fuel and can briefly overfill the maximum fuel amount. Vertical boost height reduced by 20%. Cooldown increased from 10 to 14 seconds.
Concussive Blast
Cooldown decreased from 9 to 7 seconds. Explosion now deals 30 damage to enemy targets. Explosion radius reduced from 8 to 6 meters. Knockback reduced by 10%.
Barrage
Now instantly refills Hover Jets fuel.
Hover Jets
Speed boost increased from 20% to 40%. Now requires landing to recharge fuel. Can now be activated without fuel to slow your descent.
Developer Comments: Pharah has a significant update that empowers more individual plays and shifting her movement capabilities from high up in the air to more horizontal movement that can cover distance quickly. Reaper
Health increased from 250 to 300.
Sojourn
Health increased from 200 to 250.
Railgun
Secondary Fire base projectile size reduced from 0.1 to 0.07 meters.
Soldier: 76
Health increased from 200 to 250.
Sombra
Health increased from 200 to 250.
Symmetra
Shields increased from 100 to 150.
Photon Projector
Primary fire beam width increased from 0.2 to 0.25 meters.
Torbjörn
Health increased from 200 to 250.
Tracer
Health increased from 150 to 175.
Widowmaker
Health increased from 175 to 200.
Ana
Health increased from 200 to 250.
Baptiste
Health increased from 200 to 250.
Brigitte
Health increased from 150 to 200.
Rocket Flail
Damage increased from 35 to 45.
Illari
Health increased from 200 to 250.
Kiriko
Health increased from 200 to 250.
Kunai
Base projectile size reduced from 0.18 to 0.15 meters.
Lifeweaver
Health increased from 175 to 225.
Lúcio
Health increased from 200 to 250.
Soundwave
Damage increased from 25 to 35. Knockback increased 12%. Movement lockout duration increased from 0.3 to 0.45 seconds.
Mercy
Health increased from 200 to 250.
Guardian Angel
Active duration on jump/crouch cancel reduced from 1.5 to 1 second.
Sympathetic Recovery passive
Health recovered increased from 25% to 40% of healing dealt.
Moira
Health increased from 200 to 250.
Biotic Grasp
Secondary fire damage increased from 50 to 65 damage per second. Secondary fire target acquisition radius increased from 0.6 to 0.7 meters.
Zenyatta
Health increased from 75 to 100. Shields increased from 150 to 175.
MAP UPDATES
New nighttime lighting theme. New building near the first point to provide more cover & block long sightlines. Added a water tower near the first point to block sightlines from upper choke positions. Added more vehicles near the cliff to provide additional cover & block long sightlines. Reduced the cliffside path to tighten the space and reduce the overall footprint of the area. Removed a small health pack on the second area balcony that was easy for defenders to overuse. Added vertical beam at second choke point to promote movement out of the upper floor & make the choke easier to defend. Widened and added cover in a hallway in the third area to make close quarter fights easier to maneuver.
Developer Comments: We’ve added more cover—including new structures—to help counter some of the long sightlines around the first checkpoint. Additional changes in the third area allow attackers to push through certain chokes more easily.
BUG FIXES
Fixed an issue with some shadows that could appear jagged when on any setting below Ultra. Fixed a bug that prevented your skin from changing when using the Change Skin option in Hero Select if you had a Loadout selected. Fixed a bug with Golden Weapons being marked as unspecified and not being purchasable. Fixed a bug with some callouts for pushing the payload playing at incorrect moments. Fixed an issue with Wall Climb failing in some situations. Additional bug fixes for general stability and performance.
MAPS
Antarctic Peninsula
Fixed lighting in some areas of the map.
King’s Row
Fixed areas of the map that were missing collision.
Midtown
Fixed some locations that could cause some heroes to become stuck
Shambali Monastery
Fixed a location of the map that displayed incorrect textures.
Doomfist
Fixed a bug with Meteor Strike that could result in Doomfist getting inside the environment. Fixed a bug that sometimes prevented Seismic Slam’s damage from going through turrets. Fixed a bug that could prevent Doomfist from acquiring Overhealth in some cases. Fixed a bug where Rocket Punch left a small window of time open to use abilities.
Echo
Fixed an interaction when Duplicating Bastion that prevented the Duplicated Configuration: Artillery’s shots from landing if Duplicate ended before they landed.
Lifeweaver
Fixed a bug that prevented Tree of Life from healing Reaper when in Wraith form.
Lúcio
Amp it Up now goes on cooldown if interrupted by stun during its cast time or when dying while it’s active.
Mauga
Fixed a bug with the burning applied by Mauga not being removed when picking up a health pack.
Orisa
Terra Surge now correctly pulls in and damages enemies that are on uneven slopes/collision, as long as Orisa has a direct line of sight, they will get pulled/damaged.
Roadhog
Fixed a bug with Roadhog’s model becoming distorted with some skins during the Heroic Highlight intro. Fixed a bug with Pig Pen displaying a Junkrat icon when pinged.
Sombra
Fixed an interaction that prevented Hack from being interrupted by Rocket Punch or Shield Bash. Fixed a bug where Sombra would enter Stealth while escorting the robot in some situations.
Torbjörn
Fixed a bug with disabling the Interact Cancel Deploy Turret setting causing you to only destroy a deployed turret and not toss out a new one when the ability is used.
Winston
Fixed a bug with Primal Rage that interrupted the ability to attack if the Ultimate was initiated while Jumping and using Melee at the same time.
Zenyatta
Golden weapon tint should now properly be reflected on all skins.