Overwatch Patch June 30, 2026
Today · 51 heroes changed · Full patch notes ↗
Win rate impact data is not available for this patch.
Balance Changes
Ana Banana can’t be achieved in this, so we go with the second-best option: mobility. All Ana mains want is a form of mobility (a jetpack wouldn’t seem too much, would it?). The Biotic Grenade change will make less of her grenades go to waste and create new usages for them. Biotic Rifle headshot healing deserves to be tested to see if it’s viable.
- Now has a jetpack.
- Replaced with Biotic Detonation - Detonate Biotic Grenade midair by pressing its ability button again.
- Healing shots can now critically heal allies (2x multiplier).
- Cast time removed.
Anran struggles to light opponents on fire to secure kills, often having to choose to trade in order to obtain kills. These changes make it much easier to light opponents on fire and allow Anran to deal slightly increased damage from range, and her range of movement with Inferno Rush has been increased to allow her more escape options.
- Base move speed increased from 6 m/s to 6.5 m/s.
- Fire rate increased by 50%.
- Projectile speed increased from 90 to 150 m/s.
- Anran can now hold backwards to dash backwards.
- Initial launch speed increased by 27%.
B.O.B is now a threat. No one considers B.O.B a threat on the battlefield, but they will now. I also bet we're all tired of D.VA eating our dynamites, so with some careful planning, Ashe can stick Dynamite on the wall before the fight starts, and that's not a problem anymore.
- Now sticks to surfaces.
- Fuse timer increased from 5s to 20s.
- When B.O.B. is killed before timing out, B.O.B. explodes after a short delay.
Immortality Field has always been a pain point of his kit, so turning it into an ultimate should feel better because even if you’ll see less of it, it will be stronger. Amplification Matrix as an ability should have more flexibility now with its shift to an ability.
- Moved to Ultimate.
- Minimum health threshold increased from 20% to 40%.
- Health increased from 125 to 300.
- Field width increased by 50%.
- Affected allies receive 25% more healing.
- Moved to Ability 2.
- Size reduced by 65%.
- Duration reduced from 10s to 6s.
- Damage amplification reduced by 75%.
- Healing amplification reduced by 65%.
- 15s cooldown.
- Now applies homing to Biotic Grenades while Baptiste is airborne. Homing strength scales with Exo-Boots charge.
Are you into race cars? Bastion is now a speed demon in configuration form. No longer is he slow and an easy target. He's now a speed demon. We also dropped the 2 from Overwatch so why not bring back his original ult as well?
- Reworked into Tuned Treads.
- Move 35% faster while in Configuration: Assault or Configuration: Tank.
- Reworked into Configuration: Tank - Configuration: Tank's weapon fires fast-moving shells that deal 205 explosive damage.
There’s little to no point of playing Brigitte if you can’t close the distance to the enemies, so all of her changes are aimed at making her not just viable, but also a threat on all maps and against all comps.
- Now propels Brigitte backwards in her facing direction when impacting the environment.
- Now allows Brigitte to dash into the air.
- When used, Brigitte is first lifted into the air by an invisible Jetpack Cat and vanishes from the battlefield. Brigitte can then target a location to drop onto. After landing, Rally is automatically activated.
I want the enemy to FEAR seeing 12 on the clock. Also, I know you like to hide behind shields when you hear it's high noon... good luck with that.
- Replaced with True Shot - Deadeye's bullets pierce barriers.
- Now grants Invincibility during Combat Roll.
- Every Final Blow earned via Deadeye grants 1 additional max ammo for the round, up to a cap of 18 max ammo.
Sonic Repulsors now gives Domina the ability to access high ground more easily, while Panopticon now has more flexibility to be used defensively as well as offensively.
- Now propels Domina backwards relative to the direction she is facing.
- Enemy knockback force increased by 40%.
- Can now envelop allies with a 200 health barrier.
Uppercut has always been super popular, and the community jokes about re-adding it a lot. Adding the ability to empower every ability, combined with Uppercut, gives Doomfist a lot more outplay potential.
- Can now empower the next use of any other ability, not just Rocket Punch.
- Re-added.
- Empowered Uppercut stuns enemies.
- Empowered Seismic Slam slows enemies by 40% for 2s.
- Slowing effect removed.
- Now knocks down enemies.
I want D.Va to be more incentivized to use Defense Matrix to protect teammates, and I want D.Va to be rewarded in turn with more Self-Destruct damage. D.Va outside of mech is too lacking in power, so we've buffed her survivability and lethality in pilot form.
- Moved from minor perk to base kit.
- New
- After calling mech, nearby teammates gain 50 temporary overhealth.
- Now converts every 100 damage absorbed to an additional 10 Self-Destruct damage.
- Secondary fire now launches a grenade.
- Ultimate charge generation rate increased by 20%.
Echo’s Duplicate often has very obvious targets, usually a Tank or certain DPS heroes (such as Tracer or Reaper), to try and provide more effective options for copy, changes are made that provide buffs for copying certain types of heroes. Focusing Beam is now also a more controllable utility to finish off targets as a resource meter.
- Input changed to Secondary Fire.
- Cooldown decreased from 8s to 1s.
- Now functions on a regenerating resource.
- Projectile speed increased by 60%.
- Enemies with Sticky Bombs stuck to them are revealed to Echo for 5s.
- Echo deals 20% more damage when duplicating a Support hero.
- Echo has 20% more health when duplicating a Damage hero.
- Echo moves 20% faster when duplicating a Tank hero.
MORE GRENADES!!! Also, when you hear Emre use his ult, I bet you think he’s an easy target in the sky… not anymore.
- Reworked into Optimized Targeting - When scoped, hitting all 3 burst shots increases the next unscoped burst shots' damage by 35%.
- Cyber Frag final blows refund 1 charge of Cyber Frag.
- Now has 30% Lifesteal.
These changes slightly increase the power of Bola Shot while slightly reducing the instant damage Freja can deal, and thus the burst overall. The Bounty Hunting mechanic introduces some interesting goals for Freja to pursue.
- Explosion Damage reduced from 80 to 40.
- Explosion causes the Stuck target to bleed for 40 damage over 2 seconds.
- Area slow increased from 45% to 75%.
- Now marks a random enemy player as a bounty.
- Eliminating the bounty target grants 15% Ultimate Charge.
- 6s cooldown between bounties.
Dragonblade is often used to bait out supportive ultimates such as Sound Barrier or Rally. Allowing Genji to cancel Dragonblade provides the player far more authority over the kit as a whole. These changes also play into Genji’s strength as an anti-Double Hitscan pick with his increased deflect damage at range.
- Moved to base kit.
- New - Genji progresses objectives faster.
- Deflected damage increases with distance to victim.
- Deflect final blows grant Genji a 15% damage boost for 5 seconds.
- Can now be cancelled.
- Cancelling Dragonblade early sends out a large energy projectile and refunds Genji's cooldowns.
Hanzo lacks consistency, so changes to fire-rate and damage should mitigate that and allow more shots to be taken. The ultimate changes allows for more value to be found from Dragonstrike. Hanzo’s primary use case is on maps with more verticality, so his vertical jump allows him more flexibility in movement on those maps.
- Damage reduced from 125 to 85.
- Recovery time between shots reduced from 0.5s to 0.25s.
- Can now bounce twice.
- Ultimate cost decreased by 12%.
- Dragons travel speed increased by 20%.
The wall cling presents Hazard with more assassin-style gameplay options. Downpour is currently too easy to dodge, so it’s been reworked to be more straightforward to use.
- When maximum wall climb height is reached, continuing to hold Jump now allows Hazard to cling onto the wall instead of falling off the wall.
- Hazard's camera is shifted to third person while clinging to a wall.
- Using any ability while clinging to a wall immediately detachs Hazard from the wall.
- Increased width and range.
- No longer roots enemies.
- Impact damage increased from 90 to 270.
Providing a bit more team utility to the outburst, while also heavily leaning into her lore accurate sun powers.
- Prevents Outburst from healing allies.
- Illari now spins 2 more times, creating an additional explosion with each spin.
- Now provides 75 healing to allies within range.
- Enemies aiming at Illari while Captive Sun is active are now Hindered.
Jetpack Cat thrives when she is all over the battlefield, so trading HP for more mobility is always a welcomed improvement. Her ultimate wasn’t well received (especially by tanks) so I tried changing it to a more team-based ult. Also, making her carry turrets into enemies sounds fun and encourages hero synergies.
- Torbjörn and Symmetra's turrets can now be placed on Jetpack Cat.
- Replaced with Zoomies - Increases move speed by 50% and fuel capacity by 100%. Reduces base health by 75.
- Maximum duration decreased from infinite to 10s.
- Reworked - Now equips Jetpack Cat with a grenade launcher that heals allies and damage enemies.
- Lasts for 8s.
This set of changes strengthens Junker Queen’s long-range pressure by allowing her to alternate throwing Gracie and Carnage to suppress enemies from a distance.
- Axe is now thrown instead of swung.
- Thrown axes can critically hit enemies.
- Thrown axes stick to enemies on impact for the duration of the bleed.
- When a thrown axe impacts the environment, or when an enemy is eliminated while an axe is stuck to them, the axe drops on the ground.
- Picking up a dropped axe reduces Carnage's cooldown by 3 seconds.
Although Junkrat’s existing kit is interesting, it struggles to find value at higher levels of play while simultaneously being frustrating to play against at lower levels of play. Providing Junkrat a similarly themed kit while changing how it fundamentally functions might allow for higher match quality for Junkrat at all levels of play.
- Health reduced from 250 to 200.
- Projectile speed increased from 30 to 112.5 m/s.
- Impact damage reduced from 45 to 30.
- Explosion damage reduced from 80 to 50.
- Projectiles now detonate on impact.
- Now has 2 charges.
- Cooldown increased from 10s to 13s.
- Can now be thrown much further.
- Deployed trap takes 1s to arm and lasts for 6s.
- All enemies within 6m of an armed trap bleed and are revealed to Junkrat.
- Trap health increased from 100 to 120 health.
- No longer throws a projectile.
- Now triggers a concussive explosion under Junkrat.
- Damage reduced from 120 to 90.
Juno’s speed ring is always seen as an alternative to Lucio’s speed, so introducing a slow in a support’s kit might make her more distinguishable as a hero. Also, her ult is literally a beam from the sky so it should deal damage and be controllable.
- Replaced with Wormhole - Increases Hyper Ring deployment distance by 50%. Upon passing through it, allies gain 25% less speed boost, but enemies are slowed by 35%.
- Now deals 60 damage/s to enemies within range.
- Now travels towards Juno's location instead of always traveling forwards.
The changes are made with the intention of maintaining Kiriko’s identity and fun factor while eliminating the frustrations of playing against her by making her not be able to do a lot of damage from across the map. Kunai healing will be a new challenge for Kiriko mains that I think will be a lot of fun and feel very rewarding with the headshot multiplier. The Suzu change is a tradeoff for the lack of long-range damage that can create opportunities for your team’s engages.
- Replaced with Predatory Instincts - Ofuda travel 50% faster when seeking enemies below half health.
- Replaced with Kunai Mastery - After hitting 3 kunai in a row, the next kunai thrown is a guaranteed critical hit.
- Now seeks enemies instead of allies, dealing 10 damage per Ofuda.
- Now heals allies instead of damaging enemies.
- Can critically hit allies.
- Now knocks back enemies within range.
- Knockback scales with distance thrown.
Lifeweaver has always felt a bit clunky, so these changes to his weapons should help. The enhanced Petal Platform control should allow the platform to be used to reach more interesting angles. Tree of Life should be able to be used both offensively and defensively in order to enhance his carry potential. Right now it feels like a weaker version of other defensive support ults, so these changes give the ultimate its own identity.
- Moved to base kit.
- New - Enemies who are stuck with Superbloom explosions now receive 20% less healing for 1 second.
- Reload time reduced from 1.5s to 0.75s.
- Can now be controlled by allies riding the platform by pressing Interact.
- Pulses of healing now also reduce allied cooldowns by 2 seconds per pulse and increase enemy cooldowns by 2 seconds. Only abilities which are on cooldown are affected.
Lúcio’s boop is a big part of his identity, so rewarding players for being more intentional with how far they want to boop enemies should make him feel even better. His ult being cancellable is necessary for a fair and balanced game, but I tried looking at it from a different perspective: what is it doesn’t affect him, but only allies and enemies (every Lúcio main fears their ultimate being cancelled so this relieves the pressure while also maintaining a risk element). The speed boost for payload and push bot is just something I thought actually happened when I first started playing Overwatch and was slightly disappointed it didn’t.
- Lúcio can now speed boost the payload and TS-1 (the Push robot).
- Replaced with Bass Buildup - Holding Secondary Fire gradually charges up an empowered Soundwave. Empowered Soundwaves deal up to 50% more damage and 25% more knockback. Soundwave's cooldown increased by 1s.
- No longer applies Overhealth to Lúcio.
- Ultimate charge is not consumed until Sound Barrier is successfully cast.
- Now knocks back enemies within range.
Mauga finally understood something: as a 2.2-meter-tall, half-ton Samoan beast of a man, it’s honestly way too “gentle” and way too team-spirited to be giving his teammates damage reduction and lifesteal on the battlefield. So he decided to be selfish all the way—his heart now only beats for himself. He takes the nastiest damage and builds up the thickest health. Mauga also now uses his size to stomp on and crush his enemies.
- Stomp damage now scales with height, up to a maximum of 250 damage.
- Lifesteal and damage reduction removed.
- No longer affects allies.
- Duration increased from 3s to 5s.
- Now grants Mauga 20% move speed for 3s when taking damage.
- Now converts every 1 damage taken to 1 healing resource.
- Stored healing resource persists until Cardiac Overdrive's cooldown completes.
- Reactivating Cardiac Overdrive converts stored healing resource to heal Mauga.
Mei’s primary source of slow being tied to her primary fire is frustrating to play against, so moving Mei’s ability to slow enemies to a skillshot (secondary fire) adds fairness in that regard. Allowing Mei to empower her secondary fire introduces additional skill expression into the kit by allowing her to switch between prioritizing damage (less charge, more shots able to be taken) or prioritizing slow (more charge, less shots able to be taken).
- Replaced with Ice Spikes - Enemies near Mei's Ice Wall are damaged and slowed.
- Slowing effect removed.
- Range increased from 12 to 14.
- Now slows impacted enemies.
- Secondary Fire can now be held down to charge up the icicle. Charged icicles deal more damage and inflict a stronger slow over a longer duration.
- Damage changed to range from 15 to 95.
- Slow scales from a minimum of 5% for 0.25s to a maximum of 30% for 1.5s.
Mercy’s Resurrect is a staple for her kit, so with these changes we are leaning heavily into the nostalgia by bringing back a little bit of how the old Resurrect used to work. She also needs more carry capabilities outside of her ultimate, so the bleed on the wings paired with Guardian Angel being able to target enemies should provide a bit more potential for aggressive playmaking.
- Replaced with Remote Resurrection - Resurrection's range is increased to 10m and no longer requires line of sight to initiate.
- Can now target enemies as well as allies.
- Now applies 30 damage over 3s to enemies within 4m of a Mercy using Guardian Angel.
The Mizuki changes are a result of community feedback on the hero and would encourage players to experiment with him more as it gives him more fluidity. If he can’t wallclimb let him at least use the walls for mobility and repositioning.
- Replaced with Rule of Three – Healing Kasa gains 1 additional charge. Each bounce now increases healing by 10, with maximum bounces reduced to 3.
- Allies can now see the aura's range.
- Can now be charged up by holding down primary fire.
- Charged projectiles pierce enemies and travel further.
- Can now attach to walls. Pulls Mizuki towards the contact point if the chain impacts the environment.
- Mizuki can cancel the grapple early by jumping.
- Enemies can no longer see the paper doll indicating Mizuki's return location.
- Paper doll now heals allies near it.
Moira’s changes are intended to give her more control over her kit, because although her numbers are strong, it can often be hard to capitalize fully on her abilities and ultimate.
- Healing range increased by 100%.
- Biotic Orb's trajectory is now controlled via Moira's facing direction until the first bounce.
- Ultimate charge is now gradually consumed over the duration of Coalescence.
- Moira can now manually cancel Coalescence early after consuming at least 25% ultimate charge, retaining any remaining ultimate charge.
- All ultimate charge is immediately lost upon death while using Coalescence.
Orisa has always been a bulky and stalwart hero, so these changes aim to explore what a more mobile Orisa would look like.
- Can now impact allies.
- When impacting allies, target receives 100 healing and their move speed is increased by 25% for 3s.
- When activated, Orisa charges forward while still Fortified.
- Reactivating Fortify ends Orisa's charge.
- Fortify lasts for 1 additional second after charge ends.
- Charge knocks enemies out of the way.
- When aimed upward, allows Orisa to fly upwards.
Pharah’s Concussive Blast is a piece of utility that is normally difficult to use. Providing it with a very clear utility, in this case slowing non-tank enemies, allows Concussive Blast to be used aggressively more often.
- Now pulls enemies in after a short delay instead of pushing them out.
- Temporarily slows non-tank enemies.
Ramattra has been running around the lobby yelling at everyone to “suffer as I have.” So we decided to turn his Void Barrier into a permanent-duration ability, and give his ultimate 100% lifesteal—so he can make everyone feel his suffering for even longer.
- Barrier now lasts indefinitely.
- Can be recalled by pressing secondary fire again. Recall places Void Barrier on cooldown.
- Cooldown reduced to 2.5 seconds.
- Now hinders enemies upon initial deployment.
- Damage per second reduced from 35 to 20.
- Now lifesteals at 100% effectiveness.
We all get scared hearing Die... Die... Die… but what if that went on even longer for every single kill he got? Reaper is no longer an easy target if you see him use Wraith Form; his soul orbs have turned into orbs that lengthen his Wraith Form so good luck chasing him down…
- Collecting a soul orb now also extends Wraith Form's timer by 1s.
- Deals 40 damage per second to enemies within 4m.
- Can now be cancelled manually.
- Every elimination earned with Death Blossom extends the duration by 1s.
Reinhardt should be able to spend less time holding up his shield, and more time laying into enemies with his hammer with these changes.
- New
- As Reinhardt loses health, his movement and attack speed increase.
- For every 100 HP lost, Reinhardt gains 8% move speed and attack speed.
- Maximum bonus reached when 200 HP remains.
- Barrier health reduced from 1500 to 1100.
- Maximum duration increased from 3s to 20s.
I added more mobility to Roadhog, enabling him to quickly reach his teammates to protect them. The Take a Breather changes ensure that Roadhog is not stuck purely taking damage while using the ability.
- Can now hit teammates.
- If Chain Hook hits a teammate, Roadhog is pulled to the teammate.
- Generates poison gas around Roadhog, dealing 50 damage/s to nearby enemies.
Sierra now rewards precision aim when firing Tracking Dart with even more damage, which, when paired with the new major perk "Dart Redeployment," will lead to Sierra becoming a homing damage killing machine.
- Moved to base kit.
- Moved to minor perk.
- New - When a target dies with a Tracking Dart on them, refunds Tracking Dart's cooldown.
- Landing a critical hit with the initial shot will cause follow-up homing shots to critically hit as well.
Rise up with Sigma’s newfound control of gravity, then crush your enemies into the ground with Gravitic Flux.
- Now grants free flight while active.
- Knockdown duration increases with distance.
- No longer lifts enemies.
- Now pins enemies to the ground, preventing movement and mobility abilities for 3 seconds.
- Now deals 25 damage per second.
- Slam damage changed from 50% of maximum health to 75.
- Now grants an additional 4s of free flight.
I know we're all used to playing Sojourn from a safe location and killing players. That is a playstyle of the past! Get in there and slide!!
- Base health increased to 250.
- Moved to base kit.
- Now heals allies within it for 30 health/s.
- New - Grants a second charge of Disruptor Shot.
- Fire rate increased by 25%.
- Damage reduced from 120 to 80.
- Falloff range (min and max) reduced by 20m.
- Sliding into enemies knocks back enemies into the air.
The enemy will FEAR the healing station. We are also taking "I've got you in my sights" very seriously: Soldier 76 now damages all players in his sights at the SAME time while using Tactical Visor.
- Now follows Soldier: 76 around.
- Now repeatedly pushes enemies within Biotic Field away from Soldier: 76.
- Now targets all enemies within view simultaneously.
Sombra’s rework essentially eliminated the flanker playstyle of Sombra, and she is no longer capable of setting up dives for her team in dive compositions. These changes look to bring back that flanker identity as well as give her more power as a scout (with her unique ultimate charge revealing passive).
- Reworked - Sombra can now throw Virus without breaking Stealth. Sombra is Revealed for 3s after throwing Virus while Stealthed.
- Reworked - Final blows reduce the cooldown of Virus by 4s.
- Removed.
- Moved to Ability 1.
- Maximum duration increased from 5s to 8s.
- Move speed bonus increased from 60% to 75%.
- Projectile physics altered – now arcs through the air slower.
- No longer has a maximum flight time.
- No longer immediately teleports Sombra upon impact or timeout.
- Translocator now persists indefinitely on the ground. Translocator has 5 health when on the ground.
- Now applies Hacked status effect to impacted enemies.
- Now Hacks healthpacks nearby when impacting the environment.
- Cooldown increased from 6s to 8s.
Developer Comments: Teleporter is the strongest aspect of Symmetra’s kit but is often underused by teammates. Providing shielding to teammates as a ‘reward’ encourages teammates to group up around Symmetra’s teleporter and use it more often. The change to turrets is made with the goal of allowing Symmetra more practical utility with an otherwise weak ability.
- Moved to base kit.
- Now affects all allies nearby.
- Now works on all health types.
- New - Allies receive a 30% speed boost for 2s after using Teleporter.
- Can target enemies while mid-flight before being deployed.
Torbjorn’s new hitscan shot during overload provides him with the ability to compete with other heroes that are more often played and provides a new level of utility.
- Now fires fast-moving rockets instead of bullets.
- Now increases primary fire projectile speed by 100%.
Have you ever seen your teammates in trouble and wanted to share your Recall with them? Well, now you can do just that! Also when you see your teammate get stuck with a Pulse Bomb, help them out by shooting it off... or else.
- Reworked into Ult Packs – Collecting a health pack grants 10 ult charge.
- When activated, grants all allies within 5m the option to Recall for the next 5s.
- Enemies can now detach a stuck Pulse Bomb by shooting it. Pulse Bomb detaches after 150 damage is dealt to it.
- Explosion delay increased from 1s to 3s.
- Explosion radius increased from 4m to 7m.
- Damage to stuck enemies increased from 350 to 9999.
- Damage to stuck enemies ignores damage reduction.
Stop swinging around mindlessly, and focus on setting up your team. Vendetta’s Whirlwind Dash now pulls enemies in, leaving them an easy target for teammates. On top of that enemies will have to think twice about dumping cooldowns and bullets into Warding Stance now that it can reflect projectiles. Oh, and one more thing… don't tell your enemies, but Sundering Blade now hits behind Vendetta as well as in front.
- Swing damage decreased from 45 to 30.
- Overhead damage reduced from 120 to 90.
- Overhead damage unchanged at 120.
- Now passively drains energy while active.
- Can now reflect projectiles.
- Now pulls enemies in instead of pushing them out.
- Targeting indicator now visible to enemies while charging up.
- Now hits behind Vendetta as well as in front.
Venture's changes are intended to provide more flexibility for them mid-fight. Venture can be a bit helpless after using drill dash, and it can be difficult to decide when to use it, so the goal is provide more flexibility. Should allow for Venture to use drill dash more easily for movement purposes. The additional knockback provides a bit more disruption from burrowing aggressively into the enemy team.
- Base HP reduced to 225
- Final blows regenerate 1 charge of Drill Dash.
- Replaced with Daylight Dash - Drill Dash distance while above-ground increased by 30%.
- Primary fire damage increased from 75 to 85.
- Charges increased from 1 to 2.
- Cooldown decreased from 8s to 6s.
- Horizontal range decreased by 50%.
- Vertical range unchanged.
- Damage decreased from 90 to 35.
- Knockback strength increased by 20%.
- Bonus shields reduced from 25 to 15.
The days of trying to flank Widowmaker are over. Widowmaker is no longer a scared spider. She is on the hunt, plays closer to the fight, and uses her automatic rifle more.
- Replaced with Vengeful Web - Upon death, drop mini venom mines in the shape of a web.
- Scoped charge rate decreased by 70%.
- Primary fire spread decreased by 40%.
- Primary fire shots until max spread increased from 11 to 18.
- Now stores up to 2 charges.
- Widowmaker earns 1 charge of Grappling Hook per final blow.
- Now stores up to 2 charges.
- Number of placeable Venom Mines increased from 1 to 2.
- If 1 Venom Mine is placed, mine deals 75 damage and knocks players away when triggered.
- If 2 Venom Mines are placed within 15m of each other, and an unobstructed line can be drawn between them, a tripwire between the two mines is formed. When triggered, the tripwire deals 180 damage to enemies.
Adding the option to use Jump Pack twice every leap gives Winston more mobility options, including turning corners more easily and extending the jump to reach further.
- Within 1 second of first activation, can be activated again with 50% effectiveness.
- Can now be thrown forward
- Barrier no longer immediately deploys.
- Barrier deploys when Winston presses the ability button again, or after 2 seconds.
Oftentimes when your teammate picks Wrecking Ball, it can be hard to know what they’re doing or how to support them. These new changes should help everyone work together better with Wrecking Ball.
- Enemies hit by ability damage are revealed to Wrecking Ball’s teammates for 1.5s.
- Can now attach to the ground.
- Mines can now be manually detonated after 2s.
When I saw the animation for Wuyang's wave, I felt like it should do more to enemies, so I wanted to give this effect to it. Also, with all the burning effects being in game right now, there is a need for something to extinguish the flames that is not Suzu.
- Replaced with Powerful Current - Guardian Wave is wider and carries enemies into the air.
- Orbs are now visible to Wuyang through walls.
- Now extinguishes the Burning status.
- Allies with barriers can now jump higher.
- Now has an outer attraction range that is 50% larger.
- Enemies within the outer attraction range do not have their movement abilities disabled.
The intent of these changes is to change the gameplay flow of Zen. Instead of putting an orb on an ally and forgetting about it while non stop shooting the enemy, now you have to manage your ammo between enemies and allies while also having stronger effects on your Harmony and Discord orbs.
- Replaced with Harmonic Momentum - Zenyatta can no longer place Orb of Harmony on allies. Instead, holding the Orb of Harmony button now enables Zenyatta to move 50% faster, but prohibits performing some actions.
- Can now heal allies in addition to damaging enemies.
- Can only damage enemies (unchanged).
- No longer provides healing to allies.
- Now increases attack speed and movement speed by 20%.
- No longer automatically attaches to enemies.
- No longer detaches when Zenyatta loses line of sight for too long.
- Pressing the button now toggles empowering the next primary fire orb.
- Empowered orb travels 200% faster and attaches Orb of Discord to enemies for 4 seconds on hit.
- Orb of Discord now slows targets by 30% while attached.
- Cooldown of 12s when firing an empowered orb.