Overwatch Nov 2 15 Update Patch Notes
The first Overwatch 2 balance update will go live on November 15 on all gaming platforms. Here’s everything we know about the mid-season update with an early update on the patch notes. The update will focus on more nerfs on the biggest winners of the transition to Overwatch 2, after the release. The early patch notes released a total of five heroes that will receive nerfs, including the newest addition to the team, Kiriko.
Kiriko was immediately seen in professional play in the Overwatch League Grand Finals due to her outfit being amazing as a support. Genji was also bumped, instead of Sojourn, as one of the reliable DPS seen in the finals.
When it comes to pubs, Zarya will have the biggest nerf, giving her barriers nerf in duration and cooldown. Sombra will also be hit with the nerf hammer, with her hack ability lasting slightly less and her damage multiplier greatly reduced. The last one will be D.va which has a high damage output for a tank to have. Her survivability as well as damage output rivals most tanks picked in random play. On the bright side, Mei will return along with the patch after her failure on the Ice Wall skill, giving Kiriko an unimaginable range on her attacks.
Zen Angeles ·
Zen Angeles ·
Zen Angeles ·
We’ll see these changes live on the Overwatch 2 mid-patch as we prepare for the arrival of the new hero, Ramattra. Most of the characters that get hit are seen in pub games, so there will definitely be a change of meta coming our way. Here are the early patch notes for Overwatch 2 which will happen on November 15th:
>Hack ability lockout duration reduced from 1.75 to 1.5 seconds
>Hacked enemies are no longer valid targets for hacking for the duration of the effect
>Hacked damage multiplier reduced from 40 to 25%
Developer Comment: “With Sombra’s rework, she took a lot more damage to help explain the reduced disable duration to Hack. This has proven too lethal for a flanker with easy access to enemy back lines, and we’ve similarly had to deal with the damage output of heroes like Tracer, Reaper and now Genji in the 5v5 format. She can also no longer channel hack on an already hacked target, as feedback indicated that the reduced cooldown combined with hacking from stealth proved too frustrating for many players. This is essentially a per-target cooldown that allows Hack to retain his current 4 second cooldown for potentially multi-target hacking.”
>Max ammo reduced from 30 to 24
>Shuriken damage reduced from 29 to 27
Developer Comment: “Genji is a hero that has greatly benefited from the transition to 5v5. Switching to a single tank and reducing the amount of control has meant that Genji has had fewer obstacles in his way, but he hasn’t received tuning updates since he wasn’t active in the pre-launch meta (something also informed by our general preference to avoid preemptive tweaks whenever possible). We also saw in early beta tests that other flanking heroes like Tracer and Reaper were also significantly more effective in OW2. These changes will bringing Genji more in line with the other flanking damage heroes.”
>Barrier duration reduced from 2.5 to 2 seconds
>Barrier cooldown increased from 10 to 11 seconds
Developer Comment: “Early player sentiment predicted Zarya as one of the weakest solo tanks in 5v5, although her high damage potential and barrier uptime have proven to be extremely effective. For opponents, feedback has indicated that this can feel like Zarya has very limited windows of vulnerability, which feels difficult to handle when combined with her rampant damage potential. These changes will reduce the barrier’s uptime, making it a little harder for her to gain energy and will give enemies more time to deal damage to her.”
>Fusion cannon spread increased from 3.5 to 3.75
>Booster’s impact damage reduced from 25 to 15
Developer Comment: “D.va ended up feeling too lethal after the last round of changes given how resilient she can be with the improved Defense Matrix. Both our stats and feedback from high-level players considered her not effective enough before compared to other tanks, so this is a partial reversal to establish a middle ground there.”
>Swift Step invulnerability duration reduced from 0.4 to 0.25 seconds
Developer Comment: “This window of invulnerability is primarily intended to help avoid instantly dying to something unseen after teleporting through walls, but it ended up being a bit too long and led to some confusion when shooting at Kiriko.”
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