The Overwatch 2 PvP beta has arrived for a restricted time. For gamers who enter the higher, they may have from April 26 to May 17 to check out the brand new adjustments coming to the game, and to check out their favourite heroes on new maps. Alongside the PvP beta launch, the Overwatch staff has shared the most important adjustments to the game by the patch notes, reflecting how the game will likely be shaking up sooner or later. These adjustments will not be concrete, and they are going to be evolving effectively earlier than the discharge of Overwatch 2.

Many of the adjustments will likely be taking place by the DPS function, notably with a number of of the heroes, akin to Bastion, Cassidy, Mei, Sombra, and Sojourn, the most recent hero becoming a member of Overwatch 2.

These are the patch notes for Overwatch 2.



Welcome to the Overwatch 2 PvP Beta

Welcome to the Overwatch 2 PvP Beta! We have a contemporary lineup of heroes, new maps and game modes, 5v5 multiplayer, and extra! Please remember that every thing you see within the beta is a piece in progress. It’s essential for us to collect priceless suggestions and perception from our gamers, so issues are possible going to evolve all through the beta phases. You might discover some options from Overwatch are absent within the beta. This displays the game’s present work in progress state, and it’ll change all through testing! We recognize everybody’s curiosity, and we are able to’t wait to share extra.

To share basic beta suggestions, please put up within the General Beta Feedback discussion board.

If you encounter any bugs or points, please share within the Beta Bug Report discussion board.

You also can share suggestions on particular discussion board matters akin to 5v5, Push, Hero Reworks, New Maps, and Sojourn.

New Game Mode- Push

Push is a brand new game mode obtainable on two brand-new maps: Toronto and Rome. Gameplay unfolds with two opposing groups preventing over management of a single shared goal, the Treadweather TS-1 Large Utility Robot, that begins in the course of the map.

Each staff fights to take management of TS-1 as they’d a payload: by having teammates situated subsequent to TS-1 with no enemies close by. When a staff takes management of TS-1, it slowly pushes their staff’s barricade in the direction of the opposing staff’s begin location alongside the predetermined path. If TS-1 and the barricade attain the aim on the finish of the trail, then the staff controlling TS-1 wins the game.

When the opposing staff takes management of TS-1, it leaves the primary staff’s barricade in place and reverses its path. TS-1 then rapidly strikes again alongside the trail till it reaches the opposing staff’s barricade, which then pushes in the direction of the primary staff’s spawn.

Midway between TS-1’s beginning location and every staff’s finish aim, there’s a ahead checkpoint goal alongside the trail. When TS-1 pushes a staff’s barricade to their ahead checkpoint, that staff prompts a more in-depth respawn location. This respawn location deactivates if the opposite staff retakes management of TS-1, then strikes TS-1 to some extent on the trail earlier than the ahead checkpoint.

Players have 8 minutes to push their staff’s barricade to the tip aim and win. If neither staff’s barricade reaches its finish aim after 8 minutes, then the staff who pushed their barricade the farthest distance AND has management of TS-1 wins. The game enters extra time if management of TS-1 is contested, or the staff who at present has management of TS-1 doesn’t have the farthest distance pushed. Overtime ends when the staff with TS-1 loses management of it, or when the staff with management of TS-1 pushes their barricade to a distance exceeding the opposition’s.

To share basic beta suggestions, please put up within the General Beta Feedback discussion board.

If you encounter any bugs or points, please share within the Beta Bug Report discussion board.

You also can share suggestions on particular discussion board matters akin to 5v5, Push, Hero Reworks, New Maps, and Sojourn.

Assault Maps Being Removed

With the addition of the Push game mode and its new maps to Overwatch, we’ve determined to take away all of the maps utilizing the Assault game mode from each the Quick Play and Competitive map rotations.

After analyzing all our maps and game modes, we famous that the Assault game mode has at all times been a source of discontent for a lot of members of our group. We imagine most of the points for the Assault maps might solely be solved by making main adjustments to the game mode and main reworks to the maps, leading to full stage rebuilds. We’ve shifted our focus to create maps in thrilling new places the world over akin to Toronto and Rome.

Although Assault maps will now not be in normal rotations, all Assault maps (Hanamura, Temple of Anubis, Volskaya, Paris, and Horizon Lunar Colony) will nonetheless be obtainable to be used in customized video games and the workshop. We’ll additionally search for future alternatives to carry them again into Quick and Competitive map rotations, in addition to particular occasions and arcade game modes.


For the Quick Play and Competitive Role Queue modes, the staff composition now consists of 1 Tank, 2 Support, and a pair of Damage heroes. For Quick Play Classic, Open Role Queue, and arcade modes akin to CTF or Mystery Heroes, the variety of gamers on a staff is now 5 as an alternative of 6.

With one fewer participant on both sides, particular person contribution means extra to the general success of the staff. Fewer gamers on the map additionally adjustments gameplay in a number of optimistic and typically refined methods. Players have more room to unfold out, and the battlefield is less complicated to grasp with fewer visible results and sounds taking place round you.

The removing of 1 Tank hero in restricted function queues has allowed us to transform all our Tank heroes to be much more impactful and enjoyable to play. This change will increase gameplay readability for all hero roles, and makes matches play extra fluidly.

Tab Score Board

We’re making a big change to the Scoreboard display screen by displaying key statistics in actual time for all of the gamers within the game, together with eliminations and deaths. They’ll be introduced in a brand new structure that mirrors different aggressive video games and sports activities. This new structure ought to present gamers with an total extra correct view of the game.

As a results of this variation, we’re retiring the Fire and Medal programs. Both programs are now not as vital with the brand new Scoreboard offering a extra correct and simpler to learn view of every participant’s performance-related information. We do plan on revisiting the Fire system sooner or later, as it could present pleasure and optimistic suggestions round superior performs made by you or your teammates. These adjustments are a piece in progress, and we’re wanting ahead to listening to what the group thinks about these updates!


Weapon Sound Updates

  • New weapon hearth audio for all heroes

Environmental Audio Updates

  • New “Convolution Reverb” System – extra sensible environments
  • 3D Reverb – can hear the setting your enemies are shooting in, giving extra
  • gameplay data
  • Weapon and Explosion Tails –decaying of weapons and explosions now mirror the
  • setting through which they happen
  • Debris Updates – a extra full cross to have weapon impacts and explosions react to the floor that they influence
  • Whiz-by Updates – new bullet cross by audio for ballistic weapons
  • Speed of sound changes for very long-range impacts and explosions

UI Sound Updates

  • Added a “Kill Stinger” sound for last blows
  • Added a “Teammate Down” sound that can assist you know once you lose a teammate in battle

Get Hits

  • Performed a consistency cross throughout all injury sounds
  • Added completely different influence sound for several types of health (common, armor, shields, overhealth)

Home Theater Mix

  • Enhanced use of the subwoofer/LFE channel
  • Enhanced multi-channel panning

Sound Options

  • Teammate and Enemy Eliminated non-obligatory sounds
  • There are two new settings within the sound choices to activate sound when a teammate or an enemy are eradicated

Audio Mix Options

We have added audio combine choices for varied widespread settings (residence theater, TV, headphones, and so forth.). They are nonetheless within the early levels of tuning and can possible change as we develop them by the betas.

Unit Impacts

We have added unit influence sounds that now correlate with the kind of health pool you’re impacting – for instance, you’re going to get armor influence sounds on Reinhardt till his armor is depleted, and flesh influence sounds when in his default health pool. This is true of all heroes no matter what materials kind they’re manufactured from.


Ping System

This extremely requested function is lastly making its debut in Overwatch! Bound to center mouse, G, and D-pad left by default, the Ping System arrives with a collection of recent communications choices. Ping permits gamers to position waypoints anyplace on the planet to strategize with their allies or counsel which enemy heroes to assault. Tapping the Ping button will hearth a contextual Ping that highlights a location, marks enemies, confirms allied Pings, goal Pings, and even tells injured allies to group up with you in case you’re taking part in Support!

Pressing and holding the Ping button opens the Ping Wheel, where you possibly can choose from a wide range of pings that may be positioned on the planet or in your hero. Double-tapping the Ping button locations a Warning ping, for when you possibly can’t see an enemy hero however need to let your staff learn about potential hazard. Many of the Ping System’s parameters may be modified in Options>Controls. Please share your suggestions in regards to the Ping System and any enhancements you’d prefer to see sooner or later! We will proceed to regulate the Ping System as we progress all through testing, however listed here are some present work in progress parts:

  • Enemy hero ping icons are utilizing non permanent artwork.
  • Improved controller assist is in progress.
  • There are text-to-speech placeholders for some pings whereas we end the recording
  • course of.
  • Localization is just partially full for a number of languages.

Heads-up Display (HUD)

  • Visual updates to some Hero HUD objects and in-game HUD parts
  • Some parts of the HUD haven’t been addressed but


Control Maps


  • (NEW) Evening Lighting

Lijiang Tower

  • (NEW) Dawn Lighting


  • (NEW) Night Lighting


(NEW) Circuit royal

  • Circuit royal, the gorgeous future playground of the mega-rich, is Overwatch’s brand-new Escort map. Protect the payload as you battle up the gilded promenade by the marble archways of luxurious Monte Carlo in the direction of the majestic Hotel Arche.


  • (NEW) Evening Lighting

Route 66

  • (NEW) Night Lighting



(NEW) Midtown

  • Midtown, New York City, the positioning of a number of the fiercest preventing within the Omnic Crisis, and our latest Hybrid map! Drive your enemies again by the shadows of skyscrapers. Then, lay declare to the payload and escort it by the thriving coronary heart of Manhattan to its vacation spot in historic Grand Central.

King’s Row

  • (NEW) Evening Lighting


  • (NEW) Evening Lighting


(New) New Queen Street

  • New Queen Street, in post-reconstruction Toronto, is one in all our new Push maps! Fight for management of your robotic ally because the snowflakes and maple leaves fall and discover this picturesque cultural hub where omnics and people stay collectively in concord.

(New) Colosseo

  • Colosseo, the satisfaction of Rome, is our second new Push map! Face your foes within the streets and piazzas exterior the legendary enviornment, battling for command over your robotic ally. Rise to glory within the Eternal City… or fall, forgotten, into historical past.






Role Passives


  • 30% knockback resistance
  • 30% decrease Ultimate era from injury taken and therapeutic taken


  • 10% sooner motion pace


  • Regenerate 15 health-per-second after 1 second with out being broken

Health Changes

  • Temporary Shield and Armor health swimming pools have been mixed into Overhealth, with no particular attributes
  • Overhealth now not supplies Ultimate cost when broken
  • Base Armor health swimming pools cut back incoming injury by 30%
  • It now not mitigates injury by the earlier flat quantity of –5 injury per hit
  • Armor injury discount now applies equally to all sources together with injury over time results and beams

“Phase” Effect Changes

  • Phase results now not clear the Zarya Graviton Surge or Sigma Gravitic Flux motion restriction results
    • E.g., Reaper can nonetheless use Wraith Form whereas in Graviton Surge to stop injury however can’t stroll out of it.
  • Mei Cryo-Freeze now not removes Sigma’s Gravitic Flux impact
  • Sombra Hack impact is now eliminated by part results



  • Moved from Damage to Tank function
  • Base health elevated from 250 to 450


  • Ability eliminated

Hand Cannon

  • Damage lowered from 6 to five per pellet
  • Ammo regeneration fee elevated from as soon as each 0.65 seconds to 0.4 seconds

Rocket Punch

  • Impact injury vary lowered from 50 – 100 to fifteen – 30 injury
  • Wall slam injury vary lowered from 50 – 150 to twenty – 40 injury
  • Maximum cost up time lowered from 1.4 to 1.0 seconds
  • Impacting a goal now causes a secondary bigger cone space examine to seize additional targets
  • to probably knock them again as effectively

Power Block

  • New Ability 2
  • Enter a blocking stance, decreasing injury taken from the entrance by 90%
  • Blocking a minimum of 100 injury causes Doomfist’s gauntlet to develop into supercharged,
  • empowering the following Rocket Punch within the following methods:
    • Increases injury by 50%
    • Travels 50% sooner and additional
    • The area-of-effect blast that knocks again further targets is twice as massive
    • Targets impacting a wall will likely be shocked for a further 0.5 to 1.0 seconds, relying on cost quantity

Seismic Slam

  • Moved from Ability 2 to Ability 1 (Shift Key by default)
  • Now launches Doomfist into the air within the path the participant is aiming
  • Creates a large arc shockwave upon touchdown, dealing 50 injury and slowing enemy motion pace by 30%
  • No longer has completely different habits between being activated within the air or on the bottom
  • No longer pulls in enemies
  • Can be canceled by pressing the flexibility key once more

Meteor Strike (Ultimate):

  • Damage vary lowered from 15 – 200 to fifteen – 100
  • Impact injury on the middle 1 meter radius unchanged from 300 injury
  • Knockback eliminated
  • Now moreover slows the motion pace of all enemies hit by 50% for two seconds
  • Cast time lowered from 1.0 to 0.5 seconds


  • Base Health elevated from 300 to 450
  • Base Armor lowered from 300 to 200

Fusion Cannons

⦁ Primary Fire motion penalty lowered from 50% to 40%

⦁ Weapon unfold lowered from 4 to three.5


Thanks to years of fight and Efi Oladele’s tireless work, Orisa’s thoughts and skills have advanced. She has absolutely grown into her function because the defender of Numbani.

⦁ Base armor elevated from 200 to 250

⦁ Base health elevated from 200 to 250

Augmented Fusion Driver

⦁ New Primary Fire

⦁ Now quickly fires 10 plasma projectiles per second

⦁ Projectiles begin out massive and shrink as they journey

⦁ Damage begins at 10.5 and scales all the way down to 4 injury over 35 meters

⦁ Uses a warmth mechanic as an alternative of ammo. Firing the weapon will increase warmth. Cools down

whereas not firing

⦁ If the weapon overheats, a pressured launch of warmth prevents the weapon from being fired for 3 seconds

Energy Javelin

⦁ New Secondary Fire

⦁ Orisa throws a spear ahead, impacting the primary enemy in its path

⦁ Deals 80 injury

⦁ Stuns enemies for 0.2 seconds and knocks them again 6 meters

⦁ If the enemy collides with a wall whereas being knocked again, they take 40 extra injury and are shocked a further 0.3 seconds


⦁ Now slows Orisa’s motion pace by 20% whereas energetic

⦁ Now supplies 125 additional health whereas energetic

⦁ Reduces warmth era from Orisa’s weapon by 50% whereas energetic

⦁ Duration elevated from 4 to 4.5 seconds

Javelin Spin

⦁ New Ability 2

⦁ Orisa quickly spins a spear for 1.75 seconds, destroying incoming projectiles

⦁ Increases ahead motion pace by 60% whereas energetic and by 20% for two seconds after the spinning ends

⦁ Rapidly damages enemies in her path, dealing as much as 90 injury and always knocking them again

Terra Surge (Ultimate)

⦁ New Ultimate Ability

⦁ Orisa pulls in close by enemies and turns into fortified, charging up an area-of-effect assault over 4 seconds. Releasing the cost offers as much as 225 injury primarily based on how lengthy it was channeled

⦁ While charging, it offers minor injury over time and slows close by enemy motion

pace by 30%


⦁ Base armor elevated from 200 to 300

⦁ Base health elevated from 300 to 350

Steadfast (Passive)

⦁ Replaced by Tank function passive

Barrier Field

⦁ Health lowered from 1600 to 1200

⦁ Regeneration fee lowered from 200 to 144 health per second


⦁ Steering flip fee elevated by 50%

⦁ Can now be manually canceled

⦁ Charge Pin wall influence injury lowered from 300 to 225

⦁ Cooldown from 10 to eight seconds

Fire Strike

⦁ Now has 2 means expenses

⦁ Damage lowered from 100 to 90


⦁ Base health elevated from 600 to 700

Take a Breather

⦁ Total therapeutic elevated from 300 to 350 health


⦁ Base shields elevated from 100 to 200


⦁ Damage elevated from 70 to 100

Experimental Barrier

⦁ Barrier regeneration fee lowered from 120 to 100


⦁ Base armor elevated from 150 to 200

Tesla Cannon Secondary Fire

⦁ New Secondary Fire

⦁ Hold Secondary Fire to cost, launch to fireplace a 30-meter vary jolt of electrical energy

⦁ Deals as much as 50 injury

⦁ Costs as much as 20 ammo

Barrier Projector

⦁ Barrier Projector health elevated from 650 to 800

⦁ Barrier Projector period lowered from 9 to eight seconds

⦁ Cooldown lowered from 13 to 12 seconds

Primal Rage (Ultimate)

⦁ Ultimate value elevated by 10%

Wrecking Ball

⦁ Base armor elevated from 100 to 150

⦁ Base health elevated from 500 to 550

Adaptive Shield

⦁ Radius elevated from 8 to 10 meters

⦁ Health gained per goal elevated from 75 to 100 health


⦁ Base health elevated from 200 to 250

⦁ Base shields elevated from 200 to 225

Particle Barrier

⦁ Particle Barrier now has a ten second cooldown on a shared 2 cost system with Projected Barrier

⦁ Cooldown now begins instantly on means use as an alternative of when the barrier has expired

⦁ Barrier’s period elevated from 2 to 2.5 seconds

Projected Barrier

⦁ Projected Barrier now has a ten second cooldown on a shared 2 cost system with Particle Barrier

⦁ Cooldown now begins instantly on means use as an alternative of when the barrier has expired

⦁ Barrier’s period elevated from 2 to 2.5 seconds

⦁ Barrier targets can’t be focused once more by the flexibility for two seconds

Energy (Passive)

⦁ Energy degeneration elevated from 1.8 to 2.2 per second



B.O.B. (Ultimate)

• Bob base health lowered from 1200 to 1000


Configuration: Tank (Ultimate)

⦁ Ability changed with Configuration: Artillery


⦁ Ability eliminated and changed by A-36 Tactical Grenade

Ironclad (Passive)

⦁ Ability eliminated

Configuration: Recon

⦁ Weapon injury elevated from 20 to 25

⦁ Fire fee lowered from 8 to five shots per second

⦁ Weapon unfold eliminated

⦁ Ammo lowered from 35 to 25

Configuration: Assault

⦁ Renamed from Configuration: Sentry

⦁ Bastion is now in a position to move on this kind at 35% lowered motion pace

⦁ Now has a 6-second period and 12-second cooldown

⦁ Now has infinite ammo for its period

⦁ Weapon unfold is now a relentless 2 levels and now not turns into extra correct as

you hearth

⦁ Damage lowered from 15 to 12

A-36 Tactical Grenade

⦁ New Secondary Fire

⦁ This means replaces self-repair, however it’s certain to Alternate Fire as an alternative of E by default

⦁ Launches a grenade that may bounce off partitions however sticks to gamers or the bottom. It explodes after a brief delay, dealing as much as 130 injury

Configuration: Artillery (Ultimate)

⦁ New Ultimate Ability

⦁ Locks Bastion into place to fireplace as much as 3 long-range artillery shells

⦁ These shells deal excessive injury in a big space, however the injury falloff is important

⦁ The focusing on works equally to Doomfist’s Meteor Strike final, however you possibly can click on 3

instances to launch projectiles

⦁ The projectiles come straight down from the air on the focused places, however they’re projectiles in each different sense and may be blocked or destroyed by skills



⦁ Secondary hearth “Fan the Hammer” hearth fee elevated by round 7.5%


⦁ Ability eliminated and changed by Magnetic Grenade

Magnetic Grenade

⦁ New Secondary Fire

⦁ Throws a grenade that may keep on with enemies

⦁ Automatically properties in on an enemy near the reticle when thrown inside 10 meters of the goal and may chase as much as 13 meters

⦁ Deals 131 injury break up between 1 influence injury, 65 explosion injury, and a further 65 injury to the caught goal on the time of detonation

Deadeye (Ultimate)

⦁ Now grants 40% injury discount whereas channeling the Ultimate

⦁ Damage now builds at 130 damage-per-second for the primary 2 seconds after which at 260 damage-per-second for the remaining period. (This was initially 100 DPS for 0.8 seconds, then 275 DPS for 0.7 seconds, and at last 550 DPS for the remaining period)

⦁ Maximum period elevated from 6 to 7 seconds

⦁ Ultimate value elevated by 10%


Focusing Beam

⦁ Maximum damage-per-second lowered from 200 to 175

Duplicate (Ultimate)

  • Echo copies the goal’s mixed health worth together with health, armor, and shields up

    to whole of 300 health.
    • e.g., A duplicated Tracer could have 150 health and a Reinhardt could have 300



Storm Arrows

⦁ Damage lowered from 70 to 65


Steel Trap

⦁ No longer prevents all motion for its goal

⦁ Now slows its goal by 65% till they attain its max chain size, then it breaks

⦁ Still prevents motion skills from being activated

⦁ Damage elevated from 80 to 100

⦁ Projectile pace elevated from 10 to 17


Endothermic Blaster

⦁ Freeze stun eliminated

⦁ Now instantly slows targets by a relentless 50% as an alternative of increase over time

⦁ Slow period lowered from 1.0 to 0.5 seconds

⦁ Damage-per-second elevated from 55 to 100

⦁ Ammo elevated from 120 to 150


⦁ No longer removes Sigma Gravitic Flux impact

Ice Wall

⦁ Pillar health lowered from 400 to 250

⦁ Range lowered from 35 to twenty meters

Blizzard (Ultimate)

⦁ Ultimate value elevated by 15%


Hellfire Shotguns

⦁ Damage per pellet lowered from 6 to five.4

⦁ Spread elevated from 6 to eight

Sojourn (NEW)


⦁ Rapid firing projectiles that generate power on hit

Railgun Alt Fire

⦁ High influence shot that consumes saved power

Disruptor Shot

⦁ Launch an power burst that snares and offers injury to enemies inside it

Power Slide

⦁ Ground slide that may cancel right into a excessive soar

Overclock (Ultimate)

⦁ Railgun power auto-charges for a brief period and shots pierce enemies


Machine Pistol

⦁ Damage lowered from 8 to 7

⦁ Spread lowered by 10%


⦁ Cooldown lowered from 8 to 4 seconds

⦁ Cooldown is now not lowered when hacking health packs

⦁ Cast time elevated from 0.65 to 0.85 seconds

⦁ Health pack hack period lowered from 60 to 30 seconds

⦁ Ability lock period lowered from 5 to 1 second

⦁ Now reveals hacked enemies by partitions to Sombra’s staff for 8 seconds

⦁ Interrupting Hack through the channel time now incurs the total cooldown

⦁ Stun period on Bob lowered from 5 to 2 seconds

⦁ Now destroys Baptiste’s Immortality Field when it’s hacked


⦁ Fade-in time lowered by 50%

⦁ Enemy detection radius elevated from 2 to 4 meters

⦁ Can now use Hack throughout Stealth with out ending the Stealth means, however is revealed to enemies whereas hacking and for 0.75 seconds after hacking

Passive: Opportunist

⦁ Damage dealt to hacked targets is now elevated by 40%

EMP (Ultimate)

⦁ In addition to hacking them, now additionally offers 40% of present health as injury to enemies

⦁ No longer offers further injury to base protect health swimming pools however nonetheless offers large injury to obstacles


Pulse Pistols

⦁ Damage lowered from 6 to five


⦁ Base health elevated from 175 to 200



Sleep Dart

⦁ Cooldown elevated from 12 to fifteen seconds


Biotic Launcher

⦁ Primary hearth minimal falloff vary lowered from 25 to twenty meters

Regenerative Burst

⦁ Total therapeutic elevated from 75 to 100 health


Shield Bash

⦁ No longer stuns enemies

⦁ Cooldown lowered from 7 to five seconds

⦁ Distance traveled elevated from 7 to 12 meters

⦁ Movement is now not stopped when impacting obstacles

⦁ Damage elevated from 1 to 50


⦁ Now additionally triggers from Shield Bash injury


Sound Barrier (Ultimate)

⦁ Ultimate value lowered 12%



⦁ Now elevated the Support passive therapeutic by 50%