Blizzard Is Looking To Really Shake Things Up With This PTR Patch!

Here are some of the most important changes coming to the live game soon! You can try these changes right now on the PTR server.



If a match goes into Overtime for more than 20 seconds, the fuse will now start to “burn down” more quickly

Players now respawn more slowly during Overtime (increased spawn time by 2 seconds)

Competitive Play

Competitive Play matches can now only have one of each hero per team. For more info, click here.



Self-healing abilities now charge ultimate abilities. As a result, some heroes’ ultimate costs have been adjusted (see below).



Configuration: Tank

Ultimate cost increased by 10%



Defense Matrix

Cooldown decreased from 10 seconds to 1 second

A new resource meter has been added. This meter will deplete while Defense Matrix is active and then recharge when it’s not in use.

Defense Matrix takes 10 seconds to reach full charge from empty

At a full charge, Defense Matrix will last for 4 seconds

Defense Matrix will now remain active as long as its assigned hotkey is held

Defense Matrix has been reclassified as an alternate fire and is now bound to RMB (by default)

An option to “Toggle Defense Matrix” has been added under Options > Controls > D.Va


Ultimate cost decreased by 15%

Explosion delay reduced from 4 seconds to 3 seconds

Explosion no longer damages D.Va (the player who activates it)


Developer Notes: D.Va isn’t being selected as often as our other tanks, and we feel a lot of that stems from the underperformance of her damage absorption abilities. So, we’ve reconfigured her Defensive Matrix, making it more flexible and giving players the ability to use it more often. We’ve also given Self-Destruct a little more oomph, because it felt slightly underwhelming when compared to many of Overwatch’s other ultimate abilities.



Sound Barrier

Ultimate cost increased by 10%




Now maintains full damage at longer distances, but will deal less damage at extreme ranges

Developer Notes: While the game does feel better following the nerf to McCree’s close-range damage in a previous patch, it left him a little too weak. So, we’re increasing his effective distance, making his range similar to Soldier: 76’s. This should hopefully give players another option for dealing with pesky long-range damage dealing heroes like Pharah and Hanzo. 


Damage Boost

Bonus damage increased from 30% to 50%

Effect will no longer stacks with bonus damage provided by another Mercy


Ultimate charge cost increased by 30%

Movement is no longer prevented during activation

Guardian Angel instantly resets upon use

Developer Notes: Mercy’s ultimate is one of the most powerful abilities in the game; however, players would often fly into the fray and die while using it. With this update, Resurrect will now take a bit longer to charge, but Mercy will be a lot safer when activating the ability in the middle of combat. In addition, we always intended Mercy’s Damage Boost beam to be her primary method for dealing damage, but it often felt so weak that you were better off pulling out your blaster. To help address this, we’ve slightly increased its potency.


Whole Hog

Ultimate cost increased by 45%


Soldier: 76

Heavy Pulse Rifle

Spread recovery will begin after a short delay (rather than instantly)

Tactical Visor

Ultimate cost increased by 10%



Base shields increased by 50 (now 50 Health/150 Shield)

Orb of Discord and Orb of Harmony

Projectile speed has been increased from 30 to 120


Movement speed is now doubled upon activation

Healing amount increased from 200 to 300 health per second

Developer Notes: While Zenyatta has never had the healing abilities of Lúcio or Mercy, he made up for it by dealing more damage. However, his lack of mobility and low health has meant he’s struggled to find a place in many games. To increase his effectiveness, we’ve made several changes, the biggest of which is an increased shield pool. This will allow him to go head-to-head with more enemies. The Orb of Harmony and Discord changes are also a quality of life change, helping Zenyatta move his orbs around and apply their effects more quickly. And lastly, we’ve increased Transcendence’s healing throughput. This ultimate was designed to be the most effective against sustained, high-damage fire and least effective against short, high-damage bursts (like D.Va’s or Junkrat’s ultimates). But, due to the amount of healing it provided, there were times when it was possible for even sustained fire to overcome Transcendence’s output. We’ve made the heal powerful and also allowed Zenyatta to move around more quickly while it’s active. 


You can find the full patch notes here. Click this for full Patch Notes!

I am so excited for all these changes! I’m so happy Zenyatta’s survivability and general usefulness got buffed!

The D’va changes seem to be heading in the right place. I personally feel her only problem is her movement speed while shooting right now. It simply does not do enough damage for how slow she becomes. Hopefully these changes to her defense matrix make her a more viable main tank.

The mercy changes look really good and I can’t wait to try her out on the PTR!

The competitive changes that makes it so you can only have one of a hero feels… Bittersweet I see the reasoning behind it but it was fun to have a last ditch effort to capture a point and your entire team going Winston. I’m going to miss that.

Overall these changes look very good to Overwatch and I can’t wait for the patch to hit Live Servers.

Leave a comment about your opinion on the awesome PTR notes and don’t forget to leave a like it really helps me out!


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s