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View the official notes at Playoverwatch.com

Overwatch Patch Notes – July 6, 2016

A new patch is now live. Read below to learn about the latest changes.

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit our Bug Report forum.
For troubleshooting assistance, visit our Technical Support forum.

GENERAL

Competitive Play

  • The duration of Sudden Death has been adjusted across all maps from 1m45s to the following values:
    • Assault:
      • Hanamura – 1m35s
      • Temple of Anubis – 1m30s
      • Volskaya Industries – 1m35s
    • Escort:
      • Dorado – 1m30s
      • Route 66 – 1m35s
      • Watchpoint: Gibraltar – 1m35s
    • Hybrid:
      • King’s Row – 1m30s
      • Numbani – 1m50s
    • Note: Sudden Death duration is unchanged for Hollywood, which remains at 1m45s

BUG FIXES

General

  • Fixed a bug that prevented Overtime music from playing on Escort and Assault/Escort maps, if the payload was nearing the final checkpoint
  • Fixed a bug where display settings weren’t always saved after restarting the client
  • Fixed an issue that sometimes caused the in-game UI to display incorrectly at 4k resolutions
  • Fixed a bug where sometimes the wrong player level would appear in the Social menu

Maps

  • Fixed an issue with collision not blocking line of sight on certain areas of Nepal

Heroes

  • Fixed a bug that caused Mercy’s Caduceus Staff beam to disconnect from its target if the player a) quickly switched between healing and damage beams by holding down both mouse buttons and/or b) was facing away from the target at the time of the switch
  • Fixed even more bugs that allowed Reaper to Shadow Step to unintended locations on certain maps
  • Fixed a bug that caused Winston’s melee attack during Primal Rage to inconsistently hit targets in range
  • Fixed a bug that sometimes caused Zarya’s alternate fire to scale incorrectly with her damage boost modifier

Competitive Play

  • Fixed a bug that caused the “Top 500” icon to incorrectly display for certain players in various places throughout the game UI
  • Fixed an issue where if you left and rejoined an in-progress Competitive Play match, the game would still track the match as a loss in your placement match history and when determining the amount of Skill Rating you receive for completing a match even if your team won
    • Note: You must be present for the conclusion of the match to be eligible for the win. If you leave a match and do not rejoin again before it’s over, it will count as a loss both in your placement match history and when calculating your Skill Rating adjustment.
  • Fixed an issue where you would still receive a Competitive Play “leave” penalty even if you rejoined a match and completed it
    • Note: If you leave a single Competitive Play match more than 3 times, you will receive a Competitive Play “leave” penalty even if you complete the match. 

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