Stay tuned, we will be constantly updating this post and tweeting any updates we find.

Developer Update

Progression System

Overwatch has unveiled a new progression system.

Progress in Overwatch by earning experience (via Quick Play and Play vs AI) to level up your account.

When you Level Up, you receive a loot box - common, rare, epic, and legendary quality levels.

Each loot box contains 4 random items that are purely cosmetic such as player icons, skins, emotes, sprays, voice lines, victory poses, and highlight introductions.

Already have an item? You'll get credits instead to unlock items you still need.

Customize your heroes with the new Hero Gallery. This also serves as a collection system, allowing you to see the remaining cosmetic items you still need.

EXPERIENCE AND LEVELS

Progression in Overwatch is based on earning experience and leveling up your account.

Currently, you can gain experience by completing Quick Play and Play vs A.I. games. The amount of experience you earn will be determined by a variety of factors including overall participation, whether or not your team won, what medals and commendations you received, and more. Quick Play games will also award more experience than Play vs A.I. games to account for the difference in difficulty between the two modes.

It doesn't matter which hero you play, as experience is earned on an account-wide level. Earn enough experience, and you'll level up. Level up and you'll receive a Loot Box!

LOOT BOXES

Each Loot Box contains four random items that can be used to customize the appearance of your heroes and personalize the way you express yourself in-game. Items come in common, rare, epic, and legendary quality levels, and every Loot Box includes at least one rare quality or better item.

To open a Loot Box, either navigate to the main menu and click the "Loot Box" option, or bring up the Escape menu (default: ESC) and click the bright orange "Open Loot Box" button. You can open one Loot Box at a time, and you'll have a chance to preview or equip your new items before moving on to the next Loot Box.

In Overwatch (as in many Blizzard games), different colors are associated with different item qualities.   Blue is rare, purple is epic, and orange is legendary. These colors will appear in several locations throughout the game—even unopened Loot Boxes will glow in a color corresponding to what items are inside.

Hundreds of different items are available from Loot Boxes, including player icons, skins, emotes, sprays, voice lines, victory poses, and highlight intros, as well as credits that you can spend to unlock items of your choice.

Player Icons – Customize your player profile with an icon reflecting your favorite character, ability, Blizzard game, and more.

Skins – Dress for success with new looks for all 21 heroes, including rare color variations and legendary skins such as Safari Winston or Punk Tracer.

Emotes – Taunt your enemies and cheer on your allies with a series of new in-game emotes.

Sprays – Make your mark on the battlefield with graffiti-like sprays based on heroes, maps, logos, and more (default: T).

Voice Lines –  Chat up your fellow players variety of new voice lines available through the communications wheel (default: C).

Victory Poses – Strike a pose and tailor how your hero appears in your team’s photo finish.

Highlight Intros – Add a little flair to your Plays of the Game with special animated introductions for each hero.

If a Loot Box contains an item that is already in your collection, you will instead receive credits, a new in-game currency that can be spent in the Hero Gallery to unlock items you don't already own (see below for more information). Credits can also be earned randomly from Loot Boxes—the higher the quality of the box, the more credits you’ll receive.

It’s important to note that all of these items are purely cosmetic, which means they won't provide any additional player power. They will, however, give you a plethora of ways to express yourself within the world of Overwatch. Enjoy the default settings or mix-and-match—the choice is yours!

HERO GALLERY

Players can customize their heroes, view items they’ve unlocked, and spend Credits to unlock new items in the Hero Gallery.

To access the Hero Gallery, navigate to the game's main menu and click on Hero Gallery. From the gallery, you can select the hero you'd like to customize, and then see all of the skins, emotes, victory poses, voice lines, sprays, and highlight intros available for that hero. Equip an item you want to use from your collection, or click the "Unlock" button to spend credits and unlock that skin or spray you've been eyeing.

Note: Items unlocked with credits cannot be refunded, so spend them wisely!

Eventually, player icons will also be able to be managed and unlocked through the Hero Gallery, but for now any adjustments to your selected icon must be done through the Career Profile > Player Icons page.

AND THAT'S JUST THE BEGINNING...

Please note that this system is still a work in progress, and many features and functionality may change before the game is released.

The development of player progression in Overwatch has been a labor of love, and we'd love to hear your feedback on the system—from the frequency and variety of unlocks to how player levels are displayed. Let us know what you think by posting in our Beta Feedback forum, creating a new discussion on Reddit, or sending a tweet to@PlayOverwatch.

We look forward to seeing how you use your loot to change the face of battle!

Official patch notes

The Official Patch Notes contain many Hero tuning changes as well as some major game updates. The full notes are in the post, below are the highlights.

New Game Mode: Control. Two teams fight over a series of areas in a best of three format. The current Control maps are Lijiang Tower and Nepal.

New Play Mode: Play vs AI. In this new game mode you can play against the computer instead of a rival team.

New Feature: Player Progression. This system is designed to give players long-term goals and reward them for time invested with cosmetic Loot Boxes.

Patch Features:

New Game Mode: Control
In this update, we’re introducing a brand new game mode: Control. On Control maps, two teams fight over a series of objective areas in a best-of-three format. When a team is in control of the round’s objective area, they will make progress toward capturing it, and whichever team gets to 100% first wins the round. Each round (up to 3 total) will feature a new objective area located in a different part of the map.

Two Control maps are currently available for testing: Lijiang Tower and Nepal.

New Control Map: Lijiang Tower
Lijiang Tower was built in the heart of a modern Chinese metropolis, its busy streets lined with stores, gardens, restaurants, and famous night markets, where foods from around the region are available at all hours. The tower itself is home to one of the leading companies in China’s state-of-the-art space industry, Lucheng Interstellar, an organization with a long pioneering history that is currently pushing the boundaries of space exploration.

New Control Map: Nepal
Years ago, a group of omnic robots experienced what they described as a spiritual awakening. They abandoned their preprogrammed lives to establish a monastery high in the Himalayas of Nepal, where like-minded omnics could gather to meditate on the nature of their existence. Led by their spiritual leader, Tekhartha Mondatta, they took over the ruins of an ancient monastery and turned it into the home of the Shambali, a place where omnics and humans alike make pilgrimages in the hopes of finding a greater truth.

New Play Mode: Play vs. AI
No interest in playing against humans? No problem! Players can now team up and battle against A.I.-controlled characters in our new, aptly named mode: Play vs A.I.

To join a Play vs. A.I. game, select "Play" from the main menu and then select "Play vs. A.I." You can queue up solo or in a party, and you’ll be matched into a 6 player vs. 6 A.I. game.

New Feature: Player Progression
While we strongly believe that playing Overwatch should feel exciting and rewarding on its own, we also know how fun it can be to work toward long-term goals. To this end, and as a way to thank you for your time invested, we’ve added a brand new progression system to the game.

Progression in Overwatch is built around earning earning experience and leveling up your account. Moving forward, you will now gain experience by completing Quick Play and Play vs. A.I. games. Earn enough experience, and you’ll level up. Level up and you'll receive a Loot Box!

Loot Boxes contain a random selection of items that can be used to customize the look of your hero and express yourself in-game, including skins, animations, emotes, custom dialogue options, sprays, and more. In addition to collecting these items from Loot Boxes, players can also unlock them by spending a new in-game currency called credits.

Players can customize their heroes, view items they’ve unlocked, and spend credits to unlock new items in the Hero Gallery.

To learn more about player progression, click here.

General:

Private Games

Private Game has been changed to Custom Game

Players can now right click on a friend’s name to join their Custom Game

Players can now alter the following rules for a Custom Game:

Map Options:

Map Rotation (Random, List Order, and Single Map)

Return to Lobby (Never, After a Game, After a Mirror Match)

Players can now customize which maps are enabled for their Custom Game

Hero Options

Hero Selection Limit (None, 1 Per Team, 2 Per Team, 1 Per Game, 2 Per Game)

Role Selection Limit (None, 2 of Each Role Per Team)

Allow Hero Switching (On, Off)

Respawn as Random Hero (On, Off)

Player can now customize which heroes are enabled for their Custom Game

Gameplay Options:

Players can now set their Custom Game as a skirmish

Players can now set modifiers for the following stats: Health, Damage, Healing, Ultimate Charge Rate, Respawn Time, Ability Cooldown

Players can now enable or disable the following options: Skins, Health Bars, Kill Cam, Kill Feed, Headshots Only

Team Options:

Team Balancing (Automatic, Off)

When Balancing Occurs (After a Game, After a Mirror Match)

Custom Game A.I. options have been improved:

Players can now add friendly A.I. to their team

Players can now select which A.I. they want to play against

Players can now set the difficulty of each A.I. in the game

A.I. can now play in all game modes

Several small quality-of-life changes have been made to Custom Game spectating

Scrolling the Mouse Wheel will now zoom you in and out of third-person view

When spectating in third-person, right-clicking will now detach the camera at its current location

The third-person camera will now orient based on where the spectated player is aiming

Miscellaneous

A new work-in-progress Training mode has been added: the Practice Range

A new work-in-progress profile system has been added (under “Career Profile”)

Initial support for AMD Crossfire and NVIDIA SLI has been added

Jeff Kaplan’s beard progression has been reset

Hero Balances:

General

All healing effects now work on shields

Quick Melee now pauses weapon recovery time while active

Ammo will now reload in the middle of a weapon’s reload animation, instead of at the end of it

Several adjustments have been made to in-combat visual effects:

Enemy team ability colors should now be more clear

Muzzle flash has been re-tuned for several weapons

Several adjustments have been made to in-combat audio:

It should now be more obvious when you are being healed by indirect healing sources like the payload or Lúcio’s Crossfade ability

It should now be more obvious when you are attacking invulnerable players

Explosions at a distance should now be more audible

Ultimate Charge (All Heroes)

Players no longer gain Ultimate charge from taking damage

Ultimate charge will now generate slowly over time for all heroes

To accommodate for these changes, many heroes’ Ultimate cost has been rebalanced

Developer comments: Allowing heroes to generate Ultimate charge when taking damage created several balance issues. For example, it was often a bad idea to attack an enemy hero if they were being healed, since that would charge up the enemy’s Ultimate and their healer’s Ultimate much more quickly. To help address these issues, we’ve removed the ability for damage taken to generate Ultimate charge and made it so that all heroes will now generate Ultimate charge at a slow and constant rate.

Bastion

Base health increased by 50 armor (now 200 HP/100 Armor)

Configuration: Recon

Minimum weapon spread has been removed

Maximum weapon spread increased by 10%

Weapon spread will now start to recover more quickly

Configuration: Sentry

Transforming from Sentry to Recon decreased from 1 second to 0.5 seconds

Aim restrictions have been removed (Bastion can now aim in 360 degrees)

Weapon spread decreased by 20%

Weapon reload speed decreased from 2.5 seconds to 2 seconds

Bullet damage decreased by 33%

Bastion’s survivability in Sentry Mode has been rebalanced:

Now grants 300 armor

Frontal barrier has been removed

Bastion’s core is now exposed when deployed in Sentry mode, located on its back. All successful attacks to the core will deal triple damage.

Self-Repair:

Now heals 25% of total health per second, instead of a flat value

Developer comments: While we love the way that Bastion can turn the tide of battle, the hero felt too powerful against less experienced players and too weak against more experienced players. The goal of these changes is to make Bastion more viable at all skill levels, as well as provide more flexibility in how the hero can be played and supported by a team.

D.Va

When D.Va’s mech is destroyed due to damage taken, it will now despawn immediately instead of a few seconds after D.Va is ejected

Defense Matrix

Size decreased by approximately 50%

Shape changes to be more cylindrical than conical

Developer comments: Previously, D.Va could become a problem when there were multiple people playing her in a game, especially when they were crowded around a small capture point or escort objective. Between the size of her Defense Matrix and the fact that her destroyed mech could be used to block line of sight, she was often simply too difficult to kill. These changes are designed to reduce her overall defensive footprint and give players more ways to counter her.

Hanzo

Scatter Arrow

Now has a fixed spread pattern

Sonic Arrow

Can now stick to and move along with enemy targets and barriers

Dragonstrike

Hanzo can now turn while using Dragonstrike

Developer comments: These quality-of-life changes are intended to make some of Hanzo’s abilities work a little more intuitively.

Mercy

Guardian Angel

Can now target the souls of dead allies

Resurrect

Ultimate charge cost decreased by 25%

Activation time decreased from 1.5 seconds to 1 second

Range decreased from 40 meters to 15 meters

No longer locks aim during activation

Developer comments: Mercy is a very strong support hero with a very strong Ultimate, so it’s no surprise that many teams consider her mandatory. We don’t want any hero—or any hero ability—to feel like an “auto pick.” Our goal with these changes is to tone down Resurrect by allowing opponents to counter it, but still make sure it can feel game-changing.

Pharah

Jet Pack

Will no longer refuel while Pharah is sliding on an un-walkable surface

Developer comments: Players discovered a way to make Pharah hover indefinitely across some surfaces. While we initially allowed this neat trick to persist, it ultimately proved detrimental to map balance, so it needed to go.

Reinhardt

Earthshatter

Damage decreased by 50%

Cone width decreased by 40%

Reinhardt can now turn while using Earthshatter

Now renders Reinhardt immune to Zarya’s Graviton Surge

If Reinhardt activates Earthshatter while trapped inside a Graviton Surge, he will now be dropped to the ground and the ability will activate at that point (rather than it activating in mid-air)

Developer comments: Ideally, players should be using Earthshatter as a setup move for their team. However, this ability was doing so much damage that Reinhardt could use it as a setup and finishing move, eliminating multiple enemy heroes without much assistance. These changes are intended to bring Earthshatter more in line with other heroes’ Ultimates, while still allowing Reinhardt to be the big playmaker he has been.

Roadhog

Chain Hook

Stun duration after being hooked has been slightly increased

Developer comments: It’s always been intended that, after successfully hooking a target, Roadhog would have a chance to act before his target recovered; however, there were some situations in which this wasn’t happening, particularly at higher latencies. We’ve slightly increased the stun duration following Chain Hook to compensate.

Soldier: 76

Heavy Pulse Rifle

New reticle added

Long-range damage falloff added

Spread recovery now begins instantly, instead of after a delay

Spread now has a curve, which makes it more accurate at the start but then quickly becomes less accurate

Developer comments: These changes are aimed at making Soldier:76’s weapon feel better when firing, as well as provide more experienced players the opportunity to gain accuracy at longer ranges (via burst-firing). To ensure that Soldier: 76 doesn’t become too powerful as sniper, however, we also added some long-range damage falloff to compensate.

Symmetra

Symmetra’s turrets will no longer generate Ultimate charge when dealing damage to barriers

Teleporter

Ultimate cost reduced by 40%

Symmetra no longer gains Ultimate charge while her Teleporter is active

Developer comments: These changes have two primary goals. First, we want it to be easier for Symmetra to get her first Teleporter up. Second, we want to eliminate those frustrating situations where Symmetra is able to immediately deploy another Teleporter as soon as it’s found and destroyed by an enemy team.

Torbjörn

Torbjörn’s turrets will no longer generate Ultimate charge when dealing damage to barriers

Scrap

Maximum Scrap increased from 100 to 200

Amount of Scrap per pickup decreased from 30 to 20

Indicators have been added to help players locate Scrap more easily

Rivet Gun

Primary Fire

Damage increased by 25%

Fire rate decreased by 20%

Alternate Fire

Damage increased by 50%

Damage falloff increased at minimum range

Fire rate decreased by 33%

Now shoots projectiles that need to be aimed

Build Turret

Upgrading the turret no longer costs Scrap and occurs more quickly

Level 1

Damage increased by 15%

Health decreased from 250 to 150

Level 2

Damage increased by 15%

Health decreased from 425 to 300

Can no longer be upgraded to level 3 with Forge Hammer (see Molten Core changes below)

Level 3

Bullet damage increased by 15%

Bullet fire rate increased by 25%

Rocket Launcher damage decreased by 50% but now fires in bursts of 4

Rocket Launcher fire rate decreased by 33%

Rocket Launcher explosion radius decreased by 40%

Rockets no longer cause knockback

Health increased from 600 to 800

Armor Pack

Cooldown has been removed

Armor granted increased from 50 to 75

Packs are no longer visible to enemies

Molten Core

No longer fills Scrap meter

No longer makes abilities cost 0 Scrap

Can now be activated while moving

Now automatically upgrades level 2 turrets to level 3 turrets while Molten Core is running (turrets will revert back to level 2 once Molten Core ends)

Developer comments: Similar to Bastion, Torbjörn was a hero that often felt too powerful against less-experienced players, but underwhelming against more experienced players. In particular, we found that less-experienced players had a difficult time figuring out how to deal with Torbjörn’s level 3 turret. On the flipside, more experienced players could easily prevent Torbjörn from setting up a level 3 turret or otherwise getting too established, which in turn made him feel helpless. To help solve these issues, we’re making his Rivet Gun stronger; improving the damage output of his level 1 and level 2 turrets, but reducing their health; and linking his Level 3 turret to his Ultimate, Molten Core (thus limiting its duration).

User Interface:

General

The game's Main, Social, and Options menus have been redesigned

Game Options

Gameplay

An "Always Skip Kill Cam" option has been added

A "Kill Feed Display" option has been added

Sound

Volume sliders have been added for Music, Sound Effects, and Voice Chat

In-Game UI

Scoreboard

Scoreboard statistics have been reworked for all heroes

Social Features

Commendations

New commendations have been added for several heroes

Players can no longer receive more than one commendation during end-of-round voting

Voice Chat

An on-screen notification will now appear when players are speaking in other channels

Bug Fixes:

General

Having a controller connected no longer prevents menu navigation

Made improvements to how the game handles widow creation and transitions between Fullscreen and Windowed modes

Maps

Performance improvements have been made for all maps (most significantly on Numbani)

Player collision improvements have been made across all maps

Heroes

Interrupting Hanzo’s bow draw should no longer prevent the bow from being re-drawn if Mouse Button 1 is still held down

Junkrat’s RIP-Tire should no longer fall through sloped surfaces

Reinhardt’s Fire Strike damage can no longer be calculated as a headshot against an enemy player

Official announcement

Overwatch has pushed a new update that's roughly 5gb.

@OnSolace Posted this image.

guys pls pic.twitter.com/1cP3vtitmo

— On Solace (@OnSolace) February 9, 2016

[BETA] Important: Overwatch beta "keys" do not exist. Please be cautious of any emails, websites, or individuals that claim to offer them!

— Overwatch (@PlayOverwatch) February 9, 2016

[BETA] Reminder! Beta wave announcements are only tweeted out once all accounts in that wave have been flagged and are ready to play.

— Overwatch (@PlayOverwatch) February 9, 2016

Schedules for beta invites, updates, and announcements are not set.

[BETA] As an general FYI, we don't have a set schedule for beta invites. For updates and wave announcements, be sure to follow this channel.

— Overwatch (@PlayOverwatch) February 9, 2016

No time is set for today's beta relaunch.

[BETA] There isn't an exact time the Overwatch Closed Beta will relaunch today, but we'll post an update once it's live—so stay tuned!

— Overwatch (@PlayOverwatch) February 9, 2016

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